View Full Version : Zelda64 Actor Viewer status thread
cooliscool
December 3rd, 2006, 09:03
Started this earlier this week, getting some nice results. Know the format mostly, now just working out what vertices make up what polygons (hence why GL_Points primitives only currently shows truly legible data, and why the wireframe shots look somewhat screwed).
Models are very low res, so you can only vaguely make out Jabu Jabu from this shot (top down view). Heheh.
This space will be updated as I make progress..
edit: if you're wondering how you'll be getting model files from the ROM, that will be explained at release time (of which will include the source code). It will support Majora's Mask and Ocarina of Time model files :).
The purpose of the application is to load models which are not linked to the game in one way or another, IE, can't be loaded ingame.
Latest release is 0.83.
http://webpages.charter.net/cooliscool/UoT_0.83_Release.exe
http://webpages.charter.net/cooliscool/UoT_0.83_Source.rar
ShizZy
December 11th, 2006, 03:36
Nice job... needs some work though ^^
MIO0
December 11th, 2006, 06:11
Interesting..
You may want to post your findings at Acmlm's board (http://board.acmlm.org/) in the ROM Hacking forum (http://board.acmlm.org/forum.php?id=19). Much has been found in Super Mario 64, which has similar data fromats, but progress is currently stagnant. Because the archive at Acmlm's is down, I've attached a snapshot of the thread with the interesting stuff. There might be some information in the attached file useful for your project.
cooliscool
December 12th, 2006, 05:23
Yeah, Acmlm's board is nice, and that info will be especially useful. Thanks much.
For now, with the help of my buddy MNGoldenEagle, I've improved my parser a lot, now the program can identify vertex lists in the file, so no more nasty lines everywhere. Still haven't fixed linking completely, but even it is much better. :) Just began working on triangle groups - but it's fairly simple so it shouldn't take long to have filled 3D models. The program also identifies and extracts textures and coordinates, though no conversion or mapping information is currently extracted.
Shizzy: Of course. ;p
http://img81.imageshack.us/img81/9308/clipboard01sc4.jpg
http://img146.imageshack.us/img146/2711/clipboard02sy8.jpg
http://img149.imageshack.us/img149/9210/clipboard03fh2.jpg
http://img81.imageshack.us/img81/6038/clipboard04au9.jpg
cooliscool
December 14th, 2006, 14:00
Finished polygon recognition...
http://img184.imageshack.us/img184/4082/clipboard01yc3.jpg
http://img184.imageshack.us/img184/2425/clipboard02yu0.jpg
http://img184.imageshack.us/img184/3940/clipboard03rv9.jpg
http://img184.imageshack.us/img184/5944/clipboard04bj0.jpg
http://img184.imageshack.us/img184/7760/clipboard05wl3.jpg
http://img184.imageshack.us/img184/3525/clipboard06tp1.jpg
http://img184.imageshack.us/img184/3302/clipboard07uu9.jpg
Miretank
December 14th, 2006, 19:40
Nice progress cooliscool, keep it up! :)
blueshogun96
December 17th, 2006, 13:02
Gettin' good.
cooliscool
January 4th, 2007, 13:27
Haven't had a whole lot of time to work on the viewer over the holidays, but the last few days or so I've done some work..
Display list entry point scanning and selection (for objects, not maps as it's not necessary), which means multiple models within one file can be seperated now (thanks _Demo_).
Accurate Vertex Colors (not always used in a useful manner)
Semi-finished texture data parser
Many bugfixes to the polygon parser
Major optimizations
By at least release number 2, ZAV will be able to export model data to another format (haven't decided which yet), for manipulation.
Maybe some more things I forgot... but here's some shots. Try to guess where the first model is from... hehe.
The best part about this project is that it's given me the opportunity to work with someone who I really respect and look up to: _Demo_ of ZSNES fame. :)
ShizZy
January 4th, 2007, 17:06
Nice work! What language are you coding this in?
cooliscool
January 4th, 2007, 22:14
Thanks!
VB .NET Express 2005 and OpenGL (through Tao) as the API. This is a great thing for me, as a major .NET advocate, to show what the framework (and VB) are capable of. :)
Enzo Dragon
January 5th, 2007, 04:25
Haven't had a whole lot of time to work on the viewer over the holidays, but the last few days or so I've done some work..
Display list entry point scanning and selection (for objects, not maps as it's not necessary), which means multiple models within one file can be seperated now (thanks _Demo_).
Accurate Vertex Colors (not always used in a useful manner)
Semi-finished texture data parser
Many bugfixes to the polygon parser
Major optimizations
By at least release number 2, ZAV will be able to export model data to another format (haven't decided which yet), for manipulation.
Maybe some more things I forgot... but here's some shots. Try to guess where the first model is from... hehe.
The best part about this project is that it's given me the opportunity to work with someone who I really respect and look up to: _Demo_ of ZSNES fame. :)WHOA! One of your models looks like this:
http://internal.tbi.net/~max/z6452.jpg
That is QUITE the infamous model you've found. Rumors have been going around about the Blue Fairy for a long, long time...
ShizZy
January 5th, 2007, 04:38
VB.NET? You're out of your mind :P
Cyberman
January 5th, 2007, 05:30
Thanks!
VB .NET Express 2005 and OpenGL (through Tao) as the API. This is a great thing for me, as a major .NET advocate, to show what the framework (and VB) are capable of. :)
Well ... although .NET makes things easy ... In my view it reminds me of the days of the Commodor 64. Did you know MS wrote that BASIC too? as matter of fact prior to 1986 MS provided the largest number of versions of basic in the world. They ported to everything. TRS80 you name it. As for .NET it is 20 to 30 year old technology revisted with clever packaging. I won't get into much more detail but it's more business politics than actual technological inovation Microsoft bought the top RAD spear head from Borland and that has lead too the new versions of the developer suite for there compilors. The big changes are the compilor end of things. I do not like having to get a bunch of libraries to run something however. I hate Borland C++ builder for that, it's a big anoyance. :D We should have a forum called Technology politics, that's .NET in a nutshell.
As for your work. Good job dude! Although your reasons are odd (LOL) the work is good. Good fortune and maybe you'll have cool features to add to it like easy High Rez texturing matching or better ways to identify texture models at least for said plugins. Oh yes COMPILE a standalone version, I think you can with .NET (IE people don't need those stupid bloody libraries ;) ).
Cyb
cooliscool
January 5th, 2007, 05:49
I agree on the libraries issue - but if you ever move to Vista, .NET (2.0 & 3.0) will be basically transparent. Microsoft is really pushing for .NET standardization, and they're doing quite well with it. Screw politics, btw. =]
My reasons actually aren't to prove a point or anything. As a long time Ocarina of Time "hidden realm" aficionado (Zelda's Secret Ocarina (http://www.zso.krahs-emag.com) - I co run this site with MNGoldenEagle, who was a big helper in deciphering the format & wrote the extractor used to get models, and XDaniel), I really want the extended use of these wonderful models & deeper exploration of what the ROM still holds.. only very partially a technical pursuit.
Enzo Dragon: Yep, that's it. I didn't find it, actually, a guy named EFX did: it's just being rendered in my viewer.
Slougi
January 5th, 2007, 08:24
I agree on the libraries issue - but if you ever move to Vista, .NET (2.0 & 3.0) will be basically transparent. Microsoft is really pushing for .NET standardization, and they're doing quite well with it. Screw politics, btw. =]
From my point of view, as long as .NET and the associated technologies are only available on one platform, it is very far from anything resembling canonical definitions of standard.
Yes, this comes from someone who uses free operating systems and software, but Windows is not the only operating system that matters, be it on the desktop, on servers, or in other segments.
Sorry for going off-topic. :)
cooliscool
January 5th, 2007, 13:10
*cough* Mono (http://www.mono-project.com/Main_Page) *cough*
;)
As far as Microsoft is concerned, you can't blame them for only heavily supporting their own OS.
ShizZy
January 5th, 2007, 23:52
Microsoft is really pushing for .NET standardization, and they're doing quite well with it.
Unfortunetly so..
Cyberman
January 6th, 2007, 00:30
MS is attempting to dominate. They don't just try to support there OS. In fact they are notorious for sabotaging other peoples software with there OS. Lotus 123 is a famous example of this. Vista is the same trick different dog as what they did with IE. Current Direct X is not part of the OS, now it is. Same thing they did with IE (made it part of the OS). This time it's with OpenGL. They tossed out direct OpenGL support out because they wanted to OWN everything. They only have 'lame duck' support for OpenGL, if you call it support you are optimistic. It's not enough to have what they do have, they have to have it all. Someone was saying how great this was a year ago. Sheesh. People believe anything. I can only say they are doing the same thing as ussual. They want to finish off OpenGL like Navigator so they will include Direct X as part of the OS. This is very Microsoft.
MS doesn't make software for people, it forces it down peoples throats.
This is why Linux and a lot of other software was called "Cancer" by Bill Gates. Please don't mistake MS as ever being generous, nice, or doing anything for your benefit ever. They didn't get to be so big without steping on a lot of other companies and people.
Now for your project, your site is a bit strange. Looks like you have a compilation of all possible things Nintendo did with Zelda. LOL. That's cool, I take it you are a big fan it Zelda Link to the past? (being silly there of course you are)
Cyb
ShizZy
January 6th, 2007, 05:42
Sorry to go offtopic, but OpenGL was stripped out of Vista? Is it supported hardware-wise, or is it just emulated with DX?
If it's seriously out, I'm going to be rethinking my next OS of choice :P
Slougi
January 6th, 2007, 11:58
*cough* Mono (http://www.mono-project.com/Main_Page) *cough*
;)
As far as Microsoft is concerned, you can't blame them for only heavily supporting their own OS.
Mono is an unofficial unsupported project that is trying to build a .NET compatible system. You cannot claim that its existence make .NET any more supported on systems other than Windows than saying that the existence of Wine makes the win32 api cross-platform in any serious way.
There are numerous examples of companies supporting platforms other than their own. In the case of VM-run languages, Java might be one...
-slougi
Enzo Dragon
January 6th, 2007, 12:22
Enzo Dragon: Yep, that's it. I didn't find it, actually, a guy named EFX did: it's just being rendered in my viewer.It'd be pretty sweet if you got textures working in that thing.
Are the numbers you enter the actor data? Could I, in theory, use a GS code to switch in that model with another? That is, is that number in the text box relevant at all in the context of a gameshark?
_Zack_
January 6th, 2007, 22:17
Nice progress cooliscool :D
When did you start coding?
cooliscool
January 7th, 2007, 00:24
This program, or in general?
Overall, I've been coding on and off since I was pretty young, about 9 years old with QBasic, later moving to scripting/markup languages such as HTML, and even later C and derivatives. Never like C's (and derivatives) syntax, but always loved BASIC as a whole, so I work with it these days. As to why I've never released a big application, I've never seen a market that was really unsaturated or something I really *wanted* to tackle. :)
As for the program, I started not long ago (about a week or two before the start of this thread).
Slougi: As a user of Linux (and free/open source software as a whole), I'd consider you the first to accept Mono!
Enzo Dragon: No, that data relates in no way to actor group/number/variable. They are so dubbed "entry points", which are the beginning of display lists in the file.
Enzo Dragon
January 7th, 2007, 01:30
Thanks. Any idea where I can find that information?
Cyberman
January 7th, 2007, 03:11
Sorry to go offtopic, but OpenGL was stripped out of Vista? Is it supported hardware-wise, or is it just emulated with DX?
If it's seriously out, I'm going to be rethinking my next OS of choice :P OpenGL is emulated through directX there is NO direct hardware support for OpenGL what-so-ever. They specifically said "You cannot write ANY drivers in Vista for OpenGL" MS intends to write all the drivers for DirectX it appears as well. (Just like they wrote the wonderful drivers for USB on my last Mother board... which didn't work at all.)
I doubt they will 'rethink' there position. It's not the death nell for OpenGL but it may make it very unconvincing to those in power to use OpenGL as an API for any project that will be run on Vista. What's the point? To be honest SGI ... ahem screwed things up since OpenGL was there baby. Of course Steve Balmer FIXED SGI, and that might be what the problem was. (Steve Balmer is the current CEO of MS and was CEO of SGI a while back he tried to convert SGI into a PC platform company, with disasterous results needless to say he was... booted out.)
OpenGL's wide use was primarily in games, with the exit of true OpenGL support in any Microsoft Platform, IE the PC world. It's unlikely it will continue to be a happy camp. However there is a big problem in the PC world, as the PC is becoming virtual. Many new platforms are becoming prevelant and this may be the death nell of windows as it use to be. IE every PC running Windows. Vista although promises a lot is being looked at more dubiously after the XP fiasco.
As for the subject of this thread. Cool-is-cool you don't have texture support? I thought you did! Ick. :D my bad. Have you found the textures even? I'm surprised the N64 could work as well as it did with a freaking cartridge. Ahem :D
Cyb
ShizZy
January 7th, 2007, 03:19
:(
Slougi
January 7th, 2007, 08:54
Slougi: As a user of Linux (and free/open source software as a whole), I'd consider you the first to accept Mono!
Oh, I do accept it :) I just don't think that mono being available makes .NET a standard application platform.
Anyway, I'm gonna stop hijacking your thread now, sorry about that.
Garstyciuks
January 7th, 2007, 10:12
OpenGL will be available in vista, but its performance will be a lot slower. Here (http://blogs.msdn.com/kamvedbrat/archive/2006/02/22/537624.aspx) it contains more information about it.
Though I don't think that I will move to vista, some Linux distributions look nice :)
Cyberman
January 7th, 2007, 17:25
Eli asked about OpenGL, Direct Draw, and WPF, and how they work with Desktop composition...
OpenGL can go through one of three paths in Windows Vista depending on how your computer is configured.
MSOGL - this is an implementation of OpenGL 1.4 that uses Direct3D under the covers to hardware accellerate the application.
Legacy ICD's - These are the ICD's that are available today for use on Windows XP. These will continue to work on Windows Vista, but will disable the DWM when they are loaded in to the process of the application that's using OpenGL. The reason for this is that Legacy ICD's operate directly on the GPU without going through Windows at all, and we have no way of redirecting application's output in a stable, predictable manner.
Windows Vista ICD's - this is a new path for 3rd party ICD's introduced for Windows Vista that will work in a way that is compatible with desktop composition. Essentially allowing direct access to the GPU for hardware accellaration, but then having the final surface that appears to be the front buffer to the application actually be a shared surface that gets composed by the DWMMSOGL is only 1.4, there is a reason for this, if you don't know MS currently only supports 1.2 by default. (This is no joke) This is what came with windows 95 and WinNT (now known as 2000 and XP they ARE win NT vista is another version of windows NT (64bit) its not NEW). The current version of OpenGL is 1.5 and it is moving to 2.0. Now let me think this through here... as you can see they aren't supporting it. 1.4 is being supported because most games at the time of Vista supported 1.4 features and extensions. Any of the new extensions and features obviously they do not want to support (because that would be an issue with direct X). #3 looks like they are allowing people to write ICD's ... but read it VERY carefully :D read #2 as well.
Back to the fun stuff ... Cool-is-cool how are you finding the models? Are you using the library function calls to find them? By the way what do you plan to do with this tool in the long run? :D
Cyb
blueshogun96
January 8th, 2007, 15:32
Quick question, are you using vertex arrays or VBOs?
_Zack_
January 9th, 2007, 03:08
This program, or in general?
Overall, I've been coding on and off since I was pretty young, about 9 years old with QBasic, later moving to scripting/markup languages such as HTML, and even later C and derivatives. Never like C's (and derivatives) syntax, but always loved BASIC as a whole, so I work with it these days. As to why I've never released a big application, I've never seen a market that was really unsaturated or something I really *wanted* to tackle. :)
Nice work, keep it up, im impressed
cooliscool
January 9th, 2007, 03:50
Quick question, are you using vertex arrays or VBOs?
Neither. Store in an ArrayList, then load into display lists.
Cyberman: Texture support is currently partially supported in the latest build, only a few transformation issues to fix up. It also now supports full dumping of all textures in the actor data to separate files. Parsing model data... my program works sort of like an N64 emu GPU plugin: interpreting F3DEX2 microcode commands and decoding them. :)
ShizZy
January 9th, 2007, 04:51
Is there actually a model format? Or do you just rip the display lists from the game and decode them?
cooliscool
January 9th, 2007, 04:56
Technically there's a format (F3DEX2 being the main part, with other tiny factors such as banks being specific to the Zeldas), but even still it's essentially just ripping the display lists and interpreting them. :) As I said before, while the program's code is all mine, I was not alone in deciphering the data. _Demo_ and MNGoldenEagle helped make the task a lot easier.
When I release it (which should be no longer than the next couple of days), I'll include the source code.
Cyberman
January 9th, 2007, 05:09
Cyberman: Texture support is currently partially supported in the latest build, only a few transformation issues to fix up. It also now supports full dumping of all textures in the actor data to separate files. Parsing model data... my program works sort of like an N64 emu GPU plugin: interpreting F3DEX2 microcode commands and decoding them. :)
I kind of thought that is what you were doing.
Knowing how Rice's plugin works with textures. There are some things I've been trying to resolve:
Broken up textures (IE one that is actually loaded in chunks of 2k/4k), these are a bit anoying as they technically are one texture but Rice's plugin sees them as multiple. The only way I can think to resolve this is assume if they have one dimension the same (IE they are all same width) and are applied to the same screen object ... then.
You discern between seperate screen objects (IE leech from the ROM the individual models) how? That is the key to fixing the issue with splintered textures with Rice's texture dumping program.
By being more discerning about texture use eliminate nuisance texture dumping (Like in Castlevania every time it writes text to the screen it creates 300k worth of textures).In the end this will:
Reduce the number of textures (significantly)
Make it easier to make hirez textures, and make them more consistant.
Remove nusance textures (font texture data is not confused with actual text).So actually you might be helping out lots of people you just didn't know it yet ;)
Oh have you found anything about the animation information?
Cyb
Enzo Dragon
January 9th, 2007, 05:20
Doesn't this viewer only work with Ocarina of Time, though, Cyb? If that's the case, I figure that trying to apply his approach into a video plugin might be a little bit more tricky than you describe.
cooliscool
January 9th, 2007, 05:25
Ocarina of Time, Majora's Mask, and any other F3DEX2 game, actually. ;)
Cyberman: Haven't even began touching the animation format.. all we know about it is that limbs are separated and artificially linked by the game at load, making objects with extensive animation load all at one place in my viewer.
cooliscool
January 21st, 2007, 10:01
Just noticed you had a question in your post, Cyberman. Sorry about that. :P
I discern between different models by so called "entry points," which define the start of a display list. An entry point is found by seeking the word "E7000000", and keeping that location in an array. Contained after the entry point information are all the rendering information (using F3DEX2 commands) I need to process. The End DL command in F3DEX2 is the byte "DF".
The user can then select from those locations, and each is a different model.
What I really want to do next is work on the bone format.. :)
The basic flow is like this:
seek to entry point->search for specific commands->process data as required by the found command->if found command is ever "DF", end operation->render to screen.
There's of course the option of rendering all display lists in one area in the viewer, too. :) I've attached some (yes, textured!) examples. ;)
cooliscool
January 26th, 2007, 00:23
Haha.
blueshogun96
January 26th, 2007, 15:03
lol, you were just waiting day and night for that to happen weren't you? XD
cooliscool
January 26th, 2007, 21:57
Hehe no, it actually just caught my eye!
Cyberman
January 26th, 2007, 23:49
All right you two stop bumping this thread ;)
Erswhile it appears some progress is being made on Rice's plugin. It might be interesting to see what will happen no?
Had any time to work on your toy cooliscool?
Cyb
cooliscool
January 27th, 2007, 05:46
Yes; working on a color combiner emulator now.. along with reverse engineering the bone system. Nothing to show just yet, but soon.
Cyberman
January 27th, 2007, 19:17
Yes; working on a color combiner emulator now.. along with reverse engineering the bone system. Nothing to show just yet, but soon.
Hmmm bones That might be a bit tricky. FF7 was easy for me to find because of the way they put things together. Newer mesh style animation is more difficult to find the bones in and associate the vertex points with them. I guess I'm a bit lame when it comes to 3d model structuring at the moment. :D
Cyb
MIO0
January 28th, 2007, 04:54
I'm wondering, does the bone sturcture resemble the data VL-Tone calls the "geometry layout" in Super Mario 64 in this post (http://board.acmlm.org/thread.php?pid=42204)?
cooliscool
February 10th, 2007, 06:58
I have no idea... LaC says it has to be done by hand, _Demo_ says it's all defined in the model's corresponding setup files, which I have no idea how to navigate like I do models.. tricky indeed cyberman. :P Though you say "newer modeling styles" ... this is Zelda64, whose engine/microcode were at least finalized in 1997-1998, not far away from FF7. BTW, I applaud you for your work with it, it's quite amazing. :)
cooliscool
February 12th, 2007, 13:01
Hehe, running fine in Windows Vista.. and according to glGetString, OGL 2 is fully supported by the hardware.
http://img363.imageshack.us/img363/1363/clipboard01pw0.png
mudlord
February 13th, 2007, 04:52
Hehe, running fine in Windows Vista.. and according to glGetString, OGL 2 is fully supported by the hardware.
So, the current situation with OGL in Vista turned out alright? Interesting....
anywayz, great progress BTW. I can't wait to see the finished product. :)
Miretank
February 13th, 2007, 05:40
Hehe, running fine in Windows Vista.. and according to glGetString, OGL 2 is fully supported by the hardware.
YAY Vista o/
And the project is going pretty well. Keep it up dude! :)
ShizZy
February 13th, 2007, 14:04
Well, doesn't look like you have Aero running... which was the situation with OGL in Vista.
mudlord
February 19th, 2007, 04:45
Well, the situation was that OpenGL in Vista was crippled. Like for instance, it was restricted to around OGL 1.4, instead of being around 2.1 (or the version that the video card natively supports). This was mainly due to MS emulating OGL via a wrapper, thus making OGL performance quite unbearable, and also completely removing support of OpenGL using Aero Glass (AFAIK there is still outstanding issues with Vista and OGL, but I can't confirm it, as I dont use Vista). There is a large post on the official OpenGL forums about it, which discusses the details and ramifications: Call to Action: Ensure that OpenGL remains a first class API under Windows Vista (http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=12;t=0000 01;p=1)
cooliscool
February 20th, 2007, 06:28
All that aside, I just finished the VRML exporter for ZAV, so now you can load up a model, export, and use it as you like. :) Right now just does vertices and faces, but working on vertex colors. Textures are far off - having enough trouble with them in the app itself! :sombrero:
CpU MasteR
March 7th, 2007, 05:19
I had to comment on this program you are writing cooliscool, this a neat utility you got going here.
You have spawned out from that kid that used to flame people in the forums. ;)
Nice job! I can't wait for a release.. :D
ShizZy
March 8th, 2007, 01:28
..from that kid who used to glue 486 motherboards to his bedroom walls.
Oh wait, I bet he still does ;)
cooliscool
March 8th, 2007, 01:38
Glue?! Thumbtacks!
And it was (and still is) a socket 7 board. ;)
CPUMaster: Heh, we can both say we've been there.. :P
ShizZy
March 8th, 2007, 02:45
MMMmmm still a mobo too old for my grandmother ;)
Cyberman
March 8th, 2007, 04:01
MMMmmm still a mobo too old for my grandmother ;)
I still have a Pentium 150 if you want it.. the fan turns and I can warm toast with it ;)
cooliscool you thumb tacked a 486 too the wall? Well it was a tacky processor anyways ;) :D
On subject though, school holding you back on progress?
Cyb
cooliscool
March 8th, 2007, 19:42
Not really. My college schedule is pretty leniant on my free time. What's occupying my time now are friends, family, and my new R4 DS. ;)
With the capability to export to VRML, much of my idea of this program is done. Textures need a lot of work, and it seems for absolute correctness I'll have to rethink the layout of the program quite significantly (too much reworking for me to focus on atm). I'll probably release it before then, within the next few days (or Tonight if I can get some signatures here ;)) just without textures at all.
One thing I want to finish is the use of GluLookAt instead of simple rotation around the origin, to simulate a camera. Free looking in the scene works, but I have yet to figure out how to calculate Center X, Y, and Z values, so translation isn't quite in yet. All controls are FPS style Keyboard + Mouse run and look, so it's intuitive!
Ice God
March 8th, 2007, 22:43
Excellent work! his project is going amazing!
cooliscool
March 9th, 2007, 02:05
Thanks!
cooliscool
March 9th, 2007, 02:41
Alright... *deep breath*
Here's the first public beta release of ZAV. All information you need to know is in the readme.. read it CAREFULLY! :flowers:
Download from attached, or Download Here (http://webpages.charter.net/cooliscool/ZAV%20B1.rar).
ShizZy
March 9th, 2007, 03:58
MMM I'll check it out when I get home.
College? Who are you kidding, you're like 12 :D
cooliscool
March 9th, 2007, 06:58
Hey, 12 & 1/2 (http://img261.imageshack.us/img261/3817/picture066ql3.jpg), silly goose. ;)
If you're getting a DevIL error when trying to dump textures, it's because I'm still initialising it as the main texture parser is still being used to gather the data. Didn't include the DLL as it's not used, but the error will prevent it from working right w/ texture dumping.
You could have either found it online, or download it Here (http://www.myfilelink.co.uk/file.aspx?id=342b651cba2d4973b98c1b36ca5 599b7).
Ice God
March 11th, 2007, 01:09
I have decide to make a listing of the different Zmap and Zobj actors, and explain wat they are, since many of these names are hard to understand.
Note: This list is when you use ZRE to extract from a ROM. ((MQ debug))
Using ZAV's function to corrct filenames may work differently.
These are all files with a Zmap extension.
alley_shop - One of the shops in hyrule Market
Bdan_boss - Jabu Jabus bellyt boss room ((Though it looks messed up))
bdan - Jabu Jabus belly.
besitu - BETA test map.
Bmori - Forest Temple
bowling - Bombchu Bowling alley
daiyousei_izumi - Onf of the great Fariry fountains
ddan_boss - Dodongos Cavern boss room.
ddan - Dodongos cavern
depth_test - ???
drag - A shop of some sort?
enrui - ???
entra_n - ???
entra - ???
face_shop - Happy mask sop!
FIRE_bs - Fire temple. Two rooms of it, at least.
ganon_boss - Fight GannonDORF ((Not the monster))
ganon_demo - Pig-Gannons area
ganon_final - ???
ganon - Ganons Castle
ganon_sonogo - Ganons castle (collapsing))
ganon_tou - Ganons tower
ganontika - First pat of Gannons Castle ((Temple areas))
Ganontikasonogo - Temple Area collapsing.
Gerudoway - Gerudos fortress
Golon - ???
hairal_niwa2 - Castle Garden ((On the way to Zeldas place))
hairal_niwa_n - The very first bit of the garden
haial_niwa - Repeat of hairal_niwa2
hakaana_ouke - Royal Families tomb
Hakaana - Tomb with only one redead.
HAKAdan_bs - Bongo Bongos room.
HAKAdan - Shadow temple
HAKAdan_ch - Bottom of the well
Hakasitarelay - Racing Dampe, and the windmill
HIDAN - Fire temple
hiral_demo - Unknown; crashes ZAV ((Blank map?))
hut - Dampes hut
hylia_labo - Lake Hylia labrotory
ice_doukutu - Ice Cavern
impa - Impas house
jyasinboss - Twinrova
jyasinzou - Spirit Temple
kakariko3 - Kakariko house
kakariko - Kakariko house
kakusiana - Underground Grotto
kanjyanoma - Chamber of Sages
kinsuta - Spider house
kokiri_home3 - A kokiris house
kokiri_home4 - A kokiris house
kokiri_home5 - A kokiris house
kokiri_home - A kokiris house
kokiri_shop - Kokiri Shop
labo - Ajnu's house in Kakariko ((With the cuccoos behind it))
link_home - Links house
mahouya - Old hags potion shop
malon_stable - Ranch stable
market_alley_n - Back of the alley
market_alley - Above, during the day
market_day - Hyrule market day
market_night - Hyrule Market night
market_ruins - Hyrule Market in ruins
men - ??? Forgot where, most likey spirit temple (adult)
miharigoya - First house in Hyrule Castle town
MIZUsiin_bs - Water temple Boss
MIZUsin - Water Temle
moriboss - Forest temple Boss
nakaniwa - Castle Courtyard
night_shop - ???
sasatest - ???
shop1 - ???
shrine - Outside Temple of Time
souko - Lon Lon ranch tower
spot 00 - Hyrule Field
spot 01 - Kakariko Village
spot 02 - Graveyard
spot 03 - Zoras River
spot 04 - Kokiri Forest
spot 05 - Sacred Forest Meadow
spot 06 - Lake Hylia
spot 07 - Zoras domain
spot 08 - Zoras Fountain
spot 09 - First bit of Gerudo Valley
spot 10 - Lost woods
spot 11 - Desert near Spirirt temple
spot 12 - Outside Gerudos fortress
spot 13 - Desert?
spot 14 - N/a
spot 15 - Hyrue Castle (outside)
spot 16 - Death mountain trail
spot 17 - Death mountain crater
spot 18 - Goron City
spot 19 - N/a
spot 20 - Lon Lon Ranch
sutaru - ?
syatekijyou - ?
syotes2 - Stalfos beta room
syotes - ???
takaraya - Treasure chest game
tent - Tent in Gerudo valley
test01 - Checkered test area
testroom - Exactly what it says
tokinoma - The Temple of Time
turibori - Fishing hole
ydan_boss - Inside Deku Tree Boss
ydan - Inside the Deku tree
yousei_izumi_tate - Underground Fairy Fountain
yousei_izumi_yoko - Another Great Fairies Fountain
zoora - ???
cooliscool
March 11th, 2007, 01:25
hiral_demo seems to be a leftover of sorts. It contains several proper room headers, but is cut short at a certain point and contains no display lists.
Ice God
March 11th, 2007, 08:52
Hm... A map with n shape, your'e saying? Or like several blank maps? Or dd you mean peices of headers?
Ths is good motivation for me to hopefully start on the actual actors soon... But thats a long list.
Do yo think this map migt have anything to do with the ending where Link and Zelda are in the sky? I think the sky is drawn by the game, so if this is a blank map, this is probably what it is.
ubby
March 12th, 2007, 02:50
Do yo think this map migt have anything to do with the ending where Link and Zelda are in the sky? I think the sky is drawn by the game, so if this is a blank map, this is probably what it is.
One of Hyrule Field's object sets has the music and clouds from this scene.
Sasuke3.0
March 12th, 2007, 07:20
how is it compatible with Majora's Mask?
cooliscool
March 12th, 2007, 14:27
Because the engine and bank system are completely unmodified. :)
Textures are on the way, so don't be afraid of the nice vertex colors and gouraud shading! {}:{
Miretank
March 12th, 2007, 16:48
Nice to see such improvements since the start of this project dude. Congrats! :)
Ice God
March 12th, 2007, 18:48
One of Hyrule Field's object sets has the music and clouds from this scene.
Whoops, I'd forgotten about that part.
Because the engine and bank system are completely unmodified.
I thought they'd have modified it; made it more advanced at least.
Ah well, my bad. I'd forgotten that 60% of Majora's Mask is recycled content.
Sasuke3.0
March 12th, 2007, 21:19
Because the engine and bank system are completely unmodified. :)
oh, well I can't get it decoded for the life of of me.
cooliscool
March 12th, 2007, 23:09
Instead of dragging the ROM over the program, try running it in cmd.
Zelda Decoder.exe romname.extension
Ice God
March 13th, 2007, 19:24
Actually, I found whats wrong.
DON'T put th Zelda Decoder in your 'My Documents' folder or any subdirectories.
YES, the files WILL be extracted.
NO, they won't be in the right place.
Go to C:\Documents and Setting\Your Login Name\ and in that folder, there should be around 1,000 .zunknown files mixed in with the important system files, so you'll have to move each one manually where you want it.
Remember CTRL + Shift is your friend here.
Sasuke3.0
March 14th, 2007, 00:28
Actually, I found whats wrong.
DON'T put th Zelda Decoder in your 'My Documents' folder or any subdirectories.
YES, the files WILL be extracted.
NO, they won't be in the right place.
Go to C:\Documents and Setting\Your Login Name\ and in that folder, there should be around 1,000 .zunknown files mixed in with the important system files, so you'll have to move each one manually where you want it.
Remember CTRL + Shift is your friend here.
I figured that out the hard way, and yes CTRL + Shift is a very handy friend
TheBladeRoden
March 14th, 2007, 00:54
Actually, I found whats wrong.
DON'T put th Zelda Decoder in your 'My Documents' folder or any subdirectories.
YES, the files WILL be extracted.
NO, they won't be in the right place.
Go to C:\Documents and Setting\Your Login Name\ and in that folder, there should be around 1,000 .zunknown files mixed in with the important system files, so you'll have to move each one manually where you want it.
Remember CTRL + Shift is your friend here.
Lol, I just went into that folder and discovered a bunch of year-old Mario64 and Perfect Dark sound files. I wish remembered how I extracted them.
Edit: In other news, when I try to open a file I get
An error has occured: Unable to find an entry point named 'ilInit' in DLL 'devil.dll'. Can not continue!
Ice God
March 14th, 2007, 01:13
Wow... So do I.
CoolisCool, can I ask that you put a notification of this glitch in the Readme file of your next version so we don't get a hundred thousand requests on this?
cooliscool
March 14th, 2007, 02:02
http://webpages.charter.net/cooliscool/ZAV%20B2.rar
Try that one. I've removed all DevIL/IL bindings.
What you guys are experiencing with the decoder is really odd, but I'll note it. :)
TheBladeRoden
March 14th, 2007, 02:48
Oh yeah, one more thing, my model names don't match the ones in Ice God's list. It's all in hex. What's this ZRE?
cooliscool
March 14th, 2007, 04:21
That's because the Debug ROM contains an internal name table which matches with internal offsets of this data. ZRE (Zelda Resource Extractor) is a program which uses this info to extract resources from the Debug ROM, which is already uncompressed. Zelda Decoder is a little more complicated: it has to extract the Yaz0 data then decompress it. The normal compressed ROMs lack the internal name table, so the really only logical naming scheme are the original offsets of the data in the file. :) Check the readme for more info on ZRE, etc.
Anyway, ZAV now has vertex and texture transparency support.. (bubble.zobj is a transparent 2 triangle square with a bubble texture over it. I just put Link for fun). ;) Along with that, we can see that my UV info is spot on. Woohoo. :)
http://img393.imageshack.us/img393/5105/clipboard01nz9.jpg
Ice God
March 14th, 2007, 06:47
Weird, also I think bubble is used for Shabom... *Hit with a brick of of obviousness.*
How the heck did you replace the texture though!?
Also, just so you know, exported VRMLs will sometimes crash 3dsMax 9 when inmported.
Also, my other program, AC3D gives me an import failed warning, even those it supports this format.
Just a couple of bugs, though I have no idea how to go about fixing them. Sorry.
cooliscool
March 15th, 2007, 00:46
Odd.. never had an issue with importing into 3DSMax 7 or Modelpress reader, the only two I test with. I'll go back over the syntax and make any corrections (if I find errors).
Edit: it seems AC3D only supports VRML 1.0. ZAV exports VRML 2.0 files.
Ice God
March 15th, 2007, 04:03
I forgot that.... =p
If it helps, the first map that gave me this problem was the chamber of Sages.
cooliscool
March 15th, 2007, 04:33
CoS does indeed not work in 3DS Max.. found the issue though. A rogue vertex made it into the points list, and because 3 weren't generated in the loop, it was left unterminated causing 3DS Max to wonder wtf was going on.
Fixed, and I'll post a new build which fixes this issue and fixes a lot of non loading models, in just a minute.
Dim vrmlbuffer As String = My.Resources.VRMLHeader
Dim vrmlcnt As Integer = 0
Dim cnt As Integer = 0
Dim facecnt As Integer = 0
For vrmlcnt = 0 To vert_x.Count - 1
If vrmlcnt = vert_x.Count - 1 Then
vrmlbuffer += vert_x.Item(vrmlcnt) & " " & vert_y.Item(vrmlcnt) & " " & vert_z.Item(vrmlcnt)
Else
vrmlbuffer += vert_x.Item(vrmlcnt) & " " & vert_y.Item(vrmlcnt) & " " & vert_z.Item(vrmlcnt) & ", "
End If
Next
vrmlcnt = 0
vrmlbuffer += " ] } "
vrmlbuffer += Environment.NewLine & "coordIndex [ "
For vrmlcnt = 0 To vert_x.Count - 1
If cnt = vert_x.Count - 1 And facecnt <> 3 Then
Exit For 'exit loop, done
End If
If vrmlcnt = vert_x.Count - 1 Then
vrmlbuffer += cnt & ""
Else
vrmlbuffer += cnt & ", "
End If
cnt += 1
facecnt += 1
If facecnt = 3 And vrmlcnt <> vert_x.Count - 1 Then
facecnt = 0
vrmlbuffer += "-1, "
ElseIf facecnt = 3 And vrmlcnt = vert_x.Count Then
facecnt = 0
vrmlbuffer += ", -1"
End If
Next
vrmlbuffer += " ] } } }"
File.WriteAllText(SaveFileDialog1.FileNa me, vrmlbuffer)
vrmlbuffer = ""
vrmlcnt = 0
cnt = 0
facecnt = 0
MsgBox("VRML 2.0 file created successfully.", MsgBoxStyle.Information, "Done")
And the 3 lines that fixed it up:
If cnt = vert_x.Count - 1 And facecnt <> 3 Then
Exit For 'exit loop, done
End If
cooliscool
March 15th, 2007, 05:07
Ahh double post. :sombrero:
Public Beta 2 -
+ More models load now. Most test maps are still screwy.. from what I can tell, their age seperates them from normal maps in terms of how they load. A lot of G_TRI1 usage and almost no G_TRI2, along with G_VTX breaks in the middle of commands. Very odd.
+ Some models exported as VRML would not work in 3DS Max, etc, due to a rogue vertex making it into the points list, and because 3 (x, y, z) weren't generated in the loop, it was left unterminated causing 3DS Max or whatever app you use to wonder what the hell was going on.
+ You can now save a screenshot in either JPG or BMP format. Options>Capture Screenshot.
+ Texture dumping when choosing entry points (not render all) should yield better results.
Edit: A couple of posts down for the attachment.
Ice God
March 15th, 2007, 06:23
http://img.photobucket.com/albums/v465/Ice_god/Uh-oh.png
Uh-oh...
Whenever I try to open it, I get this.
cooliscool
March 15th, 2007, 17:35
Ironically that image is down so I can't help. ;)
Sasuke3.0
March 15th, 2007, 21:02
I get an error whenever I start:
Unhadled exception has occured in your application. If you click
Continue, the application will ignore this error and attempt to continue. If
you click Quit, the application will close immediately.
Conversion from string '"' to type 'Boolean' is not valid.
cooliscool
March 15th, 2007, 21:09
Really weird; don't get that here. Can you give me the whole error report?
Ice God
March 15th, 2007, 23:03
My image is back.. Might help you more.
Sasuke3.0
March 16th, 2007, 02:51
I'm still getting the same error
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidCastException: Conversion from string "" to type 'Boolean' is not valid. ---> System.FormatException: Input string was not in a correct format.
at Microsoft.VisualBasic.CompilerServices.C onversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
at Microsoft.VisualBasic.CompilerServices.C onversions.ToBoolean(String Value)
--- End of inner exception stack trace ---
at Microsoft.VisualBasic.CompilerServices.C onversions.ToBoolean(String Value)
at WindowsApplication1.MainWin.Form1_Load(O bject sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventAr gs e)
at System.Windows.Forms.Form.OnCreateContro l()
at System.Windows.Forms.Control.CreateContr ol(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateContr ol()
at System.Windows.Forms.Control.WmShowWindo w(Message& m)
at System.Windows.Forms.Control.WndProc(Mes sage& m)
at System.Windows.Forms.ScrollableControl.W ndProc(Message& m)
at System.Windows.Forms.ContainerControl.Wn dProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(M essage& m)
at System.Windows.Forms.Form.WndProc(Messag e& m)
at System.Windows.Forms.Control.ControlNati veWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNati veWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callba ck(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Zelda64 Actor Viewer
Assembly Version: 0.0.1.0
Win32 Version: 0.0.1.0
CodeBase: file:///C:/Documents%20and%20Settings/.../Desktop/.../Zelda64%20Actor%20Viewer.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.3
Win32 Version:
CodeBase: file:///C:/Documents%20and%20Settings/S.../Desktop/.../Tao.Platform.Windows.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 0.0.0.0
Win32 Version:
CodeBase: file:///C:/Documents%20and%20Settings/.../Desktop/.../Tao.OpenGl.DLL
----------------------------------------
Tao.OpenGl.Glu
Assembly Version: 1.5.0.3
Win32 Version: 1.5.0.3
CodeBase: file:///C:/Documents%20and%20Settings/.../Desktop/.../Tao.OpenGl.Glu.DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
hope that helps
Sasuke3.0
March 16th, 2007, 03:31
Very strange.. not sure why DevIL's being picky on all systems but mine. Ah well, here's a version with all IL stuff removed, and consequently the screenshot feature. Once I have more time to isolate the issue, it'll be back. This version is using an updated version of the OGL lib, so things may be faster and so on.
Ah well, still is more compatible and all VRML exports should work fine. :P
as much as I hate to say it, I'm still receiving the same error :|
cooliscool
March 16th, 2007, 03:57
Upon startup, or loading an actor? If loading an actor, which one?
Ice God
March 16th, 2007, 04:04
I beleive it's starting up.... =/
cooliscool
March 16th, 2007, 04:10
Is it working on your end, Ice God?
I did make a small error in the entry point portion (treating a boolean as an integer on accident ;)) but it wouldn't make sense that it affects one person and not the other.
Anyway, with that error fixed, try this build.
Sasuke3.0
March 16th, 2007, 04:20
Is it working on your end, Ice God?
I did make a small error in the entry point portion (treating a boolean as an integer on accident ;)) but it wouldn't make sense that it affects one person and not the other.
Anyway, with that error fixed, try this build.
much better
EDIT: ran into another error, same one again >:\
I have to delete the .ini file just to avoid the error
cooliscool
March 16th, 2007, 04:26
Ahh good, that helps.. let me check out my ini check on load for issues.
Sasuke3.0
March 16th, 2007, 04:29
hmm... reloaded the program with the ini this time, the error seems to be gone.
cooliscool
March 16th, 2007, 04:57
That's good, because I can't find any errors with anything related to ini reading or writing..
Jason Rose
March 16th, 2007, 06:20
Fixed up the map list somebody posted earlier. It's just a basic list of the main maps (no subsections listed). I'll make full and more detailed list if I feel like it.
alley_shop - One of the shops in hyrule Market
Bdan_boss - Jabu Jabus bellyt boss room ((Though it looks messed up))
bdan - Jabu Jabus belly.
besitu - BETA test map.
Bmori - Forest Temple
bowling - Bombchu Bowling alley
daiyousei_izumi - One of the great Fariry fountains
ddan_boss - Dodongos Cavern boss room.
ddan - Dodongos cavern
depth_test - Depth Test (124 on Map Select)
drag - A shop of some sort?
enrui - Path between Drawbrige and Market (adult)
entra_n - Path between Drawbridge and Market (night)
entra - Path between Drawbridge and Market
face_shop - Happy mask shop!
FIRE_bs - Fire temple. Two rooms of it, at least.
ganon_boss - Fight GannonDORF ((Not the monster))
ganon_demo - Pig-Gannons area
ganon_final - Outside Ganon's Castle (collapsing)
ganon - Ganons Castle
ganon_sonogo - Ganons castle (collapsing))
ganon_tou - Ganons tower
ganontika - First pat of Gannons Castle ((Temple areas))
Ganontikasonogo - Temple Area collapsing.
Gerudoway - Gerudos fortress
Golon - Goron Shop
hairal_niwa2 - Castle Garden ((On the way to Zeldas place))
hairal_niwa_n - The very first bit of the garden
haial_niwa - Repeat of hairal_niwa2
hakaana_ouke - Royal Families tomb
Hakaana - Tomb with only one redead.
HAKAdan_bs - Bongo Bongos room.
HAKAdan - Shadow temple
HAKAdan_ch - Bottom of the well
Hakasitarelay - Racing Dampe, and the windmill
HIDAN - Fire temple
hiral_demo - Unknown (Rumored to be Title Screen Hyrule Field)
hut - Dampes hut
hylia_labo - Lake Hylia labrotory
ice_doukutu - Ice Cavern
impa - Impas house
jyasinboss - Twinrova
jyasinzou - Spirit Temple
kakariko3 - Kakariko house
kakariko - Kakariko house
kakusiana - Underground Grotto
kanjyanoma - Chamber of Sages
kinsuta - Spider house
kokiri_home3 - A kokiris house
kokiri_home4 - A kokiris house
kokiri_home5 - A kokiris house
kokiri_home - A kokiris house
kokiri_shop - Kokiri Shop
labo - Ajnu's house in Kakariko ((With the cuccoos behind it))
link_home - Links house
mahouya - Old hags potion shop
malon_stable - Ranch stable
market_alley_n - Back of the alley
market_alley - Above, during the day
market_day - Hyrule market day
market_night - Hyrule Market night
market_ruins - Hyrule Market in ruins
men - Gerudo Training Ground
miharigoya - First house in Hyrule Castle town
MIZUsiin_bs - Water temple Boss
MIZUsin - Water Temle
moriboss - Forest temple Boss
nakaniwa - Castle Courtyard
night_shop - Unknown (Looks like a bar of some kind)
sasatest - Flat Test Map (SRD Map, 117 on Map Select) (Bugged)
shop1 - Kakariko shop?
shrine - Outside Temple of Time
souko - Lon Lon ranch tower
spot 00 - Hyrule Field
spot 01 - Kakariko Village
spot 02 - Graveyard
spot 03 - Zoras River
spot 04 - Kokiri Forest
spot 05 - Sacred Forest Meadow
spot 06 - Lake Hylia
spot 07 - Zoras domain
spot 08 - Zoras Fountain
spot 09 - First bit of Gerudo Valley
spot 10 - Lost woods
spot 11 - Desert near Spirirt temple
spot 12 - Outside Gerudos fortress
spot 13 - Desert
spot 14 - N/a
spot 15 - Hyrue Castle (outside)
spot 16 - Death mountain trail
spot 17 - Death mountain crater
spot 18 - Goron City
spot 19 - N/a
spot 20 - Lon Lon Ranch
sutaru_0 - Combat Test Room
syatekijyou_0 - Shooting Gallery
syotes2_0 - Stalfos Beta Room 1
syotes_0 - Stalfos Beta Room 2 (Bugged)
takaraya - Treasure chest game
tent - Tent in Gerudo valley
test01 - Checkered test area
testroom - Exactly what it says
tokinoma - The Temple of Time
turibori - Fishing hole
ydan_boss - Inside Deku Tree Boss
ydan - Inside the Deku tree
yousei_izumi_tate - Underground Fairy Fountain
yousei_izumi_yoko - Another Great Fairies Fountain
zoora - Zora Shop
Ice God
March 16th, 2007, 23:44
http://img.photobucket.com/albums/v465/Ice_god/Hella.png
Normal?
Still, huge improvement, Cooliscool.
cooliscool
March 17th, 2007, 01:22
Yep, normal and good. I still have yet to find out where bank 00 is though, hehe.
Ice God
March 17th, 2007, 03:01
In that case, it's working for me. Not too bad of a pogam... It's a notable improvement.
cooliscool
March 17th, 2007, 07:51
And trust me, there will be more notable improvements in the future. :)
Sercio
March 22nd, 2007, 23:51
Nice work! keep it up ;)
cooliscool
March 28th, 2007, 18:01
Huge batch of nice shots for ya. Textures are coming along pretty nicely. :party:
Bridge to Hyrule Castle:
http://img368.imageshack.us/img368/3262/clipboard01mt9.jpg
Example of blending (light_ring.. sword spin?):
http://img255.imageshack.us/img255/2389/clipboard02nh9.jpg
Another blending example (twinrova effect?):
http://img368.imageshack.us/img368/6135/clipboard03ob1.jpg
Grass:
http://img252.imageshack.us/img252/691/clipboard04ng0.jpg
An example of texture mirroring support (Milk Box):
http://img252.imageshack.us/img252/9207/clipboard05xu8.jpg
Ice Block:
http://img67.imageshack.us/img67/6524/clipboard06yp9.jpg
Door:
http://img232.imageshack.us/img232/9885/clipboard07wk1.jpg
Another blending example (Ending effect?):
http://img232.imageshack.us/img232/1983/clipboard08vr6.jpg
Yet another (Bubbles in Jabu):
http://img373.imageshack.us/img373/2088/clipboard09ek4.jpg
Another door:
http://img66.imageshack.us/img66/6028/clipboard10vk3.jpg
Flame Block:
http://img441.imageshack.us/img441/6076/clipboard11jg7.jpg
:flowers:
Ice God
March 29th, 2007, 05:27
Oh! Excellent work! Indeed, the textures progress is certainly an amazing feat!
mdtauk
April 1st, 2007, 02:38
Will there be other export options for it, like 3ds max compatible formats, also will it be able to export with textures in use?
cooliscool
April 1st, 2007, 22:45
3DS Max can import VRML. File > Import. And yes, when texture support is included in the release, exports will include them.
mdtauk
April 1st, 2007, 22:48
will it be possible to get a two way process working. Export to a format which goes in 3ds max, or maya, then do the same the other way round, import or replace a model from a format 3ds max or maya exports or saves in.
mdtauk
April 1st, 2007, 22:53
I am interested in trying out replacement locations, for example, here is a house, ment to be Link's house from ALttP, with some slight changes...
cooliscool
April 5th, 2007, 11:47
Hehe. :flowers:
http://img153.imageshack.us/img153/8652/clipboard01tp8.jpg
http://img157.imageshack.us/img157/8001/clipboard02rz6.jpg
http://img292.imageshack.us/img292/3203/clipboard03kl6.jpg
mdtauk
April 6th, 2007, 17:59
Is that a visual actor positioning tool. That will come in handy for me when trying to put doors on the houses in my Kakariko Village.
Ice God
April 8th, 2007, 04:13
Wow, nice... I never wouldv'e thought of that!
Sasuke3.0
April 8th, 2007, 07:30
interesting
BetaZeldaman
April 9th, 2007, 01:51
When I first moved models in an area and saved the models din't change and the 2nd time I did it it corrupted my debug ROM so now my debug Rom doesn't work.
ShizZy
April 9th, 2007, 03:47
It's amazing how with such small, low resolution textures, and blocky simple level design, Nintendo is able to make such incredible levels.
...And nice progress.
cooliscool
April 9th, 2007, 11:40
When I first moved models in an area and saved the models din't change and the 2nd time I did it it corrupted my debug ROM so now my debug Rom doesn't work.
Did you get the first or second release featuring actor hacking? The first had some issues - so get the second.
Repost from ZSO -
Release 4 - "ZAVAP" Enhanced
+ Fixed ROM saving presets not working at all, and added more. Keep in mind that while this program works with Majora's Mask, these presets are only for a big endian Ocarina of Time Debug ROM.
+ Actor variable, numbers, and groups, when saved, are now represented without having to reload the map.
+ Fixed an issue where the currently selected actor's number, variable, and group were saved to every actor in the room's (big oops!).
+ ZAV will only ask to select an object set if the room has more than one.
+ Actor dialog box is less confusing; group modification is more seperated, limited digits in textboxes to 4, and other cleanups.
+ Now dynamically uses JSA's actor database file to identify actors, which can be added to as users wish, and ZAV will recognize the new data (which is good, because it's largely incomplete.. lots of ?s). When editing, be sure to keep the format of the other actors in mind (xxxx yyyy zzzzzzzzz) with x being the number, y being the group, and z being the actor's description. You can open the file for modification from the actor dialog box by going to file > edit db.
+ Pressing the M key on the main window toggles what the mouse moves, the selected actor or the whole map.
+ Uses substantially less RAM, and the running loop should use less CPU. This wasn't much of an issue in the first place, but improvements are always nice.
Download Binary (http://webpages.charter.net/cooliscool/ZAVAP_B3.rar)
Download Source Code (http://webpages.charter.net/cooliscool/ZAVAP_B3_SRC.rar)
http://img124.imageshack.us/img124/1184/clipboard01cc3.jpg
BetaZeldaman
April 9th, 2007, 23:50
Whatever the problem was, it works now on the new one(I used the second one. It may have been I saved models from one Debug ROM to a different one.)
mdtauk
April 10th, 2007, 13:05
Is there anyway to get it to show the actual object apart from just a cube, like click a checkbox or press a key to view them, just so you know you have the orientation of the object right!
Ice God
April 16th, 2007, 05:28
I'm sure he'll work on that, but Actor positioning is not an immediate need. Texture support should come first, though thats coming nicely.
cooliscool
April 16th, 2007, 17:13
That's an incredibly difficult request to fulfill, anyway. Boxes do fine, IMO. ;)
http://img386.imageshack.us/img386/7963/clipboard02gi3.jpg
Door and loading point modification now done.. =] .
Ice God
April 18th, 2007, 22:14
Just as long as yov'e played the area enough to know whats what.
cooliscool
April 19th, 2007, 04:03
ZAV identifies actors using an editable .txt database. :)
mdtauk
April 19th, 2007, 12:20
I only made the suggestion, specifically thinking of things like doors and water, where it will take alot of trial and error to place them.
mdtauk
April 29th, 2007, 00:02
How easy is it to take a VRML export from 3ds max, and then convert it to the Zelda format, and replace a zmap file?
cooliscool
April 29th, 2007, 03:23
A backwards parser is possible, and I could work on it sometime.. exams this week though, so ya know.
mdtauk
April 29th, 2007, 12:34
ah exams, good luck with them!
Ice God
May 11th, 2007, 04:16
Exams already. Wow, being out of School a year really makes things confusing.
cooliscool
May 17th, 2007, 06:07
College exams, not high school. ;)
ShizZy
May 19th, 2007, 02:05
I thought you were still 13? ;)
Ice God
May 19th, 2007, 04:52
I thought I was too, but no, it turns out I was wrong. =p
cooliscool
July 10th, 2007, 17:08
Haven't posted in here in a while..
Still working on the app, and it's gone through a few releases that I just haven't updated here. It's pretty fun now.. :P
If anyone wants to play with the newest version, you can download it Here (http://webpages.charter.net/cooliscool/Utility_of_Time_0.8.2.rar). Be sure to read CHANGES and README. :)
Edit: Yeah, the widget icons are borrowed from TT64, though I've stated that a) if VL-Tone has a problem with me using them, I'll be glad to remove them, and that b) they're just temporary, as the functionality was needed quickly.
blueshogun96
July 11th, 2007, 22:09
Great to see you're still working on this.
Offtopic, were you affected by the flooding in NC?
cooliscool
July 13th, 2007, 00:24
Thanks. :)
OT: No, not much, but we did get a little rain.
azul
July 15th, 2007, 22:36
Tried to open depth_test_room_0.zmap (occurs at some other zmaps too)
Windows XP SP2
window title "Microsoft .NET Framework" (I have MS Visual Studio installed)
-----
Unhandled exception has occurred in your application. If you click continue.. (skipping standard text)
Value was either too large or too small for a Uint32.
-----
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.OverflowException: Value was either too large or too small for a UInt32.
at System.ParseNumbers.StringToInt(String s, Int32 radix, Int32 flags, Int32* currPos)
at System.Convert.ToInt16(String value, Int32 fromBase)
at UoT.MainWin.GetMapActors()
at UoT.MainWin.DoWork()
at UoT.MainWin.LoadActorGFX_FileOk(Object sender, CancelEventArgs e)
at System.Windows.Forms.FileDialog.OnFileOk (CancelEventArgs e)
at System.Windows.Forms.FileDialog.DoFileOk (IntPtr lpOFN)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Utility of Time
Assembly Version: 0.0.8.2
Win32 Version: 0.0.8.2
CodeBase: file:///C:/Utility_of_Time_0.8.2/Utility%20of%20Time.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.4
Win32 Version: 1.0.0.4
CodeBase: file:///C:/Utility_of_Time_0.8.2/Tao.Platform.Windows.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.3
Win32 Version: 2.1.0.3
CodeBase: file:///C:/Utility_of_Time_0.8.2/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.0
Win32 Version: 1.6.8.2
CodeBase: file:///C:/Utility_of_Time_0.8.2/Tao.DevIl.DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
cooliscool
July 17th, 2007, 08:09
Yeah, noticed that (was a very stupid one line error), and it's fixed in the unreleased code. I plan on releasing it some time next week, and I'll post it here when I do.. trust me, it's worth the wait. ;)
antidote
August 1st, 2007, 01:11
I hope i'm not being a bother but is the next version ready for release?
Cyberman
August 1st, 2007, 03:08
Ummm let me see here..
Read this before you continue (http://www.emutalk.net/forumdisplay.php?f=103) ... what you are doing.
Although it refers to an emulator it is an emulation related program. Consider it this way would you want people asking "when are you going to be done", all the time of yourself?
Cyb
antidote
August 1st, 2007, 05:21
I understand that you are a moderator but I am aware of the rules. I am not advocating bugging the developer but it has been over two weeks since he said that he would release the next version. I was only trying to bring attention back to his thread. I'm sorry for irritating you. I'm getting kind of sick of site teams thinking they are above there own rules I've seen Mods posting similar replies as mine and not getting the heat because of it. Also my question still stands.
EDIT:
I asked a simple yes or no question, I was not asking for him to release his viewer in any form, I asked out of sheer curiosity. If it is so wrong for me to be curious then sue me, I'm human, humans are naturally curious.
There are plenty more emulation forums available for me to join. and I don't have a static IP address OR ISP so I'm not fearing a ban. I really don't care.
Cyberman
August 1st, 2007, 05:54
As far as I know nothing bannable was done just giving you a heads up to be careful and considerate of other people. If you had done something bannable you would be banned. Such things aren't up for discussion. Two weeks is a very short time, considering he started in December of last year. He's made excelent progress, it's not likely he suddenly stoped either. :)
Now to keep on topic:
cooliscool: Is the Vb code in the thread your last version release? I'm curious so I might even play/translate some of it to C++/OpenGL for fun. (I fear the worst that could happen is it work :D )
Cyb
cooliscool
August 1st, 2007, 09:42
It's actually a little old, Cyberman. It uses OpenGL, so not much translating needed there. ;) I'm about to release a new version, so I'll post links to code & binaries then.
Also, I admit it's a little messy, but it's a result of not a lot of planning. :)
Cyberman
August 1st, 2007, 12:38
Ahhh! heh. I'll wait if you think your code is way to stale. Stale bread and warm beer do not give joy in mud ville (where the mighty Casey struck out.)
Side note:
I remember that the Master Quest game was included in the Wind Waker version of LOZ. A lot of people were speculating (and trust me this was just speculation because it would have been a poor way to do things if it were true), that Nintendo had made an emulator. This is likely a false idea. It far more likely they made an ENGINE that was written for the Gamecube to run it. This is what square did for FF1, 2, 4, 5 6 and chrono trigger for the playstation. They stuffed the original FF6 ROM in the playstation game (if you didn't notice that), guess what this is the same thing as SCUMVM. It's a virtual machine to run the ROM (but it's NOT an emulator there is a difference), it's game specific. :)
In any case once you have done all this work one should be able to make a LOZ-VM. Just thought I would toss that idea out :)
Cyb
cooliscool
August 7th, 2007, 04:34
http://webpages.charter.net/cooliscool/UoT_0.83_Release.exe
http://webpages.charter.net/cooliscool/UoT_0.83_Source.rar
That's the latest source code and binary (you're welcome to do anything you want with the source, Cyberman). Changes are:
+ Point and click engine. Click to drag actors and vertices (magic hammer icon is the current tool mode, can lock x and y axes). Left Click + movement = X and Y axes, Right Click + Movement = Z Axis, Middle Click or Wheel click = actor's X & Y rotation. The program knows the camera position, so actor and vertex moving is completely accurate to user input. This makes the old widgets obsolete, so they're gone, but you can still use the numpad to move actors.
+ Vertices can be recolored. Simply right click the vertex you want to recolor while the current mouse tool is "Vertex Editor", and choose the new color.
+ Vertex editing is multi point, meaning it moves all duplicate vertices together, instead of individually.
+ Sidestep movement via the A and D keys (left and right respectively)
+ "Bank Mode" setting, which is almost useless for now (unless you're enabling textures), but will serve more purpose in the future.
+ On Screen Display (OSD) which keeps you current with vital information in the world.
+ Actor axis markers are colored per axis.
+ More GUI changes, think this will stay for a while.
+ Splash screen with a wonderful graphic by Hanabi.
+ Fog is now rendered, and you can change the start/end position of it.
+ Skybox flags are check boxes now, instead of raw hex.
cooliscool
August 11th, 2007, 11:43
Hehe, guess I should show some of what can be done with the app:
http://youtube.com/watch?v=1Oyi72F3Qc4 - by xdaniel
(The first pic is by "Samuel" - shows vertex modification capabilties. The last 4 pics are my own, the first three showing per vertex recoloring, and the last showing the same as the first picture). Biggoron's mace! :)
cooliscool
September 17th, 2007, 22:50
Textures are coming along well (low FPS - running in the IDE):
http://img524.imageshack.us/img524/2691/clipboard09za7.png
http://img178.imageshack.us/img178/6287/clipboard10cy4.png
http://img526.imageshack.us/img526/1294/clipboard08po9.png
http://img516.imageshack.us/img516/1748/clipboard01wq7.png
:afro:
xtra krazzy
September 17th, 2007, 23:11
Whoa, nice job with the textures!
blueshogun96
September 18th, 2007, 19:28
Good job, glad to see you haven't quit this project yet :P
synch
September 18th, 2007, 22:45
Looks really nice, congrats :)
_Zack_
September 19th, 2007, 01:06
Wow this tool is coming on fantastic cooliscool! :D
So if i read the posts right this tool allows you to : Modify text, change viewpoint, move models ?
xtra krazzy
September 19th, 2007, 18:32
So if i read the posts right this tool allows you to : Modify text, change viewpoint, move models ?
And modify model vertex positions, create new maps with models which exist in other maps, add events(i.e. conversations), enemies and much more.
cooliscool
September 24th, 2007, 22:50
Thanks guys.
Here's some more shots (changes since the last shot are mirroring/clamping of textures and correct alphas for IA/RGBA), should be ready for release soon.
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard04-2.png
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard03-2.png
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard01-2.png
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard06.png
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard05-1.png
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard07.png
_Zack_
September 25th, 2007, 00:02
Wow thats looking great mate :)
Can't wait for the release :D
cooliscool
September 27th, 2007, 10:59
Wow thats looking great mate :)
Can't wait for the release :D
Thanks much! Implemented texture ambience, so right now I'm just reimplementing the vertex editor, and textures for VRML dumps.
(really, this is the last time I'm posting shots! :))
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard03-3.png
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard04-3.png
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard05-2.png
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard06-1.png
_Zack_
September 27th, 2007, 13:03
(really, this is the last time I'm posting shots! :))
Lol, there is no complaints from me!, keep em coming :D
This tool certainly its looking incredible now :D Can't wait to start modding ocarina of time with it :)
ector
September 27th, 2007, 13:29
I remember that the Master Quest game was included in the Wind Waker version of LOZ. A lot of people were speculating (and trust me this was just speculation because it would have been a poor way to do things if it were true), that Nintendo had made an emulator. This is likely a false idea. It far more likely they made an ENGINE that was written for the Gamecube to run it.
In fact, it is an emulator. You can replace the ROM with Super Mario 64, and it will run.
blueshogun96
September 27th, 2007, 23:24
Can I do the same with Castlevania 64?
cooliscool
December 6th, 2007, 20:51
http://img211.imageshack.us/img211/9891/clipboard01je5.jpg
Collision type editing's in.. (yellow highlighted tris are selected collision tris, in this scene (Sacred Forest Meadow), the collision's being rendered over the graphics (glPolygonOffset)). Right clicking any of the selected collision allows you to change what the collision does in the world.. how Link reacts to it, in any way. What you can do depends on polygon direction - horizontal and slanted polygons make certain noises, are hookshotable, or are exits, which are basically level loaders, that Link walks on. Vertical triangles can be climbable, hookshotable, or crawlspaces, for example.
What that means ingame:
http://www.youtube.com/watch?v=l7mNQEPcZCA
MasterPhW
December 6th, 2007, 21:01
http://img211.imageshack.us/img211/9891/clipboard01je5.jpg
Collision type editing's in.. (yellow highlighted tris are selected collision tris, in this scene (Sacred Forest Meadow), the collision's being rendered over the graphics (glPolygonOffset)). Right clicking any of the selected collision allows you to change what the collision does in the world.. how Link reacts to it, in any way. What you can do depends on polygon direction - horizontal and slanted polygons make certain noises, are hookshotable, or are exits, which are basically level loaders, that Link walks on. Vertical triangles can be climbable, hookshotable, and crawlspaces, for example.
What that means ingame:
http://www.youtube.com/watch?v=l7mNQEPcZCA
Incredible cool! You are an impressive coder! Keep it up, mate!
mdtauk
December 7th, 2007, 06:59
Those screens are nothing short of pure awesome. Who would have thought all this would be possible from OoT!
Cooliscool really is cool - a goddess of coding (no insult intended with the goddess comment :) )
cooliscool
December 7th, 2007, 17:23
Thanks much, both of you.
The plans I have for the program are immense.. continue to watch this space. :)
Cyberman
December 8th, 2007, 04:22
Thanks much, both of you.
The plans I have for the program are immense.. continue to watch this space. :)I'm glad you are having fun with programming. Most people don't have the patience :D
It looks like you have made some fun progress. I take it your plans have to do with messing with some ROM data?
Cyb
cooliscool
December 11th, 2007, 05:26
The program's been an editor for quite a long time (and its editing functions are always expanding). The maps and actor models are all "ROM data", so what exactly did you mean?
Cyberman
December 12th, 2007, 00:30
The program's been an editor for quite a long time (and its editing functions are always expanding). The maps and actor models are all "ROM data", so what exactly did you mean?
I ment specifically it appears that it can be used to modify ROM data (surfaces textures). That about sums it up. Vertex, and normal data I assume aren't modifyable?
Cyb
cooliscool
December 12th, 2007, 01:17
Vertices are editable (dragging with mouse, keyboard, the GUI widget, or manual input of the data.. points are marked when in vertex editor mode, and clickable). Along with that, the user can modify a level's collision to match the graphics, or have the program do it for them after modifying the graphics. In future releases, the program will be capable of duplicating vertices to add graphics & collision data.
As far as normals are concerned, no N64 game stores vertex or face normals (I assume that if they're used, in lighting for example, they're calculated on the fly). The only thing that has defined face normals is the collision data (triangle based), which need recalculating after the collision's vertices are modified.
Shot 1 = Normal, untouched level with one pillar's vertices selected. Rendering just the graphics.
Shot 2 = Same as above, though the collision is being rendered over the graphics, which is colored based on its function (will explain those at a later time).
Shot 3 = The end product (I went ahead and got rid of all the pillars for fun :P) Graphics modified by me, let the program match up the collision.
Shot 4 = Ingame. :flowers:
Shot 5 = Heheh.
Best part is, it took less than 1 minute to do all of that. =]
Edit: ignore the "273" text box... just debugging stuff.
mdtauk
December 13th, 2007, 15:21
How likely is it that there will eventually be an importer/exporter for level and collision data so you can edit the level in something like 3ds max or maya, and then import it into your editor, to determine types of collision, add entrances/exits, and add objects, actors etc...
cooliscool
December 13th, 2007, 15:32
You can already export graphics and collision geometry. No importing yet, but I should have some pretty awesome things to show regarding that once the "NDA" is up. ;)
cooliscool
December 25th, 2007, 07:24
g_setenvcolor and g_setprimcolor implemented.
:party:
(yeah, think the N logo needs some work.)
blueshogun96
December 28th, 2007, 01:04
Good for you :)
Once again, I just wanted to say I'm glad to see you're still working on this. What else needs to be done? :flowers:
cooliscool
January 27th, 2008, 16:35
Finished actor model collision triangle/collision properties editing (was previously only for levels)..
In the below shots, the Time Block's shape has been changed, collision matched and normals fixed, and it's been made climbable. :)
http://img174.imageshack.us/img174/836/clipboard03wu6.png
http://img175.imageshack.us/img175/7647/clipboard02kp6.png
mdtauk
January 27th, 2008, 17:58
Wonderful to see you back and to see yet more progress!
cooliscool
January 31st, 2008, 10:48
Thanks mdtauk.
http://img46.imageshack.us/img46/3779/clipboard01ec7.jpg
http://img158.imageshack.us/img158/4256/clipboard01fw1.jpg
Preliminary .obj importing (vertex colors randomized program side, model's custom). :borg:
Elite Knight
February 3rd, 2008, 07:06
Hey can u make a way to edit the models in milkshape or 3ds max 7 higher.
mdtauk
February 3rd, 2008, 19:15
Hey, the imported location seems to be working out great, and I notice some basic collision is there or is it advanced ;)
Here are a couple of obj files for you to try. These were a couple of locations I was working on when we were last talking on IM, can you see if these work when converted to zmap and perhaps post some screens here if they do...
Two Test OBJs RAR File (http://mdta.thetvroom.com/two-test-objs.rar)
_Zack_
February 4th, 2008, 01:54
Wow your making great progress with this Cooliscool :D
Keep up the great work man ;)
cooliscool
February 18th, 2008, 02:14
mdtauk, the only problem with your models is that there's no separation of the mesh at all. F3DEX2 has a 64 vertex per-group limitation. I know at least Cinema4D supports automated grouping (you could group by material, "g"). In the future the program will be more intelligent and will do this on its own.
mdtauk
February 18th, 2008, 02:35
Ok Try These now CoolIsCool
http://mdta.thetvroom.com/two-seperated-objs.zip
Mariowario130
March 2nd, 2008, 05:04
so pretty soon we'll be able to replace the models with Twilight Princess ones?
mdtauk
March 2nd, 2008, 11:21
Not likely, as Twilight Princess models will use many more polygons and textures which the N64 engine couldn't handle.
Cyberman
March 2nd, 2008, 20:03
Isn't there a media issue too? I mean you would have to first RIP the UDF file system off of the Zelda disk. Next you would then need to reconstruct it and you would have to have the new image be able to play. The other option is mounting the image (hard disk?) and getting the game to boot (magically). Either way hacking any Wii or GC data would be in the grey to dark grey zone (think piracy issues).
You can distribute hacks just not original media.
Erstwhile, cooliscool for importing data into your tool, is there a script system to allow it? IE if someone had a model in XYZ format all they would need to do is write a script in say LUA (IE you would have an LUA interpreter built into your program) that worked with the API you have for constructing model that can import. Just a weird thought perhaps :D
Cyb
mdtauk
March 10th, 2008, 02:34
If its possible to separate and extract the files into zmap, zscene, and other files and directories, then it is a reversal process to recompile into a workable ROM surely?
Also, Cool, how did those other models turn out, could you perhaps post some screens when you get the time. This is the only place to keep up with progress, now Zelda Coalition is down...
cooliscool
April 17th, 2008, 05:09
Minor update.. z-fighting fixed (triforce in this pic).
Many more additions/updates in the code as well... I'll post them as they mature some. :)
A public, highly usable release will hopefully come soon as well - I'd like to simplify a few things first.
http://img413.imageshack.us/img413/4923/nozfightdt4.jpg
Edit: ahh, what the heck.. per-mesh (if you know how n64 dlists work, this will make sense, and if you don't know what a polygon mesh is, wiki it :P) manipulation support. This basically means that with one click and drag (or keyboard movement) you can move and "rotate" all vertices (a vertex doesn't rotate per-se.. some math involved) per the specific mesh (meshes are separated by texture, blending commands, and so on). In the picture, I clicked one vertex of the triforce, the whole mesh was selected, and I moved it up with the mouse. From there, the possibilities are insane. :P Oh, and the collision will match the graphics automatically. ;)
http://img182.imageshack.us/img182/4712/permeshmu3.jpg
MasterPhW
April 17th, 2008, 12:00
Minor update.. z-fighting fixed (triforce in this pic).
Many more additions/updates in the code as well... I'll post them as they mature some. :)
A public, highly usable release will hopefully come soon as well - I'd like to simplify a few things first.
Really great, that you still have the users in mind, if you code such a fantastic piece of software!
Edit: ahh, what the heck.. per-mesh (if you know how n64 dlists work, this will make sense :P) manipulation support. This basically means that with one click and drag (or keyboard movement) you can move and "rotate" all vertices (a vertex doesn't rotate per-se.. some math involved) per the specific mesh (meshes are separated by texture, blending commands, and so on). In the picture, I clicked one vertex of the triforce, the whole mesh was selected, and I moved it up with the mouse. From there, the possibilities are insane. :P Oh, and the collision will match the graphics automatically. ;)
Incredible job! It's really a pain in the ass to include automaticallly collision fixing and you did that again without big problems.
Really looking forward to the results! Keep us informed because ZSO is down.
mdtauk
April 18th, 2008, 00:24
Looking good cool. I don't suppose there has been any progress on the OBJ imports?
cooliscool
April 18th, 2008, 04:37
Ahhh... one more shot. Don't shoot me. :ninja:
mdtauk: I'm rewriting that portion on its own, as in it's not part of UoT anymore; it's a standalone app which by design will support more microcodes than OoT's (F3DEX2). When significant progress is made (ie, usable), you'll be the first to know, I assure ya. Sorry for the wait. Optimization of dlists is a real pain in the ass, bear with me. :P
If you recall, the medallions in the Temple of Time's sword chamber are colorless normally (8bpp grayscale textures, minor vertex coloring for shading). The program has had the ability to modify diffuse colors for a long time, the significance here being that I was able to do it very quickly with the "per-mesh" vertex selection feature. Oh, and it's another example of the z-fighting fix; the medallions are coplanar with the ground they "sit" on.
http://img167.imageshack.us/img167/2414/colorszg4.jpg
Cyberman
April 18th, 2008, 12:50
Hmmm That's a problem with numerous things. How does the Zelda games handle the 'coplanar' sort? Are the medallions a step up vertically or do they have a priority method or drawn in a fixed order?
I'm curious how the decision is made.
Cyb
Cybertronic
April 20th, 2008, 22:23
Wow I cant wait, I was a little worried when ZC went offline but luckily the wiki for it is still up so I have been mainly using your application to identify unknown actors or variables. I managed to get the Actor Code for Adult Ruto to work, but all it does is trigger the cutscene of link meeting her 7 years later. If only we could find a way to have your utility Swap out AI between actors... but that requires an ASM Code god like you stated a while back....
wareya
May 8th, 2008, 00:47
Whee. You know, it's been wince winter(?) since you last released a public version(that leak was both corrupted, and not your fault) . Can you just... Fix the non-work-around-able bugs without adding new features until after you release it? Please? Anyway, nice progress with rendering prioritized things correctly, and multi-vertex (per-index, I assume?) rotation and... Manipulation? :P And don't take what I just said earlier TOO literally. But it'd get a LOT o people off your case. Also, that you or teaching me how DLists work, because now I know how to model swap. I'll try to get a SSB model if I can decompress it. If not, I'll go for battletanx.
cooliscool
May 13th, 2008, 23:15
I just moved across the country (South Carolina to Washington state), and don't currently have Internet access at home... but the new release is ready. I should be back up and running within the next couple weeks or so.
MasterPhW
May 13th, 2008, 23:35
I just moved across the country (South Carolina to Washington state), and don't currently have Internet access at home... but the new release is ready. I should be back up and running within the next couple weeks or so.
Great to hear, looking forward to it and more impressive mods coming from it. =)
BetaZeldaman
May 14th, 2008, 02:12
That's great to hear ,cooliscool! I can't wait for the next release.
Cybertronic
May 15th, 2008, 08:26
As a Charter Internet Technician I apologize the the crappy service you may have had with charter in your previous location and the measly 20mb webspace... :bouncy:
Zeth Alkar
May 18th, 2008, 08:13
I just moved across the country (South Carolina to Washington state), and don't currently have Internet access at home... but the new release is ready. I should be back up and running within the next couple weeks or so.
Wow I'm glad to hear your okay, So that's why you haven't been on MSN. lol
Well I hope your well and look forward to your awesome new release! :p
Cybertronic
May 18th, 2008, 21:33
Can someone please explain to me how actor groups work? I noticed that sometimes Even if I used the right group for an actor if It isnt a certain group number in UOT it will not load the actor.... I have been painstakingly going through maps recording the offsets for actors, but I have yet to have a reliable way to test their groups. For example, Princess Ruto is 00D2 00CA
I know the group is 00CA, but she will only show up if she is the 2nd or 3rd group in a map file I have also been keeping track of variables used for various actors in their original setting, which hopefully will help us gain insight for Cutscene characters and what not.
On the bright side I have Identified all the sages, so now the chamber of sages is no longer a big mess of ? boxes (I did this buy replacing various things in cutscenes and recording what was missing or different.) I have noticed a pattern in various groups but I am not sure what this means yet.
Anyways Using your tool I hope to have all the actors and their groups successfully identified.
BioBomber
May 29th, 2008, 12:22
I just moved across the country (South Carolina to Washington state), and don't currently have Internet access at home... but the new release is ready. I should be back up and running within the next couple weeks or so.
Damn right it's ready! XD I WANT MY UOT FIX!
(Guess who :P)
wareya
June 4th, 2008, 22:11
Okay, I was playing around with UoT and noticed two odd things about it. One, the camera is off-center. Pretty annoying. Second, the camera's aspect ratio changes with your video card/renderer/something that changes between computers. REALLY annoying.
Elite Knight
June 5th, 2008, 10:12
I know a good idear add a texture layout editor so you could fix some tilling issues.
cooliscool
June 11th, 2008, 21:38
Okay, I was playing around with UoT and noticed two odd things about it. One, the camera is off-center. Pretty annoying. Second, the camera's aspect ratio changes with your video card/renderer/something that changes between computers. REALLY annoying.
Camera off center? I don't know exactly what you mean by that, but it certainly feels "centered" to me. The camera is simulated by simple trig functions (sine, cosine).
Your second concern I don't understand - though the only time UoT messes with the aspect (gluPerspective()) is if the window is resized.
Elite Knight - the next release allows editing of the texture coordinates, so that you can match them up with any geometry changes (ie, making a ladder taller - editing the V coordinate (height) will fix the "stretchiness" that came with modifying the geometry).
Regarding my status, it's been tough acquiring a connection in the area I'm at, though 3Mb/640Kb DSL will be available in my area on the first of next month, and I've signed up for it to be connected then. As for how I'm posting this - thank god for public libraries, eh?
Sorry for the huge delays, but life's been taking over in a big way. {}:{
BioBomber
June 12th, 2008, 08:45
Good to hear from you again, my man. But why didn't you respond to my e-mail? I'm hurt... :'(
lol j/k
I think that with this release (once it's out) I won't be on your back NEARLY as much for a new version :P
cooliscool
June 20th, 2008, 20:23
Ahhh... still connectionless, but here's a little something I think will make a few people happy (yes, finally, palettized 4/8bpp texture support :P).
The NPC heads are all unused (OoT), btw. The second one can be seen in some old beta shots.
http://img102.imageshack.us/img102/9766/ciql0.png
http://img166.imageshack.us/img166/2895/ci0hr5.png
http://img102.imageshack.us/img102/7127/ci4ks5.png
http://img166.imageshack.us/img166/6462/ci6qd4.png
http://img440.imageshack.us/img440/1725/b1vc0.png
http://img440.imageshack.us/img440/46/b2ki5.png
ShizZy
June 21st, 2008, 00:39
Nice one
Mariowario130
June 21st, 2008, 07:24
I think I asked something similar to this before, but are we gonna be able to replace character models with custom made ones?
Like replace Link with a ripped SM64 Mario?
Zeth Alkar
July 5th, 2008, 08:12
Hey Cool, its Zeth! Look what I did :D
http://i291.photobucket.com/albums/ll309/Riguel23/Zelda%20OOT%20screenshots/00Surprise2.png
http://i291.photobucket.com/albums/ll309/Riguel23/Zelda%20OOT%20screenshots/THELEGENDOFZELDA-80.jpg
antidote
July 10th, 2008, 10:40
I totally wtf'd at that image the moon isn't supposed to be in OoT. LOL nice job Zeth
cooliscool
July 10th, 2008, 23:24
Good god I'm getting sick of dlist swaps... :angry:
antidote
July 11th, 2008, 04:37
um... lol? <.< let me guess files are detouring from the documentation in the most irritating way possible?
Zeth Alkar
July 13th, 2008, 16:55
Good god I'm getting sick of dlist swaps... :angry:
Cool, those aren't Dlist swaps, those are the actual Zobjects being loaded >>
I've done a lot of hacking via the Kokiri Zactor :/
Also the Moon is an actual port I did as well, successfully and uploaded also via the kokiri zactor :/
cooliscool
July 14th, 2008, 04:52
Uhh.... that's EXACTLY my point. All zobj files are are big sets of dlists. They contain no specific behavior programming; that's for the zobj's corresponding zactor.
To see what I mean, look how big Fado is in your shot as opposed to the scenery. I really, really doubt she's truly scaled that way (using her own actor). Not to mention the moon; if it were using its own actor data, it would be much bigger.
Zeth Alkar
July 14th, 2008, 06:35
Uhh.... that's EXACTLY my point. All zobj files are are big sets of dlists. They contain no specific behavior programming; that's for the zobj's corresponding zactor.
To see what I mean, look how big Fado is in your shot as opposed to the scenery. I really, really doubt she's truly scaled that way (using her own actor). Not to mention the moon; if it were using its own actor data, it would be much bigger.
Okay Honestly I see no reason why your nitpicking at what I posted since your blue fairy and Aria were the same thing >_>
I really doubt Aria had A HUGE Head or the Blue fairy was 100 feet tall. :/
By the way, Fado is the right size I just have the camera in first person view, so your seeing her through Link's eyes, as the beta fado is the same size as the current one >_>
but seriously dude what has seriously gotten into you. You use to never act like that :/
cooliscool
July 19th, 2008, 00:08
Yes, they were the same, but that was long before everyone started doing it (in fact, who did it before I did? ;)). My point is that with my Blue Fairy and Aria loads I made sure everyone was aware that they were graphics only, inaccurate otherwise.
Zeth Alkar
July 19th, 2008, 08:32
Yes, they were the same, but that was long before everyone started doing it (in fact, who did it before I did? ;)). My point is that with my Blue Fairy and Aria loads I made sure everyone was aware that they were graphics only, inaccurate otherwise.
Very true indeed, I do wish their zactors were around, it would of made things a lot easier :P
Question about the beta UoT, I've noticed in your screenshots you posted that the eye textures are shown correctly, but when I view them with the beta release, The eye textures don't show up :/
Was this feature something that the public beta missed out on?
cooliscool
July 28th, 2008, 01:32
Yeah, I noticed that as well.. some last minute changes in the rendering code caused it. I'll have it fixed with a new build soon.
BioBomber
July 28th, 2008, 07:59
cool, there are a couple of other issues. When you modify the co-ordinates of a scene actor, the viewport movement locks up. Also, there are a few other glitches, when injecting to ROM, occasionally the map's RGB values will get screwed up so that certain verticies on the map and actors turn green. Apparently there have been other saving issues, though this is the only one I've personally come across.
Less of an issue is with selecting verticies, sometimes they can only be selected from specific angles when one side of the vertex is stretched thinly. And the render selection menu doesn't quite work, you can turn off the collision in the view, but not the GFX polygons.
EDIT: And why do I never see you on messenger? Seriously dude :P
stalchild
July 28th, 2008, 18:42
Hey, Ive been playing with UoT_0.83.4 for a while now and Im really wound up about it. Theres a couple of things I haven't been able to do though.
The .zmap files I extract don't seem to have textures included in them. Now, Ive heard something about .zscenes being the files that containt the texture info but I cannot open them in UoT.
Also, vertex editing in UoT_0.83.4 is limited to selecting a vertex from a menu and entering new coordinates for it. I know there is a version in wich you included a nice visual interface to handle verticle selection and displacement.
I was wondering if those features could be part of version 0.84 mentioned here:
http://www.dcemu.co.uk/vbulletin/archive/index.php/t-70992.html
cooliscool
July 28th, 2008, 22:21
cool, there are a couple of other issues. When you modify the co-ordinates of a scene actor, the viewport movement locks up. Also, there are a few other glitches, when injecting to ROM, occasionally the map's RGB values will get screwed up so that certain verticies on the map and actors turn green. Apparently there have been other saving issues, though this is the only one I've personally come across.
Less of an issue is with selecting verticies, sometimes they can only be selected from specific angles when one side of the vertex is stretched thinly. And the render selection menu doesn't quite work, you can turn off the collision in the view, but not the GFX polygons.
EDIT: And why do I never see you on messenger? Seriously dude :P
All the saving issues are fixed here, notably the color issues. The rest are easy to fix, I'll fix those and release a new beta soon.
Edit: Here's a build which should fix all those problems (use this stalchild, you're using a very very old version - vertex and actor selection requires a desktop color depth of 24bpp or higher):
Edit2: updated the link, now has ZRE.exe in the /ext/ folder so extracting the ROM from UoT should work now.
0.90b2 (http://www.filedropper.com/uotbeta2) (filedropper, can't access my ftp at the moment)
Oh, and it has more color combiner support, making *mainly* the gi_ objects look much more correct:
http://img150.imageshack.us/img150/2075/nicebosskeyac6.jpg
http://img150.imageshack.us/img150/3806/nicerogoxq9.jpg
cooliscool
July 29th, 2008, 22:16
Had some reports of the version above not loading. I've migrated it to the new .NET framework and latest tao libraries (Tao being the OpenGL binding for .NET that I use).
Download each and install:
.NET Framework 3.5 (http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en)
Tao Framework (http://downloads.sourceforge.net/taoframework/taoframework-2.1.0-setup.exe?modtime=1209642818&big_mirror=0)
Don't fear - despite being .NET, the program's very optimized and quick (multithreaded as well). Without vsync, the most complex models run at over 2000 FPS on my system (specs in sig). Also, as an editor, I render everything in immediate mode (no speed enhancing conventions like OGL DLists used for this reason).
mdtauk
July 30th, 2008, 17:44
The new version in your last couple of posts is visually a great improvement. It can get a little unstable on my system, and crash the GPU, which can restore itself and I have to close and re-open the program, but it could just be a vista issue.
My graphics card is the NVidia GeForce 8800GT.
I do have some suggestions though. I suggested before having the option to replace the object blocks, with the actual models, to help with orientation, etc. So you know which way the actor is facing, or rotation and alignment of objects like crates signs, and water planes.
Also, there are a lot of variables, and numbers. Perhaps at some point you could develop a string table to work with a database which people add to, which could replace these numbers and question marks, with some more useful dexcriptions, names and text.
In time it would be good to do the whole importing and exporting thing with models, and textures, loaded from external files, so some kind of interface, or sub windows for viewing those objects would be needed, but perhaps this interface could be used for importing zobjs, collision data, and geometry from other files, viewing them isolated, and then positioning them into the environment.
For this to work, it would be useful to build some basic templates for dungeons rooms, houses, as well as overworld. And if you could have perhaps a guide triangle count, so you can make sure you dont go over or under some tested limits, which counts not just zmap triangles, but the zmaps and all zobjs.
Also, one last thing, some way to differentiate between how zobjs and a zmap differs from the past, and the future...
None of this should be seen as a demand, you are the most dedicated OoT hackers out there, and what you have done is remarkable. I am just thinking far out of the box for the future lol!
willtheoct
July 30th, 2008, 21:20
when i open it, i get an error report window. any way to use this in .net 2? .net 3.0 or above only supports windows xp or vista... EDIT 2: never mind, i didnt have tao framework installed for some reason.
and i'm pretty new to UoT so please excuse the following questions...
is there some way to unscramble the models to their positions and scales in OOT and export that, or should i use some special emulator?
why are the lists there, seeing as how they only have non-existing files?
what is the misc data for?
and, i haven't found the actor for adult link... seems everyone knows where it is though.. could someone tell me?
EDIT: there's no VRML export feature.... thats really big. you might lose a couple hundred people there, me included. please have model exporting?
cooliscool
July 30th, 2008, 23:23
Model exporting is coming back (.obj instead of vrml's .wrl), and next time with textures.. just be patient. :)
mdtauk: Past and future are determined by object sets. Select them with the dialog that appears after loading a map + scene.
mdtauk
July 31st, 2008, 00:41
Perhaps you should have some kind of banner showing when you are editing the zmap in the past or the future.
I am just thinking of ways to take the tool, and make it a little more user friendly, as oposed to technically orientated!
BioBomber
July 31st, 2008, 02:47
mdtauk, there isn't any explicit past/future setting in the maps and scenes. There are simply object sets, which correspond to child day, child night, adult day, adult night and cutscenes. Though in some maps, like dungeons, there is only ever one object set.
willtheoct
July 31st, 2008, 02:55
horray for .obj! the only universal model.
i hope its not too much to ask... but if there was a "close open edges" or "merge overlapping edges" tool, i would pay you for it. not exactly a pro tool, so probably only 50$, but still, i'd pay you for it.
if you're wondering why, i'm doing what jahra!n did in '05. except i won't disappear off the face of the earth. that was his mistake.
mdtauk
July 31st, 2008, 16:13
Does UoT not know which object set is which?
If it does, or if it could, why not just have it either in a coloured banner at the top, or even in a status bar, so the user knows which they are editing.
antidote
August 2nd, 2008, 03:06
Logitech MX518 GG Optical Mouse,
You loving that mouse? I know i am!
Anyway i just downloaded the new version and have yet to try it out but i'll get back to ya.
cooliscool
August 2nd, 2008, 04:57
horray for .obj! the only universal model.
i hope its not too much to ask... but if there was a "close open edges" or "merge overlapping edges" tool, i would pay you for it. not exactly a pro tool, so probably only 50$, but still, i'd pay you for it.
if you're wondering why, i'm doing what jahra!n did in '05. except i won't disappear off the face of the earth. that was his mistake.
Hmm... I could definitely use the money. If you can provide some detailed explanations of what you want and how you want them implemented, I'd be more than happy to do it for you (with or without payment, but like I said, I could use the money at the moment). =]
Antidote: Yeah, it's a wonderful mouse. Can't stand anything less, after using a high end Logitech (well, it's not top end anymore, but I bought it when it was ;)) most other mice feel like complete junk.
Zeth Alkar
August 6th, 2008, 07:06
Hey Cool, I keep having problems with Textures on the Zobj's not showing up correctly on the models/Again missing eyes. Plus I get a GL error when trying to render all the Zobj's entry points.
http://img.photobucket.com/albums/v410/GameGod_2121/TextureProblem.jpg
http://img.photobucket.com/albums/v410/GameGod_2121/GLRenderError.jpg
willtheoct
August 6th, 2008, 21:25
yeah a friend said the GL error was because now specific zscenes matter... or something.
also, now i probably wouldnt pay you because i have 2 people doing the whole process for free. all they wanted is greatness. hell, thats what all of us want.
not sure if you can already do this, but i'm suggesting importing models, creating polygons or vertexes, and an instruction manual.
and a thought occurred, paying you would make you eligible for being sued. not a good thing. and you know how stubborn nintendo is.
heh... actor importing would be great. i'm thinking of... master chief with a rayman plunger gun on top of a spinner.... ON FIRE. combatting link as the final boss.... or is that overused?
cooliscool
August 7th, 2008, 00:04
Hey Cool, I keep having problems with Textures on the Zobj's not showing up correctly on the models/Again missing eyes. Plus I get a GL error when trying to render all the Zobj's entry points.
Yeah, there's a bug that occurs with certain actors + render all.. I'll work on fixing it soon.
Donations would not make me eligable for a lawsuit against me. I don't use any of Nintendo's intellectual property in the program - it just interprets.
mdtauk
September 10th, 2008, 22:37
How are things going cool? Its been over a month now, and not even a little screen to tease us lol!
Cyberman
September 11th, 2008, 00:00
Think of the time of year. Think school :D
Cyb
Cybertronic
October 23rd, 2008, 19:32
:term: Come with me if you want to live......
http://zelda-coalition.net/forums/index.php?topic=33.0
ZeldaExpert
June 9th, 2009, 03:15
Does anyone have UoT beta 3?
chaoszerox
May 2nd, 2010, 00:11
Can any1 reupload? the source and compiled? no links work =/
Traveler
April 13th, 2011, 09:58
To mark2: Nintendo and Sqaure Soft (not enix) was once Ally companies, when Soft died, most of the employees 'who had worked in Soft and with Nintendo's directors' moved to Enix.
:chinese:I wouldn't be surprise if you found some similar features hidden in the old games and g-systems. I've heard that Sqaure Soft made Chrono Trigger with the help of Nintendo as well of Sqaure soft who helped Nintendo out with some Zelda games.
To the thread topic:
I really like UoT Its great I've even shrunk Link's hat down to a simple winter cap and made his sword into a fork. However, I must complain about the Actor Viewer, I would like it to be much easier to {Identify the parts} there is too many pieces that's not even close to a jigsaw puzzle, and completely scrambled and mixed into one of another. Also, I've expanded Link's house, but even though I save it into the copy debug rom, it doesn't change his house one bit!
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