xdaniel
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Post by xdaniel on Aug 23, 2011 8:14:16 GMT -5
Current release: code.google.com/p/sharpocarina/downloads/detail?name=SharpOcarina-v06.rarSource code: code.google.com/p/sharpocarina/source/browse/#svn%2Ftrunk(Original post below)
Not out just yet, but getting close. Written in C#, using OpenGL via OpenTK for the 3D preview, for the MQ Debug ROM. Quoting myself at The GCN: Little test dungeon based on models by Arcaith, fully done using this program: magicstone.de/dzd/random/multiroom-TEST.rar (PPF patch + PJ64 savestate, patch a copy of the MQ Debug ROM, load the state and press A) There's also two videos on my YouTube account, but they're really outdated by now and I haven't yet had the chance to make a new one... If you have a GCN account, much more in terms of screenshots, information, etc. is available starting here: core.the-gcn.com/index.php?/topic/600-xdaniels-random-junk/page__view__findpost__p__10246
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Post by tricksta555HD™ on Aug 23, 2011 9:58:49 GMT -5
brilliant
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Post by haddockd on Aug 23, 2011 10:08:39 GMT -5
I am starting to think you have: 1) Incredible coding talents 2) A mastery of how OoT/MM Work 3) WAAAYY too much free time
This is a godsend for many folks in the modding community. To be honest, your tool has got me thinking of remaking my mod (only less shitty this time). Very excited to see this at completion (and the others as well).
My only advice to you would be: 1) See the sunlight at least once a week 2) Human contact is important
All kidding aside, very impressive.
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xdaniel
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Post by xdaniel on Aug 23, 2011 10:18:19 GMT -5
haddockd: Heh, no need to worry, I do get out, do stuff with my friends and such - probably not as much as others, but I do Anyway, thanks for the comments so far! I'm aiming to get a first release of this done as soon as possible, although as mentioned there is still some work to do, so I won't commit to a specific date or anything. But it really should be soon-ish.
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xdaniel
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Post by xdaniel on Aug 24, 2011 13:46:05 GMT -5
looks very interesting, yet I see no linux build... yet, when the source is released it should be possible tho... Just a question, Can you animate textures in maps the way that links eyes are for example, aka by making it load and replace textures (Like a slideshow ) Linux might be a problem since it's written in C#. Of course there's Mono, but I can't guarantee it'll work under that... As for animated textures, I don't really know much about how they work, so I can't implement support for them. And finally, a new, short video (with crap quality): www.youtube.com/watch?v=lMWyKex14EE
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Post by Arcaith on Aug 24, 2011 22:27:51 GMT -5
*stickied*
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Post by tricksta555HD™ on Aug 25, 2011 13:31:10 GMT -5
so how soon will the release be?
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xzso
Junior Member
Posts: 29
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Post by xzso on Aug 25, 2011 18:25:21 GMT -5
Nice work Xdaniel!!! WOW. I'm assuming this can import Obj format? Will my maps delveoped for Object2area work?
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Post by punk7890™ on Aug 25, 2011 19:24:23 GMT -5
This looks great. Good stuff xdaniel! Can't wait to see it progress.
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Post by tricksta555HD™ on Aug 26, 2011 3:21:48 GMT -5
cant wait for this great for the community mod!
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xdaniel
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Post by xdaniel on Aug 27, 2011 15:51:27 GMT -5
Release: Soon-ish. Aiming for next week for an initial release, no promises as always, tho.
Obj2Area: This has mostly been written from scratch and without compatibility to other tools in mind. So, yeah, anything made ex. for spinout's importer has to be redone.
Mono: I tried it using the Mono Windows binaries before and - just like with Sayaka and SharpBoy - I got crashes when actually using the GUI. Again, no promises...
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Post by Arcaith on Aug 28, 2011 2:23:44 GMT -5
xdan, the raw obj files would still work, you'd just need to open the model and redo your grouping, since obj2area divides dlists by texture rather than group.
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xdaniel
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Post by xdaniel on Aug 28, 2011 6:03:51 GMT -5
xdan, the raw obj files would still work, you'd just need to open the model and redo your grouping, since obj2area divides dlists by texture rather than group. Ah, okay, so no need to redo everything. But yeah, SharpOcarina creates Display Lists per group instead of per texture, so that's something to keep in mind. Also, at least for the time being, group names in the collision model and the room models have to match up for polygon types to be applied correctly. So if you have a climbable wall in one of your rooms named, say, "climbwall" or something, the same wall in the collision model must also be a group named "climbwall". In addition, as a kinda "interactive demonstration", the test dungeon I made based on Arcaith's models (see first post for patch) will be included with the program for you to look at and see how things work with this importer and such.
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xdaniel
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Post by xdaniel on Aug 28, 2011 17:06:48 GMT -5
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Post by bobbotheclown on Aug 28, 2011 18:55:57 GMT -5
a trojan is detect by only one of my virus scanners
TR/dropper.gen detected by avira antivir
the rest say its safe
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