!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
Apr 28, 2011 21:06:21 GMT -5
Post by !Tommy on Apr 28, 2011 21:06:21 GMT -5
This site's been great to me so far, so maybe now I can ask another question as I'm having a hard time locating my answer.
I wanna work on doors. I imported Stone Tower Temple into Ocarina of Time and some of it is actually playable. I don't need to have the entire thing but the doors concern me. The ones that are imported aren't always aligned right, they're either on a bit of an angle and ZAP won't edit them. I try UoT but when I click on the scene I replaced, it just shows the original one which I'm assuming is because it follows offsets rather than names. I've never had much luck with Zappy for some reason. But maybe someone can kinda help me out, recommend something I can use or whatever. I wanna know how to fix the door problem, how I can make it so clearing the enemies in one section will remove the iron bars from the door, and how can I add a boss door? Say there's already a door there, how could I change it so it's a boss door instead?
I'll send my thanks in advanced. I'm putting together one hell of a mod from all the help I've received here.
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Doors
Apr 28, 2011 21:49:58 GMT -5
Post by Jason777 on Apr 28, 2011 21:49:58 GMT -5
From all your threads I've seen, I have become quite interested in your mod Sneak Peak, perhaps? Anyways, back to business You can dump maps and their scenes with ZLE2. It should be dumped with their file offsets as the filename. Edit the level to your heart's content with UoT and then reinsert your editted scenes & maps MANUALLY- UoT tends to screw up files after saving. As for the switches and boss doors, you can thank petrie911 for his awesome documentation: click me
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
Apr 28, 2011 22:45:22 GMT -5
Post by !Tommy on Apr 28, 2011 22:45:22 GMT -5
Thanks Jason! And sure, maybe I will release a few updates.
Anyway, I did what you said and edited my map in UoT and reinserted them manually using Hex Workshop, but now the ROM won't boot. I didn't change the size of the ROM or anything and I'm sure I pasted them in the right spot. Any ideas?
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Doors
Apr 28, 2011 22:48:24 GMT -5
Post by Jason777 on Apr 28, 2011 22:48:24 GMT -5
Hopefully you have a backup ROM. What were the filenames of the zmap and zscene?
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
|
Doors
Apr 28, 2011 23:12:29 GMT -5
Post by !Tommy on Apr 28, 2011 23:12:29 GMT -5
I have like a zillion of them. lol
The names are: 035D0000_035E2630.zscene and 035E2640_035F1080.zmap
I sorta got it working now, but when I modified the door, now there's nothing there. But for my imported map, it doesn't show any groups or even actual actors. (ZAP does show other actors) I'm using UoT 90 b4.
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Doors
Apr 29, 2011 5:01:04 GMT -5
Post by Dead on Apr 29, 2011 5:01:04 GMT -5
hmmm That is a problem, you do Know that doors have too be rotated a bit too show up? Right? If you place a door and align the 'cubes' sides with the 'wall' it will not show up, it has too be at an angle. for more details I would actually have too load up a rom and check what angle....
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Doors
Apr 29, 2011 6:49:35 GMT -5
Post by Jason777 on Apr 29, 2011 6:49:35 GMT -5
So you got the map working? That's good. About the actor problem, I don't know what happened there... Are you using spinout's Z64Porter?
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
Apr 29, 2011 13:40:01 GMT -5
Post by !Tommy on Apr 29, 2011 13:40:01 GMT -5
@andreawws!: This door was already perfectly aligned surprisingly. But when I reinjected it into the ROM, absolutely nothing shows up, it's just a blank hole where you can see the sky through it. The collision data is still there, just no door, or anything you can open to get to the other side. =/
@jason: Yes, the map itself works. I did use spinout's z64porter, the latest version in fact. I didn't port in safe mode so actors and doors got replicated even though I had to change them so they'd actually show up or wouldn't sound like friggin water running all the time. I noticed in UoT, it won't let me rotate the doors. I can move them, just not rotate them, the boxes are grayed out.
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Doors
Apr 29, 2011 15:11:34 GMT -5
Post by Dead on Apr 29, 2011 15:11:34 GMT -5
are you sure it is perfectly aligned? It might be backwards since most doors only have one textured side..... tho they are openable from both sides.
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
Apr 29, 2011 18:42:44 GMT -5
Post by !Tommy on Apr 29, 2011 18:42:44 GMT -5
It appeared as a normal sliding up door before I changed it, now it shows up as nothing. I will look to see if it's backwards though. Edit: No luck. Still shows up as nothing at all. Maybe this'll help? I know the door is out somewhat, but I needed to check behind it. As you can see, my rotating things are disabled for some reason.
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Doors
Apr 29, 2011 19:51:28 GMT -5
Post by Jason777 on Apr 29, 2011 19:51:28 GMT -5
Now I see- you have the wrong actor number and variable:
Hopefully that fixes things
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
Apr 29, 2011 20:29:58 GMT -5
Post by !Tommy on Apr 29, 2011 20:29:58 GMT -5
What about the boss door? That's what I want to make that particular door into, a locked boss door.
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Doors
Apr 29, 2011 20:46:45 GMT -5
Post by Jason777 on Apr 29, 2011 20:46:45 GMT -5
Did it work? Anyways, the boss door documentation is located in the link I posted (i believe), the one about switches.
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
Apr 30, 2011 7:19:07 GMT -5
Post by !Tommy on Apr 30, 2011 7:19:07 GMT -5
Well, that's what I thought. For a boss door it says:
Lifting Door 002E 0YY0 + 00XX, Group 0002 YY = door type 08 - barred on one side 18 - barred on one side, barred to clear trigger on the other 2C - locked door 14 - boss door Lifting doors need a bit more looking in to, as the full functionality of YY is unknown. Barred doors trigger on both edges, locked doors on neither. To attach to the clear trigger instead of a switch flag, use XX = -1. The boss door should always be attached to flag 14. If you just want a normal lifting door, use 003F as the actor variable.
So as you can see in my picture I uploaded, I used 002E 0140 as it said YY should be set to 14 for a boss door, which it is. Is there something else I'm missing?
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Doors
Apr 30, 2011 12:48:28 GMT -5
Post by Dead on Apr 30, 2011 12:48:28 GMT -5
hmmm xx = the flag? Then you should add 14 in hex too 0140 that would be 0154, I am thinking correctly now aint I? sincee you have too add XX too it and XXis the flag so you have too add whatever flag you are going too use Clear trigger is -1 so you could (Theoretically) set it too 013F.... Tho it will prob not work.....
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