Make sure you are using only 32 x 32 pixel bitmap textures; otherwise, they will be replaced with that dark gold color. Also, you may want to implement a roof and increase the size of your map--Link is roughly 4' 8" tall as a child and 5' 6" feet tall as an adult, for a reference.
I was, they don't import at all, thats the thing. The obj converter closes when I try to import it, because of the reason in my past post. It thinking theres a space or something in the file name. Can you by chance attach your Converter version? Im not sure which one I have, But Maybe I could use yours? *shrugs* If not then I am obviously doing something wrong myself. Also, yeah I know its a bit small, with no roof, I was using the room to test to make sure I could do it right in the first place, I like to make sure my tools work first, before I get my real ideas kicking in to just get shot down. Thanks for the size reference though
Last Edit: Oct 20, 2009 13:42:01 GMT -5 by BlankedOut
I input the .obj file correctly but i really don't have a clue what does scale mean how do i determine what my scale is for my .obj file. i just put a random number for my scale and these are the results. Object file: c:\my house.obj Scale: 4 Reading input file... Done Building display lists...
Traceback (most recent call last): File "C:/Python25/obj", line 286, in <module> obj2map() File "C:/Python25/obj", line 209, in obj2map DL_START=OBJ2F3DEX2(f, f2, scale, 0x200, 3, scene) File "C:/Python25/obj", line 126, in OBJ2F3DEX2 if normals_true==True and texuv_true == True: UnboundLocalError: local variable 'normals_true' referenced before assignment >>>
Well i put the ruby plugin into my sketch up plugin folder, is their a special way i am supposed to save the sketch up file? Because i have been just saving it to my house.obj. Can u link me to the rice plugin.
ur not saving it right. if u put ruby in right in should say plugin at the top toolbar and then press ruby in that and i will look around for rices plugin here is how to instal it curtisey of axel (blessed be his name) 1. Download the file 2.Put the Ricevideo.dll in Your plugins folder 3.and put the RiceVideo6.1.3DX9.dll in the Pj64 Folder(this is important that you put it on the floder with the Exe file or the button you click to run pj64!) 4.Run pj64 5.Open a rom 6.Go to Settings on the options tab 7. Unclick Show advanced settings 8.press ok 9.Press options again 10.Press configure Graphics plugin 12.Press load hi-res textures 13.Go to plugins folder 14.Paste the Folder AFTER you extract them from the rar file 15.Run The legend of Zelda 16.Have fun,Edit if you want BUT DON'T CHANGE THE NAMES OF THE PICTURE OR THEY WONT WORK! and here it is at the middle of the page www.emutalk.net/showthread.php?t=26442
Stickies are fine to post in always on this forum.
Download Python. Download and run setup.py of PyPNG. Copy all the files in the code folder in PyPNG to wherever you saved spinout's script. Prepare the ROM to save to and the object/mtl/textures. Run obj2area.py. Fill in the fields. ?????. PROFIT!
Srry for double post....but I count my last one as old. IT wont work!!!! I installed pypng in the and all needed I can convert mario levels but pypng wont load =( I installed it but it says it can't find Pypng module or wtf =( (just an epic user error)^^ And when i'm importing levels i enter the rom, then the .obj and after that scale 1 (**EDIT: and then reverse faces y/n? n.....forgot that one**) and scene 109 (**RE-EDIT: and music value (2C)**) It doesn't show up =( in game..... An even more epic user error......
and why isn't my level select working as it should I can use it when i start the game .....getting kinda irritated by having to change level all the time
Now it says: Enter nothing for 'obj:' when done Map 0 Obj: another user error^^ I think i got it now^^
Why si the fps going through the roof when i load room 119 after that? it should be that room.... here's what i write: It want's the ROM ZELOOTMA2.Z64 It wants the object Frostmourne.obj scale: 5 Reverse faces y/n? n Area number: 109 Music value 0x2C Number of start position: 1 number of transition actors: 1 Number of water boxes: 10 Use different obj for mesh, or multiple mesh map? (y/n) y Enter nothing for 'obj:' when done Map 0 Obj:Frostmourne.obj scale: 5 # actors: 6 # objects: 6 indoor? (y/n): y Reverse faces y/n? n Map 1 Obj:Frostmourne.obj scale: 5 # actors: 6 # objects: 6 indoor? (y/n): y Reverse faces y/n? n Map 2 Obj:Frostmourne.obj scale: 5 # actors: 6 # objects: 6 indoor? (y/n): y Reverse faces y/n? n and so on till bout map ? think it was 7........ But i still get FPS 2000 when loading it
fixed that...but collision_fixer.exe crashes every time =(