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Post by Jason777 on Aug 5, 2010 22:39:16 GMT -5
Ok well ive done exit and entrance modding and other stuff of the same genre, but as i was using obj2area to import a map i made, the field of "number of entrances" caught my eye. Does it add extra entrances to the mod instead of taking one that is already stored in the ROM? As far as i know, i have never seen or heard of entrance adding; ive only heard of changing already existing exit/ entrance values. So my question is...is it possible.
And also, wth is a transition actor?
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Post by Secant on Aug 6, 2010 14:00:44 GMT -5
Transition actors are actors like doors that allow you to view another part of a singular map. When the map is loaded, the collision loads entirely, and stays loaded until you change maps (so if you enter, say, the Forest Temple, and move through the wall to another room, you won't fall off the map). The mesh, however, is only loaded in parts on certain maps. The transition actors allow you to load those different sections of the map, so that the graphics don't overflow and cause the game to lag or crash.
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Post by nokaubure on Aug 7, 2010 8:15:18 GMT -5
transition actors is for going throw diferent maps in the same scene, like kokiri.
entrance/exist. Well, I dont known much about that, but if the room 119 has, for example, entrance id 204,205,206 , when you place your custom map, your first map is 204, the second 205 and the third 206. And maybe 207 the fourth?
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Post by Jason777 on Aug 7, 2010 9:27:19 GMT -5
Yes but that doesn't answer my first question; is it possible to add new exits/entrances to the ROM instead of just using the ones already stored within the ROM?
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Deleted
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Post by Deleted on Aug 7, 2010 12:46:49 GMT -5
Number of entrances is probably to do with the number of Link actors in the map.
Adding new exits is probably possible but may be difficult. It's not really practical in this situation though because the exits all refer to scenes and as imported scenes only replace existing ones there's no need to create additional exits.
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Post by Salvage66 on Aug 7, 2010 13:04:29 GMT -5
Ok well ive done exit and entrance modding and other stuff of the same genre, but as i was using obj2area to import a map i made, the field of "number of entrances" caught my eye. Does it add extra entrances to the mod instead of taking one that is already stored in the ROM? As far as i know, i have never seen or heard of entrance adding; ive only heard of changing already existing exit/ entrance values. So my question is...is it possible. And also, wth is a transition actor? Wth what the heck do you need that for anyway custum maps or something?
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Post by Secant on Aug 8, 2010 9:45:21 GMT -5
The way exits work is a predetermined exit table that basically handles every exit in the game for every map and every variation of it, telling the game where to put Link and what version of that map to put him in when he enters a specified area. I don't know too much beyond that, only the basics of how it works.
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Post by Jason777 on Aug 9, 2010 13:30:25 GMT -5
The reason for asking this is because i have quite a big map that ive splitted into 10 parts to create a dungeon. I have all the parts ready and now its time to link them all together before i start inserting actors, puzzles, etc. Now the problem is, there are quite a few exits and entrances and i would like to know if there is a method so that way i won't have to make many places or versions of the places unplayable.... Do u get what im saying?
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Post by Deleted on Aug 9, 2010 14:45:49 GMT -5
That's to do with transition actors (such as doors or black planes). You need to split the map into the 10 different parts and convert each as an additional map in the same scene (I'm not familiar with the version of the converter that does this since I haven't used it in so long). Transition actors are used as a way of loading the next room so that previous rooms do not need to be loaded at the same time, which saves memory. For each transition actor in the scene file a room number is specified for which room to load when using the transition actor from the front and from the back. I'm not sure how the converter handles this so you'll probably just have to do the fixing afterwards. The room numbers are given by the order in which the map files are listed in the scene file (starting from 0).
In short: You're making this problem too complex. You don't need to add any exits, you just need to set up transition actors. In Zelda 64 doors and exits are completely independant. Doors are actors. They change the room number. Exits are (set up by) collision data. They change the scene number based on an entry in the exit table.
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Post by Jason777 on Aug 9, 2010 16:14:32 GMT -5
Ahhh!!! I see is that what the multiple mesh map option is for on the newer version of the converter??
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Post by Deleted on Aug 9, 2010 17:02:48 GMT -5
From what I can tell from looking at the script you need to have the complete .obj file (all rooms joined) for the scene file (used for collision) and each room used for mesh must be separate. The input would probably be something like this for a scene with 5 maps:
Zelda 64 Debug ROM: ZELOOTMA.z64 Wavefront obj file for collision: custom.obj Scale: 1 Reverse faces? (y/n): n Area number (0-109): 109 Music value: 2 Number of start positions: 1 Number of tansition actors: 5 Number of water boxes: 0 Use different obj for mesh, or multiple mesh map?(y/n): y
Then it will ask for a .obj file for each mesh (until you enter nothing). To make these .obj files, just delete everything except the room you need before exporting. I've heard that this version doesn't output the finished map and scene files though and just writes them to the ROM so if you wanted to dump them you'd have to use ZLE2 or something.
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Post by Secant on Aug 10, 2010 2:57:55 GMT -5
For the URA project Demo, Zeth managed to create a custom map that utilized two rooms that you could move between via transition actors. You could ask him how he did it if you're still stuck. As for doing actor placement, I'd just recommend using Zappy.
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Post by Jason777 on Aug 10, 2010 16:36:08 GMT -5
Hmmm i'll try ur theory, deathbasket
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