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Post by Salvage66 on Nov 24, 2010 17:32:15 GMT -5
Awwwww this AND Underground castle are destroyed now =[ just let it get worked on in another site and remember you can only blame yourself.
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Post by Wishengrad on Nov 25, 2010 23:16:13 GMT -5
I can only blame myself? I think that was my first post in this topic.
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Post by Black Rose on Dec 11, 2010 11:14:40 GMT -5
Hey Jason, hows this mod going? anymore progress?
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Post by Jason777 on May 15, 2011 16:27:34 GMT -5
...Hello Again... Well it seems the member who decided to uptake this map has disappeared (RIP Flotonic and his BRP) [/Saddness] No matter, I have decided to resurrect this project! Don't be expecting any major progress because I still have a couple of weeks until school is out for the summer Also, needless to say, the map will look quite different from what you can see in the screenies- I can see alot of errors in the map and it is still only an incomplete backup. Also, I HIGHLY doubt this will be a solo project (information on what I am looking for will be discussed later or I will PM someone) ... Just thought I would share the news.
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Post by Cinnamon on May 15, 2011 19:49:56 GMT -5
good to see you're reviving this mod! but... are you saying Flotonic quits hacking?
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Post by Jason777 on May 15, 2011 22:02:04 GMT -5
There has been some rumors going around that he has. I have refused to believe them but with his long absence from the forums, it's starting to seem like the truth.
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Post by Jason777 on May 16, 2011 7:11:32 GMT -5
Anyways, back on topic. Reconstruction of the old secret areas has been finished. Next up is flipping faces to the appropriate side to take advantage of transition actors & so I don't have to export with double-side collision.
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Post by punk7890™ on May 16, 2011 14:42:44 GMT -5
We've already been through this discussion. Anywho, its great to see some life into this project again. I'll be waiting for it.
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Post by Jason777 on May 16, 2011 22:32:34 GMT -5
I'm just saying this before I get into giving some new info- don't expect daily updates You CAN expect weekly updates, though.So here's what's new for today:• Added an exit in the Temple of Time that leads to the scene I'll be replacing • Added a start position in Temple of Time to be just outside of this exit • Modified some entries in the Exit Table to include this new exit Things I may do to the Temple of Time:• Add collision to go with the new exit... but I'll most likely just modify collision • Add mesh to go with the added collision- this'll be easy • Put a blue warp instead of an exit that will lead to the Light Temple ^^ I will put a blue warp in if I can figure out how they work. Speaking of warps... Does anybody have some good documentation on this other than just it's actor number, object, and variable listing? Things that WILL be added into the Temple of Time:• Golden Gauntlet Stone actor(s) that will block the new exit or warp. This is so you basically need to finish the game before you go into the Light Temple That's all for now!
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Post by Cinnamon on May 16, 2011 23:52:53 GMT -5
Sounds epic! I can't wait to see this when it's done! ;D You have some real talent, good to see your putting a lot of effort into this! I don't know of any documentation on how the warps work, I was wondering about that myself.
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Post by tricksta555HD™ on May 17, 2011 7:44:06 GMT -5
this is looking awsome
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Post by Deleted on May 18, 2011 4:00:12 GMT -5
I changed where some warps go by searching for the exit number in the actor file, I haven't got the information saved anymore but knowing that alone may help anyway. I don't remember if that worked for every warp though.
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Post by Cinnamon on May 22, 2011 20:37:49 GMT -5
@deathbasket that alone does help, thanks! @andreawws! I think it is the variable, open the warp' actor file (I think) your hex editor (consulting an exit code doc) look for the 2 bytes that are the exit & change it to a new exit & see what happens! or am I going in the wrong direction?
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Post by Jason777 on May 23, 2011 21:16:37 GMT -5
I hope you guys don't mind a 4 scene dungeon... I ran into "issues". I'm looking for a decent texture artist to modify textures with ZLE2. I'll post a new screenshot sometime this week
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Post by Cinnamon on May 23, 2011 21:46:37 GMT -5
hmm but how would I know what variable is linked to what exit? (I don't know if this will work for sure because I haven't tested it yet.) You need some knowledge of that warp (where the exit takes you) look for that exit's name in an exit list (spinout's wiki or a doc that comes with ZLE2) when you find the exit's name look at the code next to it (the exit variable) look for the exit variable in the hex editor (CTRL F), (on the warp's actor file, not the whole ROM) when you find it, look for the exit you want the warp to take you to (in the exit list) when you find it, take it's variable & replace the previous exit variable (in the hex editor) save, insert that file in the ROM (not with OoT, use the Debug ROM file injector that petrie911 made) Theoretically, you just changed the place that that warp takes you. If that doesn't work, then I will from now on test my theories before I tell them as advice! Oh & um, I guess I was offtopic, sorry! ;D Anyways, I can't wait for some screenies!
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