xdaniel
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[Mo0:0]
Posts: 90
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Post by xdaniel on Sept 3, 2011 17:53:00 GMT -5
Yeah, so, the previous v0.4 was broken. Here's one that should work -.- SharpOcarina v0.4/r8: code.google.com/p/sharpocarina/downloads/detail?name=SharpOcarina-v04-b.rarChangelog since last build: r8: Reverted temporary fix for missing textures in preview, appears to have caused conversion errors... r7: [No log message] 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 19:01:27 GMT -5
lol'd
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xzso
Junior Member
Posts: 29
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Post by xzso on Sept 5, 2011 17:41:25 GMT -5
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xdaniel
Full Member
[Mo0:0]
Posts: 90
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Post by xdaniel on Sept 5, 2011 18:31:42 GMT -5
Yeeeah, I think I can ID that game, although I have no idea which version of it this map comes from. Also, did the map get mirrored somehow or is the crappy 32X version mirrored?
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Post by Jason777 on Sept 5, 2011 19:21:52 GMT -5
I would love to take a guess but I have no idea which scene it replaced darn...
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xzso
Junior Member
Posts: 29
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Post by xzso on Sept 6, 2011 16:44:54 GMT -5
I would love to take a guess but I have no idea which scene it replaced darn... 117. It's the default build scene for SharpOcarina. If someone uploads a level built in SharpOcarina, and doesn't give the scene, try 117 first. Yeeeah, I think I can ID that game, although I have no idea which version of it this map comes from. Also, did the map get mirrored somehow or is the crappy 32X version mirrored? It appears the mapped did get mirrored. Good eye! It made my head hurt when trying to correct errors. It appears correct in Google Sketchup v7, but gets mirrored on import. Could be the ruby script for .obj conversion. It's not big deal, I'll just flip it before import next time. Anyways, I did the entire first map now, and should release it sometime this week.
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Post by Jason777 on Sept 6, 2011 21:21:22 GMT -5
It reminds me of a certain level from Star Wars Dark Forces II >.> lol...
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Post by cooliscool on Sept 10, 2011 22:57:38 GMT -5
Excellent, as usual, xdaniel. Your progress is inspiring me to... do something.
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Post by The Deku Scrub on Sept 11, 2011 19:06:09 GMT -5
WOW cooliscool posted in this thread, this is big! I <3 UOT btw /offtopic
Uhh I dunno what I did wrong but I can't view the model I imported correctly, when I move the angle around it shows some walls and sections and when I move it again it only shows other specific walls and sections.
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xdaniel
Full Member
[Mo0:0]
Posts: 90
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Post by xdaniel on Sept 12, 2011 15:04:13 GMT -5
First, The Deku Scrub: Are you sure your model's faces are oriented correctly (front/back)? For example, when using SketchUp, the faces that are by default colored white are the front ones (basically those you see in-game), while the blue-ish faces are the back ones. Second...: SharpOcarina v0.5: code.google.com/p/sharpocarina/downloads/detail?name=SharpOcarina-v05.rarr9: Fixed preview of texture tiling and tiling mode selection, added texture size sanity check, changed .obj group naming to use the complete remaining line, improved error handling, cleanup of debug messages (ignored in release builds), upped version number in advance r10: Improved preview rendering performance, started to improve waterbox property support (thanks again, DeathBasket) r11: Fixed mouse wheel usage not increasing/decreasing the position/rotation of actors, etc. anymore, also tweaked usability of related controls (value increments) r12: Minor bugfix to preview rendering, group highlight wasn't being scaled anymore after r10 r13: Minor update to ReadMe.txt r14: Fixed RGBA5551 color conversion (darkened textures) by using formula from SDK (thanks, spinout), changed vertex color conversion to use current material's Kd values, added "is hookshot-able" setting to collision polygon type editor, other minor changes. Other planned features/changes haven't been implemented yet. r15: Minor ReadMe.txt update
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Post by Cinnamon on Sept 13, 2011 1:29:20 GMT -5
xdaniel you have some serious talent, I think this is one of your best programs! Porting the .obj format is so nice & simple now... your just amazing! cooliscool welcome to teh forumz, creator of UoT!
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Post by The Deku Scrub on Sept 13, 2011 23:23:27 GMT -5
Well I am not quite sure if that is the case, I definitely did something wrong with it, It only imported part of the model. EDIT: I tried making a new model but when it was loaded up into SO it only showed certain walls but it was half of the walls that were displayed (it was a cube)
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Post by Salvage66 on Sept 15, 2011 12:47:05 GMT -5
OK xdaniel i try'ed using the map i showed you again with the new release now all the white areas are black sorta. Like what i showed you about sayaka before we added the combiner disable might be the same case. Perhaps we could implement the same feature and see what happens?
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Post by Arcaith on Sept 16, 2011 5:02:41 GMT -5
Salvage, do you have any untextured segments in the same group as textured ones?
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Post by Salvage66 on Oct 9, 2011 15:07:48 GMT -5
Salvage, do you have any untextured segments in the same group as textured ones? No arcaith i dont think i have that going on...Right now its the same issue as what happened in sayaka "black textures".
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