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Arcaith

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Everything posted by Arcaith

  1. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA *faint*
  2. It ran fine on an emulator, but it hangs on hardware when I try to load the map. AFAIK, the maps produced by Sharp Ocarina run fine on hardware, however you need to make sure it isn't all one mesh or the draw order will be screwed up and Link will be drawn behind all the geometry. It might not be the display lists that are the problem, though. Last I was aware, there were no problems with xdan's most recent command line converter. It might be an issue in the setup of the zmap or zscene, or a pointer problem. You also have to update all the pointer tables for hardware compatibility, as I'm fairly sure that there's more than one table that references file locations. If you can post the offsets for the files in ROM for me, I'll see if I can fix it.
  3. Tested it on hardware, 119 wouldn't load.
  4. One of the main reasons why Link's animation looks so off is because he lacks any sense of mass in his movements. You don't feel that he's a solid object moving, he doesn't even look like he's skating, he's less substantial. It's more like he's a bubble on a cushion of air. Part of it will probably be helped by some kind of shadow to ground him, but the remainder of the issue I think could be solved by giving his animations a bit more rigidity to imply he's expending effort in order to move.
  5. This is all looking fantastic, excellent work Airi
  6. If you're exporting to obj, it doesn't support those. You might need to manually edit the display list to adjust those values.
  7. You can fix the black outlines by setting the SETTILE mode to clamp.
  8. A project by Arcaith Okay guys, I've been messing around with the title for this project for a while, and I think I've hit upon one that I'm happy with. This topic is the main project topic, and will only really be showcasing mostly finished content. Anything else will be going in the snippets thread (currently on BB, might post it here if I post enough random stuff in it). --About-- So this project is different to my non BK game Fidello, and is something I came up with while doing some tests in Banjo's Backpack some time ago. It's a very basic plot, and takes place between Banjo-Tooie and Nuts and Bolts. I'll be posting an actual opening plot synopsis when the mod is further into development, but for now I'll just say that you'll be seeing some of the rumours surrounding the development of various Banjo titles creep into the game. There also may be some content that ties into Fidello, much like Stop'n'Swop though, it won't be required stuff, just some extra little goodies you'll get for paying attention. --Media-- --C-- Banjo's Backpack - Skill, CBM, SubDrag et al Chief of Ideas - Arcaith Scene Crayoner/Idea Scribbler - Arcaith Big Noise Makers - Arcaith/Grant Kirkhope (those already present) Other Keyboard Tapping - Arcaith Chief Free Player - Arcaith
  9. This is looking really awesome man It is indeed looking quite professional.
  10. Dude, your mapping is improving by leaps and bounds
  11. Awesome Progress is always cool. If my little suggestion helped, I'm glad
  12. Eyyy. I remember you. Welcome back to the community.
  13. I'm wondering if the differences in the format might be due to additional transform data for the perspective trick. Unless it's an easily applied global macro, that might be what's causing the differences in the files.
  14. It should be possible to append entirely new animations to the end of an existing animation list, the only thing is you'd need to do a whole lot of repointing to account for the increased size of the file.
  15. Yeah...I've kind of lost interest. I briefly had an moment when I heard about these, but I kind of quickly slumped into a very :| mindset. I wasn't really a huge fan of Ruby/Sapphire in the first instance, in fact I don't think I ever completed a full playthrough.
  16. They do normally have collision. What are you talking about? XD What they would have that they didn't before is a damage table entry or their own unique damage table.
  17. *toot toot* I made this ages ago, but whatever XD ...here's another one.
  18. I'm not sure if all the instruments are correctly tuned. I keep meaning to go over the instruments and make an exactly mapped sf2, but other things are currently a higher priority. If instruments come out too high/low, simply transpose them an octave or two one way or the other.
  19. If I had to guess? I'd say it's probably a beta spike trap graphic. If you'll recall, in order to easily create a rounded shape, certain objects in Super Mario 64 use flat planes that always face the player, along with some 3D geometry that can't be cheated in this way, such as the Bob-Ombs, Chuckyas, King Bob-Omb...those dudes with the flower heads? I'm not so good on Mario enemy names. The point is, this is likely an early version of the trap before the full 3D version was implemented, likely after the engine was updated far enough from its SM64 roots. This design would have allowed more details on the spikes, without having to sacrifice a lot of polygons to create a smooth sphere as the base. The game has a lot of anachronisms like this all over it.
  20. I like doing long-exposure photography; I should post some of my stuff at some point.
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