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Post by Deleted on Jan 23, 2013 15:25:00 GMT -5
export it from minecraft to blender and import it into zelda almost correct. I use mineways to select a portion of a map and save it as a wavefront obj. then, I import it in blender and edit the mesh to remove any faces that can't be seen to lower the poly count. next, I extract the 18x18 cells from the tilesheet, trim them down to 16x16, change the texture used for each face to those 16x16 textures, and scale up the uv coords. then I scale up the model 40x, export as wavefront obj, import it in Sharp Ocarina, and scale it up once again to 10x. HURR!! YOU FORGOT THE GRAET DEKU TREE!! SHAME ON YOU! MAEK IT NAO! lol, that's part of a different room. maybe I'll do it after this
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Post by bobbotheclown on Jan 23, 2013 16:56:48 GMT -5
either way it would be hilarious to see minecraft maps ported to zelda.
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Post by Deleted on Jan 23, 2013 20:37:14 GMT -5
either way it would be hilarious to see minecraft maps ported to zelda. Well, here's the patch for the temple of time one I did earlier. There's no exits though, it was mainly just a test to see if it was even possible.
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Post by bobbotheclown on Jan 24, 2013 1:18:32 GMT -5
well my shitbox computer wont apply the patch, but im assuming it worked because you posted a patch. must be awesome.
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Post by bobbotheclown on Jan 24, 2013 7:24:13 GMT -5
a complete mod of that would be the most downloaded zelda mod ever. especially if NPCs were replaced too.
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Post by Deleted on Jan 24, 2013 13:53:39 GMT -5
ah yes... but someone would have to make skins for all characters... And there would have to be enemies! And gear! *the block of time!!* FUCKING GENIUS BOBBO. YOU ARE A MOTHERFUCKING GENIUS! lol, I'll admit this wasn't even my idea to begin with. I was talking with Fiction who told me that him and Flotonic were going to Minecraft-ify Zelda, except they're using Sketchup instead of actual Minecraft maps. ----------------------- EDIT: I've been talking with them, and they said they'll probably have their first map done by the end of today. Also, while they're working on the mod itself, they haven't decided completely on whether they're going to do the full game. They'll be posting updates on Maco either today or tomorrow.
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Post by bobbotheclown on Jan 24, 2013 22:48:22 GMT -5
1 problem i found with this idea. how is the horse going to hop over ledges. pretty sure there isnt coding for the horse to climb ledges
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Post by Deleted on Jan 24, 2013 23:00:41 GMT -5
1 problem i found with this idea. how is the horse going to hop over ledges. pretty sure there isnt coding for the horse to climb ledges ohshit. ---- There's really no way to go about doing this without some sophisticimated triangle picking.
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Post by bobbotheclown on Jan 25, 2013 0:08:30 GMT -5
that and the polycount for larger places would be through the roof...
almost no circumstance where it wouldn't be.
maybe a zelda mod for minecraft? no coding would really need to be done apart from the AI and bots, most of the functions could be done with a sophisticated network of redstone.
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Post by Deleted on Jan 25, 2013 1:00:49 GMT -5
that and the polycount for larger places would be through the roof... almost no circumstance where it wouldn't be. maybe a zelda mod for minecraft? no coding would really need to be done apart from the AI and bots, most of the functions could be done with a sophisticated network of redstone. that's already been done really. ZeldaUniverse hosts community servers where they've created the entirety of hyrule and there are mods like the adventure mod which allow the creation of dungeons. while a full true-blue MC mod might not be possible, several maps can still be done, and from the screenshots I've seen, Flotonic and Fictions version shouldn't have those problems.
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Post by bobbotheclown on Jan 25, 2013 3:22:03 GMT -5
well... based on some of flotonic's more recent stuff, he might have these problems.
i have never seen any of fiction's stuff so i don't kow.
@the mod for minecraft, really? i had no idea i should check out zeldauniverse more often.
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Post by Deleted on Jan 25, 2013 7:03:46 GMT -5
Who says you can't, all you really need to do is replace the meshes *want to see an Iron Knuckle MC style* The collision type for epona jumpable exists. So every map *should be creatable* Some optimization might have to be performed thouh.... but hey It's MC All collision would be planes! *Hence no real need for advanced collision meshes, and last time I checked that was the biggest issue with detailed maps* I'm not sure if epona jumpable would work in this instance since each block is the exact size of child link. It could be done by smoothing out the collision mesh, but it'd look goofy seeing the horse or link occasionally disappear inside a block.
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Post by Deleted on Jan 25, 2013 8:29:32 GMT -5
Hmmm... you sure? The smalelr of the obstacles at Lon Lon Ranch is about that size, right? maybe, but even if it is small enough to jump over, you wouldn't be able to jump on it. lol, ya could just remove epona's actor and make link go horseless
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Post by bobbotheclown on Jan 25, 2013 11:52:13 GMT -5
but epona is a mildly vital part of the sidequests...
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Post by Deleted on Jan 25, 2013 22:46:53 GMT -5
but epona is a mildly vital part of the sidequests... you could still keep her in Lon Lon Ranch, Hyrule Field would just be a nono
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