(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:
Anyway, before the release there's still some stuff to do, mainly implementing collision types and related information, plus documentation for all the options and settings as well as a little tutorial. Some stuff I've been tinkering with, multi-texturing for one (can sorta make it display two textures mixed ala Hyrule Field's grass, but can't actually load the second texture properly ), I will look into adding at a later date. But yeah, once the things I mentioned are done, there should be no reason to not release a first - for the moment source-less, public testing - build. The second build will have the full source with it and/or it will be posted to a SVN
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.
Last Edit: Aug 23, 2011 10:09:09 GMT -5 by haddockd
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.
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.
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.