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Post by Jason777 on Aug 20, 2010 3:47:08 GMT -5
I would like to know if there is such a thing as putting in a waterfall in a custom map (kokiri forest has one)? I would imagine its an actor of some sort? I know that spinout has done it as seen in, well_preview.ppf
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Post by Dead on Aug 20, 2010 5:24:22 GMT -5
could be usefull........... and how to edit the waterboxes could also be usefull^^
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Deleted
Deleted Member
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Post by Deleted on Aug 20, 2010 11:07:25 GMT -5
There is a waterfall actor, but only for the waterfall in/outside Zora's Domain. The waterfall in Kokiri Forest is actually just a moving texture with a sound effect actor at the bottom of it. I don't know how to make textures move so I can't help you with that. You can use zappy for editing waterboxes.
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Post by Dead on Aug 20, 2010 13:39:19 GMT -5
Ok can u help me get zappy working then?
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Post by Snake on Aug 20, 2010 17:05:16 GMT -5
So that's how that waterfall works... That sucks. Map revision time!
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Post by Jason777 on Aug 20, 2010 18:52:48 GMT -5
Actually that makes things a hell of a lot easier! No need to revise snake! Zoras domain waterfall eh? As for the moving textures, is it like making sprites cuz i can make those quite easily. Now.... Does anybody know which zobj or zactor is for the zora waterfall?
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Post by Snake on Aug 20, 2010 19:59:35 GMT -5
Okay. Zora's River waterfall (actor): Number: 011F, Variable: 0000, Models (Group): 0112. There you go.
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Post by Jason777 on Aug 20, 2010 22:39:34 GMT -5
Thnx man, i'll giv u results on sunday
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Post by Snake on Aug 20, 2010 22:43:34 GMT -5
Yay results!
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Post by Secant on Aug 22, 2010 3:29:39 GMT -5
Funny. I helped Okami Amaterasu (of the-gcn) do this a while back when he needed help with actor rotation. But yes, as far as editing moving textures goes, I don't anyone really knows much about how the map handles that... that's actually the one imperfection we've had from porting maps, is that the water textures were always static. So, as far as achieving a waterfall effect goes, it'd be best to just use Utility of Time to change an actor into a waterfall and put it in. Just don't forget to load the waterfall object or you won't see it, of course.
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Post by Salvage66 on Aug 22, 2010 10:50:48 GMT -5
Funny. I helped Okami Amaterasu (of the-gcn) do this a while back when he needed help with actor rotation. But yes, as far as editing moving textures goes, I don't anyone really knows much about how the map handles that... that's actually the one imperfection we've had from porting maps, is that the water textures were always static. So, as far as achieving a waterfall effect goes, it'd be best to just use Utility of Time to change an actor into a waterfall and put it in. Just don't forget to load the waterfall object or you won't see it, of course. Could you demosnrtate by sending a pic?
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Post by Secant on Aug 22, 2010 12:04:11 GMT -5
A pic really won't cut it--it's a process that, if you want a visual representation for, you'd need either an album or a video, neither of which I can easily provide. If you want a tutorial for how to do actor placement via Utility of Time, I'm pretty sure this forum has one of those somewhere around here--just do a search for it and I think you'll find what you need.
As for a quick 2-minute tutorial if you don't want to look for it or this forum doesn't have said guide, load up the map you want to edit in Utility of Time and change your tool to actor selector. Open the right side panel and click the tab labeled "Actor Options". This will allow you to change every detail about the actor on this map. Just modify the actor number to what you want it to be and then select the appropriate variable. Make sure the object is loaded as well or the actor you're modifying will disappear when you load the ROM. Finally, place the actor wherever you wish and set its rotation, and you're done. Rinse and repeat as many times as necessary.
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Post by Snake on Sept 8, 2010 21:50:11 GMT -5
That will be a helpful tutorial to some people Naxy. Also, I am Okami Amaterasu.
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