Deleted
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Doors
Apr 30, 2011 17:34:51 GMT -5
Post by Deleted on Apr 30, 2011 17:34:51 GMT -5
If I remember correctly you need to load a different object for a boss door since they don't use the same object as the other doors.
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Doors
Apr 30, 2011 17:58:02 GMT -5
Post by Dead on Apr 30, 2011 17:58:02 GMT -5
ah yes that is true too, but the variable was incorrect aswell? Or am I just way off?
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!Tommy
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Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
Apr 30, 2011 19:12:58 GMT -5
Post by !Tommy on Apr 30, 2011 19:12:58 GMT -5
Okay, so I'm a little confused though. So say for example it's 002E 0YY0 + 0XX0, where does the 0XX0 get plugged into? Is it another group that needs to be added or what?
I still don't understand why UoT won't let me rotate doors on their axis's, it's grayed out. Would it be easier to report the map in safe mode and manually add these actors in myself?
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Doors
Apr 30, 2011 20:04:36 GMT -5
Post by Dead on Apr 30, 2011 20:04:36 GMT -5
No! You add the VARIABLE 0140 with 0xx0 If 0xx0 = 14 (Trigger 14) Then 0140+0140=0280 Profit?
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
Apr 30, 2011 20:24:35 GMT -5
Post by !Tommy on Apr 30, 2011 20:24:35 GMT -5
OH!! *facepalms*
Alright, NOW it makes sense. Thanks Andreawws!
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Doors
May 1, 2011 7:41:21 GMT -5
Post by Dead on May 1, 2011 7:41:21 GMT -5
no problem
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!Tommy
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Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
May 1, 2011 11:04:07 GMT -5
Post by !Tommy on May 1, 2011 11:04:07 GMT -5
Alrighty! Now we have another problem. First off, I'm such an idiot for not realizing the newer versions of UoT can open individual scenes. However, when I tried the v9.0 b4 version, I set it to 0154 variable, inject it into the ROM via hex, go to load the level, and it freezes up. It does absolutely nothing. The frame rate drops very fast and the Japanese text or whatever it is just stays there. It just completely locks up. I'm sure I plugged in a 0002 for the group itself.
When I try it in another version of UoT (the R8 version is the one one that'll load it even), I can't save it. It gives me a framework error.
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!Tommy
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Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
May 1, 2011 11:14:07 GMT -5
Post by !Tommy on May 1, 2011 11:14:07 GMT -5
That might be the only way to go, how can I find that information in the hex editor itself?
I deleted the dumped maps and started over again, now it just doesn't show up with anything at all as it did before. I used 002e 0154 0002 as the entire module but apparently it has an attitude problem. If anyone can point me in the right direction how to go about editing scene actors in hex editing, I'd appreciate it. Thanks!
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!Tommy
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Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
May 1, 2011 11:20:44 GMT -5
Post by !Tommy on May 1, 2011 11:20:44 GMT -5
ZAP2 won't edit scene actors for some reason. It'll let me edit room actors, but not doors or anything. =/
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Doors
May 1, 2011 13:18:42 GMT -5
Post by Jason777 on May 1, 2011 13:18:42 GMT -5
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!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
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Doors
May 2, 2011 15:51:16 GMT -5
Post by !Tommy on May 2, 2011 15:51:16 GMT -5
@andreawws!: I'm currently searching for a document in adding scene actors. I found out how to add regular actors and I'm not sure if scene actors work in the same way or not.
@jason: For some reason, that document led me to something similar on a forum that I can't remember what it was called. But it's very similar to this. For some reason, rotation data was completely skipped over. The actor number, variable number, x y z placements are there, and then I can't remember offhand what the last number in the equation was, I maybe that's where the variable was. But anyway, that's why UoT won't let me rotate the doors because they have no rotation data attached at all. I'm very tempted to start from scratch and insert my own doors. The z64porter I'm using is in fact the latest version as well (can't remember if I mentioned that or not). By the way, Jason, I can't resist bringing this up but did you know we have the same birthdate? ^^
But something else that sorta gets me is say I import the ranch from MM, when I go to enter the house, why does Link just fall into a void of nothing but if I use levitate to come back up and I fly through the door itself, it'll take me to wherever the exit modifier is set to. Is that because the collision is not set correctly or something?
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Doors
May 2, 2011 18:14:19 GMT -5
Post by Jason777 on May 2, 2011 18:14:19 GMT -5
The stupid thing about transition actors is that they lack collision (I'm assuming that's the point you're getting at) and could that long-lost topic you can't seem to remember have been this one?: Me Asking for Help with Transition Actors^^Heh, I've been through much of the same things that you ask about As for the deal with out birthdates... my, that's interesting lol
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