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Post by Cinnamon on Nov 23, 2010 3:06:36 GMT -5
I need some info on how to do this. I know about google sketchup, spinout's porter, the obj converter plugin, but nothing about python, (so I could use some help there too!). Anyways, once I make a dungeon in google sketchup, how do I split into different rooms, (in-game)? Also, how do I give it dungeon values, like switches & stuff. Any advice will help!
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Post by Arcaith on Nov 23, 2010 3:14:30 GMT -5
You'll need to split the mesh in Sketchup and export each room individually, and export the entire joined mesh for the collision. For setting switches etc, those are all actors that you'll need to edit; you can check the actor lists on any of the Zelda Hacking wikis. The z64 wiki should have what you need.
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Post by Cinnamon on Nov 23, 2010 3:18:05 GMT -5
thanks for the link, quick question: can I draw the whole dungeon before breaking it up, or do have to do it all iduvidually? god, I sound like a n00b right now! ;D
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Post by Arcaith on Nov 23, 2010 9:26:20 GMT -5
You can do the whole thing before you break it up, in fact that's the best way to do it; you'll need to export the mesh as a whole for the collision anyway ^_^ Generally speaking once the map is done, you save a copy for the collision, break the original into parts for the individual maps, and then edit the collision one for any collision that needs to be added or removed (collision for doors, fences and whatnot).
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dogboi67
Full Member
[H:0][Mo0:0]
Posts: 92
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Post by dogboi67 on Nov 23, 2010 10:34:36 GMT -5
you could use utility of time and edit rooms in the debug rom choose your map you make you can import switches and stuff to your map get the object codes and z64wiki
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Post by Cinnamon on Nov 23, 2010 11:07:17 GMT -5
Thanks guys! Now I just need to learn how to add actors and groups, there's a tutorial on here, but it's a little confusing. I'll have to study it, I guess. But, I'll worry about that later! ;D
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Post by Cinnamon on Nov 23, 2010 11:56:25 GMT -5
I just downloaded Google Sketchup Pro 8, and got it all registered, what would be the best template to start with for making a zelda level?
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Post by Wishengrad on Nov 23, 2010 13:18:17 GMT -5
I just downloaded Google Sketchup Pro 8, and got it all registered, what would be the best template to start with for making a zelda level?
2 Floors, Dungeon Map Near Beginning, same with compass, 7 or 8 small Keys or locked doors, a miniboss, and a boss.
Try to Mix in small and Big rooms.
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Post by Secant on Nov 23, 2010 15:43:07 GMT -5
I think he meant templates within SketchUp. If that's the case, it doesn't really matter. Just pick a template that uses a measuring scale you're capable of recognizing (i.e. if you live in the United States, most likely feet and inches, anywhere else would likely be meters). All it really affects beyond that is what color the backgrounds and faces are by default, neither of which have any effect upon importing.
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Post by Cinnamon on Nov 23, 2010 15:51:56 GMT -5
I found one that works, making the level within google sketchup is harder than I thought, mostly because of the camera, but I'll get it done. For anyone who's wondering, this will not be part of an official mod, and probably not a small mod. This is just a test for when I'm making a mod, and will need to know how to do this, but if this test turns out good, I'll release it here, as a small mod.
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Post by linktank11 on Nov 23, 2010 18:32:27 GMT -5
Hey Can you give me the link for the plugin for Google Sketchup can't find it anywhere oh and whats the name of it?
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Post by Salvage66 on Nov 23, 2010 19:00:04 GMT -5
Hey Can you give me the link for the plugin for Google Sketchup can't find it anywhere oh and whats the name of it? I think unless we know the name of the plugin its not gonna happen.
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Post by linktank11 on Nov 23, 2010 19:54:13 GMT -5
obj converter plugin.
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Post by Cinnamon on Nov 23, 2010 20:06:57 GMT -5
can anyone tell me how to use python?! ;D
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Post by Arcaith on Nov 24, 2010 1:08:48 GMT -5
You install python first, then run the .py file (I'm assuming that's obj2area.py ). That's it.
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