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Old November 1st, 2007   #21 (permalink)
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Hmm... big updates out of nowhere? Why not!
damn, that's really cool stuff.
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Old November 15th, 2007   #22 (permalink)
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Thats really cool, hey are you the same one who made the entirety of Ocarina of Time cel Shaded?
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Old November 15th, 2007   #23 (permalink)
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Thats really cool, hey are you the same one who made the entirety of Ocarina of Time cel Shaded?
That was DJIPI... cooliscool is the guy which created the dolphin Memory Manager and some more Zelda related tools!
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Old January 10th, 2009   #24 (permalink)
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Haven't posted about the program in quite a long time, but very slowly (due to other obligations) I've been making some nice improvements to the display list parser, and added command profiler/editor. There are a *ton* of other improvements that I can't remember but contribute to the now near 100% accuracy. I plan on a release soon, a lot of minor bugs to fix first, however.

Some shots:





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Old January 10th, 2009   #25 (permalink)
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Wow. . . This is extremely impressive.
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Old January 12th, 2009   #26 (permalink)
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Thanks northcutt.

Mmmm... test room circa 1996.




Last edited by cooliscool; January 12th, 2009 at 01:01..
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Old February 5th, 2009   #27 (permalink)
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Mmm... full color/alpha combiner emulation through ARB fragment programs. Complex models are starting to look quite nice.
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Old February 6th, 2009   #28 (permalink)
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Nice This is really impressive.
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Old February 7th, 2009   #29 (permalink)
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The lighting is way off in the Docs house.
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Old February 8th, 2009   #30 (permalink)
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The lighting is way off in the Docs house.
I assure you it's not. Vertex colors shade the geometry, which means it's impossible to use hardware lights at the same time (vertex rgb = vertex normal xyz when lighting is enabled). Lighting is never switched on in any of that room's display lists.


What you're referring to as lighting is probably the global time of day setting, which I don't even attempt to emulate as it's pretty useless.
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Old February 14th, 2009   #31 (permalink)
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Where can i get the newest version of you're program? Can't seem to find any newer versions then the "Beta 3" one.

There is already a way to ripp N64 modells, using Nemu's plug-in for the "1964" emu, BUT you have to apply every single texture manually...wich is a bore :P

BTW, UoT is looking awesome!! can't wait to export modells into Maya so i can Papercraft them! (6)

Last edited by Kajjan; February 14th, 2009 at 13:52..
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Old February 28th, 2009   #32 (permalink)
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wow cool app! I checked in a while ago, and am still looking forward to the next stable release.

I do have some questions though;

will it run on linux? or are you willing to give the source of the program so I can build it on linux?

does it support exporting scripts, rigging and sounds along with the models? that would be a big "+".

and if it does support exporting all game attributes, does it support exporting the entire game into VMRL? (at once)

me, honestly I've never imported a VMRL before, but I know I can do it, as I've seen it on blender's list of import scripts, I used to be a 3D modeller working on a metroid fan game in 3rd person.. but I realized it was more than a one man job. I'm just a modeller/animator. and I can't make my own sounds cause for some reason "jackd" (audio server) wont run...

anyways, I've slumped into artist mode for now... but I'm interested in editing a zelda game, perferably mixing OOT and MM and adding extra items , and broadenning the scenery to make it less trench like, of coarse it will probably be far too highpolly for n64 when I'm done.. but blender has a GE .
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Old May 21st, 2009   #33 (permalink)
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I know this thread has been inactive for nearly two years... but does anybody by chance still have the program? Most of the download links are dead.
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Old May 21st, 2009   #34 (permalink)
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http://webpages.charter.net/cooliscool/UoT_0.90b4.rar
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Old May 21st, 2009   #35 (permalink)
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heh yep cooliscool's got it there, he's the maker of it.

I'm still at some point going to translate it to python.. though lets be fair he gave me the source and I've been procrastinating.

maybe I'll start the process today..
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Old May 25th, 2009   #36 (permalink)
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heh yep cooliscool's got it there, he's the maker of it.

I'm still at some point going to translate it to python.. though lets be fair he gave me the source and I've been procrastinating.

maybe I'll start the process today..
Is there any effective way for me to export the map (like Hyrule Field) easily to be able to open it in 3ds max or another Model Editor?
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Old May 27th, 2009   #37 (permalink)
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Is there any effective way for me to export the map (like Hyrule Field) easily to be able to open it in 3ds max or another Model Editor?
well, there's no exporting features yet (Still working on it cool?).

I would suggest watching this video tutorial, but instead of using Blender, use 3ds, just skip the "Blender" part of the video. How to Rip N64 Models on Vimeo

The plug-in for 1964 (lemmings) also works with the newest version of project 64 (only tested on the commercial version of project 64, and it worked like a charm).
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Old May 28th, 2009   #38 (permalink)
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well, there's no exporting features yet (Still working on it cool?).

I would suggest watching this video tutorial, but instead of using Blender, use 3ds, just skip the "Blender" part of the video. How to Rip N64 Models on Vimeo

The plug-in for 1964 (lemmings) also works with the newest version of project 64 (only tested on the commercial version of project 64, and it worked like a charm).
thanks, thats exactly what i needed,

I prefer Blender over 3ds anyway
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Old May 28th, 2009   #39 (permalink)
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Originally Posted by cooliscool View Post
I assure you it's not. Vertex colors shade the geometry, which means it's impossible to use hardware lights at the same time (vertex rgb = vertex normal xyz when lighting is enabled). Lighting is never switched on in any of that room's display lists.


What you're referring to as lighting is probably the global time of day setting, which I don't even attempt to emulate as it's pretty useless.
i assure you, it is. the wall mounted lighting wouldn't allow for the light to appear as it does.
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Old May 31st, 2009   #40 (permalink)
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WOW! This is really, really good work!
It's cool some people still like the older Zelda games like Ocarina of Time.
You're doing a great job, keep it up.

....I didn't see anything wrong with the lighting...but I guess that's just me lol
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