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Post by bernard on Sept 16, 2010 10:08:00 GMT -5
Hello DeathBasket,
placed my first working door today (room changing black plane), to load second room after touching it. This "HEX" thing seems to work great! Is it possible that you need high values to change the rotation, because with UoT you have to enter very high values (9000) to rotate something 90 degrees?
thanks,
bern
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Post by Dead on Sept 16, 2010 12:03:03 GMT -5
90 degrees is abot 16000 (think it was like 16320 or 16500.....) and 180 is like 32000 33000 something like that^^
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Deleted
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Post by Deleted on Sept 16, 2010 13:07:54 GMT -5
Hello DeathBasket, placed my first working door today (room changing black plane), to load second room after touching it. This "HEX" thing seems to work great! Is it possible that you need high values to change the rotation, because with UoT you have to enter very high values (9000) to rotate something 90 degrees? thanks, bern The rotation values are: 0 (0x0000) = +/-0 degrees 16384 (0x4000) = +90 degrees -32768 (0x8000) = +/-180 degrees -16384 (0xC000) = -90 degrees Note: it's -32768 because of the way a signed integer works (0x0000 - 0x7FFF = 0 to 32767, 0xFFFF - 0x8000 = -1 to -32768).
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Post by bernard on Sept 16, 2010 16:30:29 GMT -5
Hello,
I got problems in creating groups with the OBJ2AREA script... The script asks for number of objects....are this the groups? When I choose let's say 4 objects , I get 5 possibilities in UoT. But it's not possible to create actors from different groups with UoT. It's constant jumping back, and the actors loose their group numbers....
I know it sounds complicated, but is there a workflow to make different groups so you can make let's say a door, a chest and a flame in the same room (just an example...)
thanks,
bern
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Post by Deleted on Sept 16, 2010 17:23:50 GMT -5
Objects and groups are the same thing. UoT loads the objects incorrectly, it displays 1 more than the actual number of objects so just ignore the last one. Whenever you change an object in UoT, you need to press apply. I think that might be the problem you're having. If not, make sure you're not overwriting an object you've already changed. You don't need to change objects for each actor, just make sure you have all the objects you need loaded and then change the actor numbers separately.
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Post by bernard on Sept 16, 2010 18:01:16 GMT -5
Hello , this seems to work with most of the actors...but some actors (chests, push blocks) can't be set....
bern
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Post by bernard on Sept 17, 2010 5:29:17 GMT -5
Hello,
would it be possible to export Zelda OOT level geometry to OBJ files...?
bern
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Post by Dead on Sept 17, 2010 6:55:08 GMT -5
ok.....that's a double post.... Use the "Modify" button^^ I think it's possible....but I don't know how to
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Post by Deleted on Sept 17, 2010 8:37:31 GMT -5
There's a version of OZMAV that does it correctly but I don't remember which. code.google.com/p/ozmav/Hello , this seems to work with most of the actors...but some actors (chests, push blocks) can't be set.... bern Have you tried using a different variable?
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Post by bernard on Sept 17, 2010 16:02:56 GMT -5
Hello DeathBasket,
different variable seems to work. I tested with
000A:000E:0020:Treasure Chest (holds bombs)
and chest appears...
I also found another actor's database that seems better...
thanks again for all the great info....
bern
ps: is it possible that when emulating the game with PJ64, that some actors are visible if you get close enough? If you move further away they disapear....
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Deleted
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Post by Deleted on Sept 17, 2010 16:05:54 GMT -5
That might be something to do with settings in either the map or scene file, I've had a problem like that before when importing custom maps but I don't know how to fix it, sorry.
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Post by Dead on Sept 19, 2010 3:57:37 GMT -5
Yeah...by the way I don't really know how to solve this 1: I can import the map 2: I can't use textures.... It just says it failed 3: I can't move link's actor cube it just goes back to its original spot 4: I can add stuff like treasure chests^^ 5: Anyone know anything about why I can't Import with textures? ? (all are 32x32 bit .png textures without transparency)
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Post by Arcaith on Sept 19, 2010 5:17:07 GMT -5
Archive your obj file and textures, upload them somewhere and PM the link to spinout, explaining your problem. If he can replicate the problem, he'll get back to you with how to solve it.
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Post by Dead on Sept 19, 2010 8:35:24 GMT -5
Oki
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Post by bernard on Sept 20, 2010 18:04:50 GMT -5
Hello,
when making a custom room with a wooden door, Link can walk through the door.... In the 'real' game Link collides with the door...
Is there a sollution for this ?
thanks,
bern
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