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Post by Black Rose on Oct 5, 2010 16:41:41 GMT -5
Hey guys, I have two questions to ask here real quick: 1. How do you import MM music into OoT? Do you do it the same way as importing custom music, or is there a simpler way? 2. I understand the whole transition actor for switching through a multiple mesh map. But how can you add an exit to a custom map to make it accessible from the rest of the game? Thanks!
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Post by haddockd on Oct 7, 2010 16:09:33 GMT -5
Isn't this the second or third music post you have about the same thing?
As far as exits are concerned. They are simply part of the collision. You just have to set the proper "flag" as UoT calls it. I know you can do it in hex after you have your map and scene in the proper order (well since its collision, I believe it is scene). I have actually moved collisions from Kakariko village to other parts of the city (random) and they will still take you to the place you want to go. Do you know what I say when I am talking about collisions?
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Post by Black Rose on Oct 7, 2010 16:32:42 GMT -5
Well first, im getting some questions answered about the music on another thread which is not mine, so no, this is my only help thread.
And yes, i know what you mean by collision. Collision is what Link stands on, blocks him from going through walls, and gives the ability to climb and stuff. It's on top of the map in its on layer, if you will. So, exits are a type of collision?
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Deleted
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Post by Deleted on Oct 7, 2010 16:44:06 GMT -5
Yes, an exit is a type of collision. For a custom map you'll need to add a collision type to be used for exits because it will use the same collision type for every collision polygon. I'm not sure about how you do this and I'm not sure how you can change the collision type of a particular polygon.
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Post by Black Rose on Oct 7, 2010 16:46:31 GMT -5
oh i see... so has anyone one accomplished putting exits in a custom map as of now?
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Post by Deleted on Oct 7, 2010 16:50:35 GMT -5
spinout will know exactly how to do it, I sort of know but I haven't tried it before so I can't really tell you. Collision polygon/type editing was planned to be in zappy but I don't think it's going to happen now, it may be implemented in OZMAV2 at some point though.
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Post by Black Rose on Oct 8, 2010 13:59:50 GMT -5
oh alright cool, well ill ask spinout when i get to the point of needing exits for my custom maps. Thanks Death!
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Post by spinout on Oct 9, 2010 3:09:11 GMT -5
spinout182.com/uot/UoTMNGE.rarI know that can edit collision types, maybe the SVN builds can. I'd do it in a hex editor but I cannot describe my process it makes no sense in words or ... whatever.
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