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Post by Salvage66 on Nov 8, 2010 19:05:09 GMT -5
In Zeldas birtday hack and in the kokirie forest and stuff how did they make it so that there was collision on where the lake was not just make it look that way like that and pass though was it done hex or what?
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Post by jackwalker on Nov 8, 2010 19:09:15 GMT -5
Utility of Time has a feature to sync the collision with the graphics.
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Post by Salvage66 on Nov 8, 2010 19:36:50 GMT -5
Utility of Time has a feature to sync the collision with the graphics. Just to note to that is there any other way to do that without Uot?
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Post by jackwalker on Nov 8, 2010 19:46:16 GMT -5
Utility of Time has a feature to sync the collision with the graphics. Just to note to that is there any other way to do that without Uot? It should be possible via a hex editor but doing so with one is very difficult as you would have to modify every single verticy to a certain xyz coordinate and have to know where the coordinates are which could be only found out by UoT, ZLE2, ect.
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Post by Salvage66 on Nov 8, 2010 19:55:21 GMT -5
Thanks!
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Post by spinout on Nov 18, 2010 6:15:40 GMT -5
ZLE and ZLE2 also have collision<->mesh mapping.
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Post by Salvage66 on Nov 18, 2010 14:16:15 GMT -5
ZLE and ZLE2 also have collision<->mesh mapping. last time i tried that i lost all collision!
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Post by bobbotheclown on Nov 27, 2010 19:56:31 GMT -5
i would listen to spinout, either its your computer or you did something wrong.
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Post by Salvage66 on Nov 27, 2010 21:26:52 GMT -5
i would listen to spinout, either its your computer or you did something wrong. I run vista anything wrong with that?
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