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Posts posted by JDYoungLink1
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Young Link already uses the bow correctly, it's exactly the same item (in functionality) as the slingshot. The reason they only shoot seeds as a child and arrows as an adult is because Link's actor decides what can be fired based on age only. The video posted above changes what variable the actor loads for the arrows/seeds, I explained it originally in the post here. Being able to use both bow and slingshot would require a bit of assembly hacking both to get the models to load properly and for Link's actor to be able to distinguish between the two, so it's actually quite complex... that goes for both adult and child. In short, using only one of the items (ex. both use only bow or slingshot) is relatively easy but using both items is hard.
If anybody knows what causes the crash when child Link tries to use the hookshot (I've never looked) then I should be able to find a way to make it usable.
thanks DeathBasket It work I was able to use the arrows, The hookshot appears to be very tricky. Zeth's right about young Link Frozen in animation which makes it harder to understand whats really going on. Not only is young Link frozen getting hit by an enemy doesn't even make the getting hurt animation to snap Link out of it he simply takes damage and can't move. Also when he's in water he just floats but cant move howerer his legs move(don't know if thats useful at all).
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i know what you mean but hey its a start.I wouldn't hold my breath on the Bow or hookshot with just that information, though.
Really, all you have to do is... :
- Port the display list(s) of desired items over to Young Link's ZOBJ (Hookshot and Bow are trickier...)
- Fix the item highlight tables for said items to be selectable as Young Link
- Fix the item usability tables for said items to be used by Young Link.
- Fix the Corresponding Young and Adult Link display list tables for said items.
- Highlight and Usability tables : https://sites.google...-item-usability
- Corresponding Display List table : http://wiki.spinout1...otes#Link_stuff
... Before I made a topic about this last year : http://glitchkill.pr...85&page=2#53488
If you need help, message me on Skype. My username is Casis777
I knew a about the child to Adult Link Highlight and Usability table. The problem is the porting part and getting the Player_ovl function(you guys know what i mean) to work I'm terrible at display list porting .
Thanks Jason for the info I'll try and make the best use of it can. I going to try so if a few a hour i be back to let you guys know how it went. I think i get it.
Im going to attempt to port the arrow over the slingshot bullets not the bow.
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Yea I know what you mean I seen spinout port kafei over Adult Link and he floats. So yeah porting over adult link isn't the best idea.Even if you did all of this, He would still be floating in mid-air because of something with Hierarchy. The tutorial? It's just display list porting, only with body parts instead of Items.
Yea I know about he did it in the Zelda's Birthday mod, I just don't know he did it.There's really no point in porting young Link over adult Link though, it seems like something that would be needlessly complex. If you want Young Link to be able to use certain items like the megaton hammer. hookshot and bow, the much cleaner way is to tack the model data from those on the end of Young Link's zobj. I think it was Dark_Link-77 that did this a long time ago, and it allowed for using at least the megaton hammer just fine. Unless I misunderstood the intent of what you're going for.
What i really would like is to be able to use adults Links items properly such as the arrows and Hookshot I've seen the arrows edited so i know it possible.
does anyone know how to port(swap) items like this guy
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I've been curious why hasn't anyone ported Oot Young Link over Adult Link? My question is if young Link was ported over link just his character model not items would he be able to use the hookshot and the stuff Young Link is supposed to be able to use properly? its just something that has been bugging me for a while and I would like a second opinion. Also are there any Tutorial that teach how to port(display list) characters over others. I've seen samus over adult link, mario over young link are there any easy to follow tutorials out there that teach this sort of thing?
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ThanksTrust me, man. All tutorials are useful.
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No Problem and I appreciate the honesty.Great information, but I will be honest Sakura and I are already way ahead of this actually! So expect to see the bladebeam when Trailer 3 releases this coming August!
I guess was later than i hoped , I hope some of the info helped even if it was a little.
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Good Job JDYoungLink1 (Already i have talked this with DL77 )
TIP: For animation testing, you can use this GS Code :
813F44D2 xxxx } First animation of Spin Attack
813F44D6 xxxx } Second animation of Spin Attack
Ex:
813F44D2 28C0
813F44D6 29D0
Regards
I used to use codes too but as my knowledge of the rom grew hex editing became more natural , as much attack - animation studying ive done(That makes it too easy i like a challenge). Also using codes animation code can cause the rom to freeze unless you use them after the game has started and the level has loaded. i just prefer changing it in the hex editor because i can write it directly to the rom i find it more reliable that way and I dont have to disable a code then enable at a certain time see what i mean. :)and If i hex edit it i can change all the anmations at once even port animations... Thats pretty sweet I guess im not the only one who has done his research.
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Thanks Jason A lot of people wanted to know I would have posted this info sooner but wasn't able to at the time. INice tutorial *Favorite*
If Anyone has any Questions , Comments or Advice please post when you can.
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A lot of people have been wanting The Beam blade to appear in the URA Project, and I have done a bit of my own hacking in this department and wanted to be of assistance by providng useful information on it. Hope I can Help out the URA Project a bit, and all of you others interested in it.
What I fogot to show in my video was that if you use UOT to alter The Beam Blade or the spin attack and load it into the game those changes will appear too. Simply mod the Zdata file. GamePlay keep.Zdata. pic shown below of spin attacks in that file.
[media=]http-~~-//www.youtube.com/watch?v=8bQd84AigHs[/media]
I also forgot to show you guys how to change the animation loaded for those attacks.
use the hex editor HxD
the goto
C231B2 thats where the Blue spin attack animation is loaded.
C231D2 thats where the orange spin attack animation is loaded.
change the four digit animations to any of link animations.
These are some of my favorite aniamtions but there are tons more.
2880 horizontal slice 2hands
2890 diagonal slice 2hands
28A0 diagonal slice downward 2 hands
28B0 horizontal slice 2hands knee down
28C0 diagonal slash downward
28D0 upward slash 2 hands
28E0 low 2 handed stab
28F0 upward 2 handed slash
2900 jump attack
2940 2 handed sword spin attack
2968 horizontal slash
2978 wide ranged horizontal slice
29A0 diagonal slice down ward
29B0 diagonal slice upward
29C0 full spin attack
29D0 back flip
2A40 running sword
2A48 beta jump attack
2A50 vertical slice fast
2A60 alpha jump strike
2A80 vertical slice
2A98 upward slash fast
2AA8 stab fast
2Ab8 upward slash
2Ad0 one handed jump attack
2B28 short spin attack
2B40 running slash
2B48 horizontal slash slow
2B50 diagonal slash right back time
2B70 2b80 backward slice
A Big Thanks to Sakura And DL77 and Spinout.
If Anyone has any Questions , Comments or Advice please post when you can.
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I finally decided to make tutorial on how to import WW levels into OOT. Ive wanted to for a while i just didn't have internet at home. How this helps those wanted to know.
[media=]http-~~-//youtu.be/aPhc7SWU3sw[/media]
A big Thanks to Xdaniel for SharpOcarina and tons of other people you know who you are.
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Sure thing Naxy. On-Topic Xdaniel are you goint to add a dump obj file option for the "WindMaker" in the near future? or if 3ds format the only available option(like BMDView2)?Aside from the scaling of the maps being a bit large, these imports look great, JD.
Since this is more related to OoT modding than Wind Waker hacking, though, you might want to post these in a new thread so people don't get confused.
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That wasn't the issue I just took the picture before i applied all of the hires textures.No problem. Also, that's looking pretty nice! Although, sadly, this is one of the cases where the N64's small texture cache really shows, because the tree backdrop surrounding the area looks pretty awful in that low resolution/color depth... not much that can be done about it, tho, without ex. editing the model and breaking the texture up into two (one for the upper leaves, one for the trunk and grass)
this is with all of them applied looks like.
i'll just leave this here*
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Uhm, that's not the alpha forest...? A_mori is the forest at Outset Island, if I'm not totally mistaken, while A_R00 is the unused one, complete with its ancient Maya file or whatever it was, that can't even be read by BMDview2.
my mistake in confusing the two. i managed to get the outset forest to work without any problems this time.
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I'm guessing this is a fault of the exporter miscalculating the UV mapping coordinates. You might consider trying to export this in 3DS Max, as its exporter has far fewer errors than the one for SketchUp.
I tried that every map that i export for SharpOcarina I then Import it into 3ds max and export it.
But what i havented tried is importing the file into 3ds max in the 3ds format that BMDView2 exports in then exporting it in obj format then importing it into SharpOcarina.
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I tried importing the Outset Island forest level in OOT debug and it didnt go exactly as planned.
I opened the .arc file in BMDView2 that worked fine, then i exported the level and put it in sketchup at this point so far so good
But when i used sharpOcarina to import it this was the result , i think ill retry later.
I was pretty close but... but as they say if at first you don't succeed try again XD
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Satoshi Great Work. Thats Pretty Impressive! XD
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My Computer has a NVIDIA Geforce GTS 450 1 GB DDR 5 memory Graphics card,a Quad core processor 3.0 GHz a processor, 8GB RAM and a 1 TB hard drive. you dont have to specs as good as mine but it helps to have a powerful graphics card and processor if nothing else.
Hope this helps XD
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Zeth it is possible to upload it into zelda with hires textures. you would just have to upload it with low res textures then go to the level and use rice's plugin to dump the textures and paste the hires ones over the low res ones, just keep the aspect ratio a multiple of 4 ex. 512x512 or or if if is a long image 512x1024, you get the picture. this just an example these are in game pics.So this is what I did with the Blackout Day! I uploaded the finished model of the Temple of Light into Second life(since its a great sandboxing game to upload your own creations) and put the original HIGH QUALITY textures on it. I really wish OOT was able to handle hires textures now. *Sadfaces*
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its as you said to fix the errors. exporting from 3ds max has a higher success rate of working, well for me anyway. plus SharpOcarina can't use 3ds format files.
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Guys If you want to get you model to import into the game. import it as an obj in 3dsmax then export over it as an obj using 3ds max it will work.
I build my maps in sketchup, then use the obj exporter plugin to export it.
then import it as an obj into 3ds max, then export it as an obj and i haven't had any problems.
to insert hq texture use rice's plugin 6.1.4 to dump textures and load them as hires textures.
hires level pic
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Xdaniel very Nice Work Im loving SharpOcarina.
The only problem is textures appear very stretched.
I imported my own custom castle and it came out pretty good.
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ok lets go with collusus #1. download Link in first post, retexture complete.Yeah, one is far nicer, two is very brown and uninteresting; there's not enough contrast.
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Colussus 1 or 2
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