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Post by veeronic on Feb 26, 2011 16:36:05 GMT -5
ok so I've set out on an insane quest to take every major landscape of ocarina, put them into a single world space and then fill in all the empty spaces with more landscape to the point where the only border is the farthest edge, but of course I plan on leaving certain areas in their own world spaces, castle town, goron city, zora domain, death mountain crater, etc, closed off areas with only a few visible exits, that sort of thing. Certain areas however will be totally revamped, particularly lost woods. For now though all I plan is to do the landscape and then worry about importing story actors and junk later, if at all.
Even so, I could definitely use some help; veeronic@gmail.com
even if it is just advice on how I would accomplish this.
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Post by Black Rose on Feb 26, 2011 23:18:41 GMT -5
Hey sounds pretty cool, i really do hope you follow through with this!
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Post by Dead on Feb 27, 2011 8:24:05 GMT -5
Sounds like an awesome idea, tho I have no clue on how it would be done...... Tho someone might have an idea^^
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Post by The Deku Scrub on Feb 27, 2011 11:39:32 GMT -5
I don't have an idea. but it sounds AWESOME!!
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Post by veeronic on Feb 27, 2011 18:57:05 GMT -5
well if I can't figure out how to do it with utility of time or can't find something that is simpler to use, I might wind up just trying to make this as a world space in oblivion, which I am reluctant to do of course but from what I've seen in zelda editors, I believe in all actuality; that would be a lot easier. so if anyone knows of what zelda editor would work best for this, I'll give it a shot, so far I have used UoT version 0.83.4 and R10 and to say the least I have been frustrated by both, lol... but I have seen a version on youtube that I think might work, just can't find it.
and for some reason I can't get collisions to match graghics and vice versa depending on which version (either the option isn't there, or no matter how many times I try to activate it; it does nothing), why exactly can't they just be linked and simultaneously moved... and I would try doing one in a version and then the other in the next but not only would that be ridiculously complicated, one of them refuses to save what I've done for some reason (I think that ones a bit buggy...)
also... though I can change the collisions and graphics... is there any way to add more? by which I mean the triangles that make up everything because if I can't than this will just wind up being a really really stretched out hyrule, heh.
and just to verify; R10 is the one that seems glitched to me.
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Post by Dead on Feb 28, 2011 2:55:09 GMT -5
This could probably only be done with custom maps....... So I say good luck too you
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Post by veeronic on Feb 28, 2011 3:47:39 GMT -5
xblacksquarex and then filling in the blanks, though pretty much just with walkable mountains fields and forests, just have grown a bit tired with only being able to get to a specific path and seeing places that aren't really there, why I'd like to edit the forests however... thats another story... they just plain feel anything but realistic, heh.
and Andreawws! than you and I'll give it my best effort, and if I can't do it in ocarina of time, I'll just find a game with a simpler map editor.
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Post by veeronic on Feb 28, 2011 3:49:33 GMT -5
xblacksquarex and then filling in the blanks, though pretty much just with walkable mountains fields and forests, just have grown a bit tired with only being able to get to a specific path and seeing places that aren't really there, why I'd like to edit the forests however... thats another story... they just plain feel anything but realistic, heh. and Andreawws! than you and I'll give it my best effort, and if I can't do it in ocarina of time, I'll just find a game with a simpler map editor. *thank you I meant
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Post by Dead on Feb 28, 2011 5:34:27 GMT -5
There is an edit button Just a tip....
Also The reason that it would require custom maps is because.. hmm how should I put it..... The maps are limited(The walls for an example All maps have walls where there wouldn't be any walls IRL). Also If all major areas will be one, I find that hard or even impossible to do. If hyrule field would be one huge area and all would work, it would work if you could see the other areas over the edge of the map too (like you can 'see' the castle through the city gates) But all as one area... not possible with this game engine and the emulators are designed to emulate the n64, that means that there would be hardware problems too.....
The easiest way would be to make a copy of all the areas (a copy of hyrule field, a copy of death mountain and so on) And remove the walls from them and make flat artwork of what lies beyond the maps limits, that basically means adding flat artwork for lake hylia, the desert and many more, you would probably have to add a lot more areas too, since well... how do I put it... It would require areas all around hyrule field (If that is considered the center point and everything is built around it, that is probably the easiest aproach). And besides that you would have to make some kind of realistic blockage preventing you to move too far, since in theory this would go to infinite levels, so like in forest areas you could make blockages of fallen trees and bushes with thorns and the bushes hurt link when he touches them.... For other areas I would recommend something fitting to the theme, like in death mountain fallen rocks blocking your path to new places, hyrule field.. taht's harder, that could go into some forest thing that ends in blocked paths, preventing you from going further, also that would require you too make all the lands around (Hyrule is in the center(?) and then there are some more around for example terminia (Or how the fuck it's spelled...)). And around that a huge ocean that has sharks in it that kill link if he swims too far...
As you can see this is a huge project. and that is very simplified.
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Post by Wishengrad on Feb 28, 2011 21:46:54 GMT -5
I might wind up just trying to make this as a world space in oblivion
Oblivion is my favorite game. I definitely support whatever you are doing.
I like how there is a giant world to explore.\
Oblivion uses a flat artwork like the poster above stated. It leaves it all low poly and just a flat realistic looking texture until you get close, then the game loads the actual terrain and more details.
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Post by Dead on Mar 1, 2011 1:37:43 GMT -5
Yes and an ASM hack could do just that with oot (?)
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Post by veeronic on Mar 1, 2011 16:53:22 GMT -5
ok I believe I understand what your suggesting, but what program would I need to do this? and what would asm stand for?
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Post by Secant on Mar 1, 2011 17:01:44 GMT -5
I'll set the record straight from the get-go: This is not at all easily doable. I might even go so far as to say it's flat-out impossible. If you plan to have all of the areas linked but load parts of the mesh at once, the emulator will crash from collision data overload. This method, no matter what, will not work. If you tried the static textures rendering further areas and have many exits leading to load new areas, good luck with that. You'll have to rewrite the entire exit table, design realistic-looking scenery using texture blocks no larger than 64x32 pixels, and hand-configure every single exit. Assembly won't do much to help you, either; the problem still comes in with having more collision or mesh data than the N64 can handle. Adding geometry to maps is possible, but impractical. Part of the problem is that it alters the filesize of the map in the ROM, which subsequently breaks the checksum, and PJ64 will not run a ROM unless the checksum is valid. Even if you did this, it's a long process just to add a single polygon; adding enough geometry to majorly redesign the map is impractical versus importing a custom map. If you try creating custom maps to replace every map in the game with the changes you wish, I don't think there's enough space to do this. There's 12 MB of garbage data at the end of the ROM for you to work with, and maybe another 5-10 MB if you overwrite/delete all the other maps, but now you not only have to repoint the exit table, but also the file table and scene table. I won't even bother to go into detail about setting up actors for these maps. This might be slightly practical if you write a program to automate the process, but it would require a lot of effort no matter what. Time spent writing this tool would be better spent on other things, in my opinion. You're welcome to give it a shot anyway if you want to, but I'll save you the trouble and tell you right now that Utility of Time will be largely useless to you in this project. All it can do is modify existing geometry and place actors, which as stated above, isn't useful, unless you manage to complete setting up all of the maps, somehow, but even though, this program more often than not corrupts maps upon saving to the ROM, so it would likely render all of your work destroyed, anyway. But if you still want to give it a shot, good luck, then. spinout's wiki is a great place to start as far as general info about the ROM and the file formats within it goes.
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Post by spinout on Mar 1, 2011 23:48:34 GMT -5
Theoretically each map could have it's own collision. I've never tested it though.
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Post by Dead on Mar 2, 2011 1:04:32 GMT -5
Well this project is theoretically possible, but it would be easier to rewrite the game in c++ (or other programming language) since that would eliminate the hardware limitations of the n64, but if you actually manage too do it, then you would be considered a god
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