xdaniel
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Post by xdaniel on Jan 19, 2012 14:37:28 GMT -5
(Quoting myself at The GCN)
New original SharpOcarina build v0.6/r17: code.google.com/p/sharpocarina/downloads/detail?name=SharpOcarina-v06.rarChangelog since r15: - r16: Trying to get back to SO; finally added triangulation code by marshallh, added check for valid texture image formats in .obj loader, fixed bug that prevented correct manual input of collision polygon type data...
- r17: Added partial and experimental support for multi-texturing, added option to force texture conversion into 16-bit RGBA textures, updated ReadMe.txt and upped version number in preparation for new build
Please read the Readme for more (and important!) information about the multi-texturing support!
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dman356
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Post by dman356 on Mar 9, 2012 0:26:55 GMT -5
Great Tool So Far. Got everything working, but i ran into a slight problem... The exits are messed up. I add exit, and it assumes everything as an exit. I have finished all my collisions, Graphics, Actors and Spawns, but it acts as if the entire map is one big exit! Any idea how to fix that? Thanks for Reading.
P.S. I hate hex Editor. I have HxD, but all the 00x03020r040 (False Example) and whatevers people tell me to edit dont show up. they show up in the hex section and in something like 03 02 0R 04 02 type crap, so if i need hex help, im as good as lost...
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shadow
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Post by shadow on May 3, 2012 6:52:12 GMT -5
Hmm, Andrew told me to post here (Or so I thought) I'm super new to map editing I looked map editing tutorials, I finally got sharp ocarina working but when I imported it I couldn't find it anywhere it just poofed I even looked in the ROM using HxD and other editors and couldn't find where it is, I used ZRE to extract the maps too and couldn't find mine anywhere, can someone here point me in the right direction, I just want to make a simple map with just water nothing else, and no textures. Even imported the demo and couldn't find that either, I'm using UoT and HxD to find them, I did test room too and it never appeared there either... Reason why I'm trying to find it is because when I load test room it freezes and never loads (Obj2area) then when I use Sharp ocarina I load test room and it shows me the normal map nothing else, although the size of the rom changes, its just I never see the change I use Google sketch up 7. Here: (Obj2Area| 65553kb to 65561kb) prntscr.com/8thnkSharpocarina v0.6 prntscr.com/8til2prntscr.com/8tio7prntscr.com/8tirsSincerely Shadow19
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xdaniel
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Post by xdaniel on May 3, 2012 11:10:33 GMT -5
Let's see...
- No error messages from SharpOcarina when importing? - The ROM is not write-protected or anything, and you didn't have it open in ex. a hex editor while importing? - Does your map appear in-game when you select the scene you replaced? (default is Sasatest, or 117:ささテスト on the Map Select)
Also, if I remember correctly, any surface that does not have a texture applied doesn't actually appear in-game. Or that's what I think is the case with the current SharpOcarina. But that's secondary, first of all you've got to get at least the demo scene imported and working correctly.
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shadow
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Post by shadow on May 3, 2012 16:52:15 GMT -5
Sharp dosen't put it in at all but obj2area does, but when obj2area puts it in it dosen't work either, it just freezes when the level loads up (Room 119) I think and on sharp I set the room or scene to 108
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xdaniel
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Post by xdaniel on May 3, 2012 17:00:56 GMT -5
"Doesn't put it in at all" doesn't really help at all, either. So what does happen? Error messages? Nothing? What steps do you take in SO? Again, might the ROM be write-protected or something? With just that little information I can't really try to help you.
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shadow
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Post by shadow on May 3, 2012 18:57:39 GMT -5
I created the model and textures in sketchup 7 (google sketchup) Then I put the exported files (.obj .mtl (texture folder)) and put them in the directory of sharp ocarina (Filesize did not change, assuming it did not inject properly, so might be write protected.) Tried to import demo and it did not inject, no errors either. saved to binary and opened with UoT but it had an error and closed. (zmap ,zscene) error window had (bug) as title. loaded pj64 and 1964 with the rom and the map did not change at all. I got no idea why it can't inject.
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xdaniel
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Post by xdaniel on May 6, 2012 10:45:39 GMT -5
Then I put the exported files (.obj .mtl (texture folder)) and put them in the directory of sharp ocarina (Filesize did not change, assuming it did not inject properly, so might be write protected.) Uh, what? You just put the files into SharpOcarina's folder and that's it? Or am I misunderstanding? Whatever. Let's go back to the beginning for a second, try this: - Start SO, go to menu "File", then "New Scene"
- On the right side of the window, on the "General" tab, press the "..." button to the right of the "Collision Model" field and select your .obj model
- Next, go to the "Rooms" tab, press the "Add Room" button and select your .obj model again
- Don't worry about any other options for now, just make sure your model appears in the 3D preview and that the blue pyramid shape is above some terrain
- Now, go to the menu "File", then press "Inject to ROM" and select the ROM you want to import your scene to (MQ Debug ROM!)
- Open said ROM in your emulator of choice, go to the map select and load "117:ささテスト"
...and if you're still not getting any errors and it still doesn't import anything, I have no idea what's going on. If you now ex. fall to your death and die in front of a black background, it's fine, because that means the map imported correctly but something's wrong with the model (typical mistake: it's far too small).
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shadow
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Post by shadow on May 6, 2012 12:34:51 GMT -5
No errors scene and map work fine now! thanks, now how do I import actor groups onto this....
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xdaniel
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Post by xdaniel on May 6, 2012 16:29:45 GMT -5
I can't say it enough: the Readme is there for a reason, it explains pretty much every option, has a short FAQ, etc. Also, "actor groups" are "objects".
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shadow
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Post by shadow on May 6, 2012 16:31:13 GMT -5
Okay, thank you so much Daniel, I've looked everywhere and you were the only one would help me with this lol.
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Post by griduser64 on Jun 16, 2012 16:59:13 GMT -5
What an awesome project! I hope it's still being worked on! There will be new versions, right?
Can someone please make a video from creating a simple level in google sketchup to using sharp-ocarina to insert it into the rom?
I keep getting no collision model defined error?
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Post by haddockd on Jun 18, 2012 10:59:49 GMT -5
griduser, you may want to post that here: www.the-gcn.com/indexThe author of that tool seems to frequent that forum more than this one. Just my 2 cents.
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xdaniel
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Post by xdaniel on Jun 18, 2012 11:22:08 GMT -5
I do frequent The GCN more than Glitchkill, but still come here from time to time. Now, griduser: First, sorry for not yet replying to your messages on YT, my weekend's been kinda busy. Regarding the "no collision model defined" error, that happens (and should only happen then) when there's no collision model selected on the "General" tab of the program. For now, just select the same model you've used for your room there and see if it works. Also read the Readme file included for some more notes and such. If it still doesn't work right, please reply again and write down all the steps you've taken in SO, any error message it spits out, anything that might be of interest to me. The more information, the easier it is to pinpoint the problem and help you out. As for a video, there's one by SanguinettiMods that's pretty comprehensive: www.youtube.com/watch?v=1NtdmKemm9Y&feature=plcpAnd finally, this specific variant of SO isn't being worked on anymore and is to be replaced by one that's improved technically (better .obj model support, support for additional features of the game) and might end up a bit easier to use. That's gonna take quite a while, tho, as I'm actually planning this one out - the current version I just jumped in and started coding, and ended up with some pretty crappy code and design "under the hood".
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Post by griduser64 on Jun 18, 2012 21:53:33 GMT -5
Thanks haddockd!
and thanks a lot xdaniel! I'm getting the hang of it! The last thing I need is a little more help with some stuff.
Why is the water colorless? How do I make it blue or adjust the debth?
Also can we please have camera zooming during preview in the next version?
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