xdaniel
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Post by xdaniel on Aug 28, 2011 19:22:48 GMT -5
1) Bugfix build: magicstone.de/dzd/random/SharpOcarina-v01-b.rar2) Ironically enough, I'm also using Avira AntiVir (automatically annoying me with its notifier updating itself) and don't get any positive detections, neither with the build I had posted before, nor on the one in this post.
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Post by bobbotheclown on Aug 28, 2011 19:49:47 GMT -5
I Might reinstall avira, it does this with every game editor i've ever downloaded
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Post by Arcaith on Aug 29, 2011 0:53:25 GMT -5
It's probably the code that patches the file that is being detected.
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xdaniel
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Post by xdaniel on Aug 29, 2011 18:21:14 GMT -5
SharpOcarina v0.2 released: magicstone.de/dzd/random/SharpOcarina-v02-b.rar- Bugfixes in model and material parser, texture loader and a few other places - Backface culling can be disabled/enabled per group - Minor changes in Display List generation (Edit: bugfix build v0.2b... again)
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xzso
Junior Member
Posts: 29
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Post by xzso on Aug 30, 2011 18:40:20 GMT -5
Could be useful I suppose. I mean it's not the greatest Zelda Hacking tool of all time... JUST KIDDING! This *IS* the greatest Zelda hacking tool of all time! I love this thing. Thanks Xdaniel. ;D
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Post by bobbotheclown on Aug 30, 2011 21:02:03 GMT -5
are the textures supposed to look like that?
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Post by Arcaith on Aug 31, 2011 1:55:13 GMT -5
They're fine, though the fence texture is usually shorter and repeats more, and is usually tinted brown (since it's a greyscale texture).
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xdaniel
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Post by xdaniel on Aug 31, 2011 14:11:25 GMT -5
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Post by tricksta555HD™ on Aug 31, 2011 15:38:45 GMT -5
what features does this add?
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xdaniel
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Post by xdaniel on Aug 31, 2011 16:29:37 GMT -5
At least partial(?) bugfix in the collision generation to prevent crashes, a more "intelligent" texture converter that uses more space saving texture types when possible (before that it almost exclusively created RGBA 16-bit textures, a waste of space).
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Post by Salvage66 on Aug 31, 2011 17:30:55 GMT -5
Hey xdaniel its been awhile since ive reported a bug to one of your programs but i got one it seems.Heres a picture of it and notes are that my map is quite large but imports fine in obj2area and can be seen in uot0.90 Also you can still find my specs if you dig up around the gcn in sayakagl (which i cant even go too) And also this program looks good but i just cant see my map...(all white) Attachments:
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Post by Arcaith on Sept 1, 2011 2:30:58 GMT -5
I've had this problem occasionally myself, but the map has imported fine. See if it imports, Salvage. It should show up fine ingame.
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Post by Salvage66 on Sept 1, 2011 15:39:14 GMT -5
I've had this problem occasionally myself, but the map has imported fine. See if it imports, Salvage. It should show up fine ingame. Im sure it will import fine but i just cant see the preview well enough to work...
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xzso
Junior Member
Posts: 29
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Post by xzso on Sept 1, 2011 15:56:46 GMT -5
I've had this problem occasionally myself, but the map has imported fine. See if it imports, Salvage. It should show up fine ingame. Im sure it will import fine but i just cant see the preview well enough to work... I'm gonna have to side with Arcaith on this one. This is a great map builder, better than anything before it. If it imports fine, then fixing the display can wait. I've had no problem working with a few textures missing on the display and, trust me, I'm building some crazy maps to see if there's anything this tool can't build a working map from. I can still see what I'm doing well enough to get actors placed right where I want them. If you're in a hurry to complete your maps, and need to see all the textures to place your actors, dump the maps back out of the ROM after you've built them in SharpOcarina, and use UoT or ZAPPY. Personally, I still think placing them using SharpOcarina would be easier.
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xdaniel
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Post by xdaniel on Sept 1, 2011 16:42:15 GMT -5
So, it's just missing textures in the preview, right? Geometry is there and everything imports correctly? Hrm... could one of you who encounters that missing textures bug send such a misbehaving map my way? Only thing I can imagine is that either my material parser misses textures somehow, or that the rendering code fails to apply them or something... Can't say for sure as that's never happened to me.
And JSA, you're probably gonna encounter something that this can't make a working map from... you're currently pretty much bound to get broken and thus crashing collision data at some point, especially with complicated maps, I guess.
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