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| Having trouble with Custom DL | |
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| Topic Started: Jun 1 2016, 11:41 PM (837 Views) | |
| Zeldaboy14 | Jun 1 2016, 11:41 PM Post #1 |
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Legendary Zeldaboy who does custom swords and stuff
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Sorry to be such a bug, but I'm stumped. As you know, I'm working on my custom model for a port into OOT, and just to refresh the mind incase you forgot, here's some pics:![]() ![]() ![]() I found the lo poly waist for Young Link just fine, but upon hex editing in the Tempered Razor Sword, it appeared way worse then it was supposed to. I did not recaculate the offset of the Tempered Razor, as doing so made it somehow invisible in HT, and it gave it the wrong offset then what it should be so that it matches the offset for the lo poly waist. Is it not doing the recalculation that caused this, or is it because I'm importing a blender exported .obj to convert to a .zobj? |
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| zelda5655 | Jun 2 2016, 02:55 PM Post #2 |
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project 3ds team leader.
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Okay man listen you just recalculate Your display to whatever offset you say you want to put it for example the low polly in link's zobj. Then go to your model control a then control C then go to the asset that you recalculate it too and then Pace right which I think is ctrl-v I'm not for sure anyways that's how you do it and then you view it in hylain toolbox and you'll see your model at that offset. After that you go to the offsets of the start this playlist of the sword that you want to replace it with and then type in. De 00 00 00 06 then the offset your sword display List in link's zobj which must be six digits so for example. De 00 00 00 06 03 45 89 That is your example then after typing in the de command and you're going to type after your offset df 00 00 00 00 00 00 And then bam you're done loaded up in the game and you're all good. Sorry this was a long post I just wanted to make it as simple for you to understand as possible. ; ) Edited by zelda5655, Jun 2 2016, 02:57 PM.
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| Zeldaboy14 | Jun 2 2016, 04:24 PM Post #3 |
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Legendary Zeldaboy who does custom swords and stuff
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Ok, I understood all of that, but still upon loading the game with Child Link, it crashes. I don't know why. It can't be due to the model being hi poly, becuase it comes from Majora's Mask, so that a exclusion right there. It might be because the Hi-poly foot is all messed up? EDIT: Done a quick swap of the .zobj with a clean object_link_child, and that actually made the game work again. Maybe something i did screwed up the object_link_child that the custom sword is in? EDIT 2: used GZRT to re-replace the clean object_link_child into the game with the one with the custom sword, and I got a little farther then before. It attempted to load Hyrule Field as Child link, but it came up with the usual warnings about graphics, and the hud, plus link, are gone. Though music still attempts to play, and the clouds move. EDIT 3: Ok, so I got it to run in NEMU64 under NEMU's main graphics, and upon doing that, the game ACTUALLY was able to load child link in with the edited .zobj, although the default NEMU plugin can't properly load the debugs DL's. But, upon changing the plugin over to Jabo's, once again, game crashed. Here's a screenshot of the error. Maybe this might explain something:
Edited by Zeldaboy14, Jun 2 2016, 05:27 PM.
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| zelda5655 | Jun 2 2016, 05:42 PM Post #4 |
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project 3ds team leader.
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Oh excuse me I'm sorry I forgot your were porting this from mm see mm is much more complicated when it comes to display. Because the display is in pieces. So when it comes to this you're going to have to de command all the display so I don't remember on that model but I think there's a total of 3 display for it in mm. So you will have to de command the display three times but not the same display all of them I hope you get what I'm saying then type in a df command after that. If you get an error after that that means you did something wrong. When disabling the low-poly weapons and you probably instead disabled something important needed for the ROM to load that area. Or link. Edited by zelda5655, Jun 2 2016, 05:45 PM.
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| PwnzLPs | Jun 2 2016, 06:25 PM Post #5 |
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Global Moderator and Self Proclaimed BBCode Expert
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Hmm... it wouldn't matter porting the display list from MM or not. My idea: you might end up having to just re-import the model at the end of a file. Then make sure you're not overwriting any of the display lists that are already used, aside from the sword and shield models. Yes, this includes the low-poly models as well. Just a thought. I remember this used to happen to me before, but I don't remember how I ever got around to fixing it. Maybe it's just your model? |
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| Zeldaboy14 | Jun 2 2016, 06:28 PM Post #6 |
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Legendary Zeldaboy who does custom swords and stuff
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Well, I ripped the model from majoras mask using the nemu combine debug plugin, as this model _isn't_ normally rippable unless it's in something else. I replace the lo-poly waist with the sword, but should I have replaced the lo-poly sword instead? |
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| zelda5655 | Jun 2 2016, 07:30 PM Post #7 |
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project 3ds team leader.
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No that wouldn't be the problem. You should probably replace it with some low poly vertex data. If you don't know how to find the vertex data I have a video that is probably the most well explained one and in good quality. Here it is https://m.youtube.com/watch?v=1qy9inWqWvY&feature=youtu.be LOL sorry I put a wrong URL at first but here's the right one.
Edited by zelda5655, Jun 2 2016, 07:32 PM.
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| Zeldaboy14 | Jun 3 2016, 12:20 PM Post #8 |
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Legendary Zeldaboy who does custom swords and stuff
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Ok, so I'm about to recaculate the custom razor sword again, and move it once again into the object_link_child.zobj via hex editing. Should I replace the bunny hood (Offset start: 0x2CA38), seeing how useless said mask is? EDIT: I see why the sword made the hi poly foot go all willy nilly. When I attempted to put it at the Bunny Hood spot, a text box appeared saying the doing a paste write would make the file larger. Seems the Tempered Razor Sword is bigger then i expected. EDIT 2: YES. YESSSSSSSSSSSSSS! I DID IT!!!! I got the sword loading up in game. Sorry Skull Mask fans, I had to replace the Skull Mask with this Sword! ![]() Now, my next question is this. How do I make it so the Kokiri Sword doesn't show up any more, and what are the steps for a custom sheath? EDIT 3: NVM this edit Edit 4: problem fixed. Seems FIRST byteswapping the rom, THEN putting in the custom file is the trick. Now, to re-ask, how do I make it so the Kokiri Sword doesn't show up any more, and what are the steps for a custom sheath? Edited by Zeldaboy14, Jun 3 2016, 01:30 PM.
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| Tunnellord1337 | Jun 3 2016, 01:54 PM Post #9 |
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1337Lord
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https://www.youtube.com/watch?v=iz343zwIaUw |
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| Zeldaboy14 | Jun 3 2016, 02:13 PM Post #10 |
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Legendary Zeldaboy who does custom swords and stuff
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Ok, now I'm stumped again. What would be the hex values so I can replace the Left Fist + kokiri Sword with just the left fist, I tried the method used in the video, and it did not work. EDIT: Ok, screwed around a little more, and changed some more values, nothing. I did, however, notice that the lo-poly model still loads up, as after replacing one of the values with the deku stick, the low poly model began to bring up the Deku stick. So it seems that the kokiri Sword is stuck the way it is(?) EDIT2: NVM got that figured out. Now, onto more working stuff NEW PROBLEM: Some of the vertices appear invisible in-game. Is it because I exported the model from Blender? Edited by Zeldaboy14, Jun 3 2016, 04:28 PM.
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