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Post by haddockd on Sept 1, 2011 17:39:30 GMT -5
Hi xdaniel. Thanks for releasing the source. Not sure if you wanted people to experiment with it...or just get off your back about issues... Maybe a little of both eh? Either way, first time I have had a chance to try it and I must say, efficient, easy to use and works fine for me. No real issues to speak of. Thanks! Wait...so xzso == jsa? Am I the only one who didn't know that?
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xdaniel
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Post by xdaniel on Sept 1, 2011 17:46:16 GMT -5
haddockd: Heh, a little of both I guess, yeah. Also good to hear that it works fine so far; there are bugs that you might or might not encounter, tho (ex. the mentioned broken collision crashing the game). Also, until he mentioned it in a PM a few days ago, I wasn't 100% sure about xzso/JSA either Edit: The way it looks like, DeathBasket has fixed the collision errors for good - source code on the SVN has been updated already, a new build comes at some later point.
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Post by punk7890™ on Sept 1, 2011 20:08:01 GMT -5
I might have to get back into modding just for this
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xzso
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Post by xzso on Sept 1, 2011 20:37:53 GMT -5
!!!IMPORTANT!!! Please ReadAnd 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. Yes initially they do crash... However, I should mention I've been cheating. The error is in your Collision Normals. All you have to do is run the map through ZLE's version of collision_fixer. You'll need ZLE, and the ZLE_Update. Add the scene entry to ZELDA.txt. Run the menu and select the new scene. Pick either collision editor, and DO NOT SAVE CHANGES. You'll be given the option to run collision_fixer. Do it. After that ANY map will work. I'm telling you this thing is rock solid! I've thrown absolute ridiculous levels at it and it has not failed to build a single one!
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Post by haddockd on Sept 2, 2011 7:51:40 GMT -5
I was thinking the exact same thing... You know what they say with great minds and all Awesome! xzso/jsa, you mentioned zle_update.exe I do not have my ZLE2 install in front of me but I do not recall that particular exe file. Is that part of the package or a seperate download?
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Post by haddockd on Sept 2, 2011 10:11:59 GMT -5
xdaniel,
I use Visual Studio C# 2010 quite a bit, can I just add your classes to a project and build it or is there more to it than that?
When I try to load the project: error: Unable to read the project file MapDev.csproj. The project file could not be loaded. The 'link' start tag on line 45 position 3 does not match the end tag of 'head'. Line 119, position 3.
OK so after manually adding closing tags to every link and meta, I get a different error: The project file could not be loaded. 'itemtype' is an unexpected token. The expected token is '='. Line 162 position 12.
I probably could keep tracking this down, but I think you may have a better answer for me xdaniel, so I wait patiently.
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xdaniel
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Post by xdaniel on Sept 2, 2011 12:37:47 GMT -5
First: Use collision_fixer for the moment if you're encountering crashes, etc.; as mentioned above, DeathBasket fixed my code but I'm not 100% sure when I'll be posting a new build. Next, haddockd: I have never seen error messages like that... Only thing that'll prevent it from working (that I know of) is if you're missing OpenTK, but then it should be as easy as loading up MapDev.sln. (short reply, I'm pretty tired )
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Post by haddockd on Sept 2, 2011 12:39:16 GMT -5
UPDATE #2 (this one is the good stuff): Apparently if you download the files either Google hosting or my chrome browser adds all kinds of crap html code inside the files so that VS 2010 cannot open them.. If I manually copy the paste the info from opening the files inside the browser...it all works fine. What a PITA that was. It does this for EVERY file.
If you save the files from the website (right click Save As) and then open them in wordpad you get this (first few lines of mapdev.sln)
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xdaniel
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Post by xdaniel on Sept 2, 2011 13:03:35 GMT -5
Ahhh, you just saved them from the Google Code page or so, and didn't actually use an SVN client to checkout the code, right? That's most likely the problem; the raw files on Google Code are correct, ex. sharpocarina.googlecode.com/svn/trunk/MapDev.slnEither do a checkout using TortoiseSVN or whatever other client, or manually save the files from sharpocarina.googlecode.com/svn/trunk/ , then it should work. Edit: And it's written in VS2010, yeah, plus OpenTK as I mentioned.
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Post by haddockd on Sept 2, 2011 13:07:15 GMT -5
DUDE! That is uber easy. I have NEVER heard of TortoiseSVN. I am all over this. Thanks! Update: if anyone cares... I compiled the newest version YAY I now feel special.
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Post by Salvage66 on Sept 2, 2011 14:14:32 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. Xdaneil ill pm you my map its good and since its a private mod try to keep it cool.
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xdaniel
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Post by xdaniel on Sept 2, 2011 15:46:13 GMT -5
Andreawws!: Disclaimer: The author cannot be held responsible for any cut, slice, shred, chop, etc. Use program at your own risk! ;D
Salvage66: Should be "fixed" now. Well, technically I removed a sanity check which apparently did some insane choices on its own, but that part of the program might need a bit of enhancement/rewriting anyway... Also, some things I noticed when I checked out your map. If possible, divide your map into groups. Collision is applied on a per-group basis, so if you want something to be an exit, it has to be a separate group. Also, don't make half-transparent textures like Material28.png, instead make them opaque, make your ex. windows a separate group as well, and then set that group's alpha value inside SharpOcarina.
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Post by bobbotheclown on Sept 3, 2011 6:03:07 GMT -5
wait, did he port the cave of time I posted?
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xdaniel
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Post by xdaniel on Sept 3, 2011 16:42:05 GMT -5
SharpOcarina v0.4/r6: code.google.com/p/sharpocarina/downloads/detail?name=SharpOcarina-v04.rarChangelog since last build: r6: Added exit selection to Polygon Type editor, changed logic for render mode setting generation (group alpha takes priority over texture alpha channels), other minor changes r5: Temporary fix to textures not showing in the preview, added to-do list (Notes.txt), upped version number in advance for next build r4: Calculation of collision normals fixed (thanks, DeathBasket!); render mode setting for textures with alpha channel fixed
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Post by bobbotheclown on Sept 3, 2011 16:58:54 GMT -5
wow i think this is the fastest i've ever seen any program update
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