Welcome Guest [Log In] [Register]

Announcements

Welcome to Zelda64.net. Announcements can be found below!

6.26.2018  Make sure you keep your passwords safe. If you use the same password on here as on other sites, it is highly recommended that you change it. If you can't change your password, and want it changed, let me or other active staff know, and we can force a reset or change it for you. ~PwnzLPs
Welcome to Zelda64. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. A valid email address is required. Your email address will NOT be sold as it is only needed to prevent spammers (and admittedly, some still get around this, but this makes it a bit more difficult, plus, if the moderators need to contact you, we have an email on file to do so). Thanks for considering us!


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
  • Pages:
  • 1
Model crash's game
Topic Started: Jul 2 2016, 05:24 AM (1,124 Views)
Zeldaboy14
Member Avatar
Legendary Zeldaboy who does custom swords and stuff
So, for about the past week, I've been trying to port over the gilded sword using the Custom Sword method like I did the Tempered Razor Sword, and for some reason, every time I load the child link part in game, the game then just crash's. Am I doing something wrong? I rechecked all my steps, and fixed one error, but even then, it still kept freezing up the game. Anyone got a solution for this?
Offline Profile Quote Post Goto Top
 
PwnzLPs
Member Avatar
Global Moderator and Self Proclaimed BBCode Expert
All I can say is reimport your model in a CLEAN ROM. Then, port your new link.zobj into free space. Then, when you're overwriting the pointers, be extra careful to get the correct pointers. As for the dlist pointers, make sure you are using either Hylian Toolbox for getting the dlist pointers, or even finding your imported dlist manually in the zobj to get the pointer. The reason I bring this up is because Utility of Time has been known to give incorrect dlist pointers. That's caused me my fair share of crashes in the past.
Offline Profile Quote Post Goto Top
 
Zeldaboy14
Member Avatar
Legendary Zeldaboy who does custom swords and stuff
I use Hylian toolbox to find my Dlist Pointers. UoT I don't trust, as it has a bad rep with a lot of different things. I have been porting the model into a clean debug rom, so I know that is not case. Maybe I should recheck my pointers to the object_link_child.zobj in freespace again. Maybe I screwed up on a letter.
Offline Profile Quote Post Goto Top
 
PwnzLPs
Member Avatar
Global Moderator and Self Proclaimed BBCode Expert
Check all your pointers. Make sure you're also checking your pointers for whatever you replaced. Also, did you happen to overwrite the Low poly models?
Offline Profile Quote Post Goto Top
 
Zeldaboy14
Member Avatar
Legendary Zeldaboy who does custom swords and stuff
I did not overwrite any lo poly models. I started adding the new stuff in after the masks, like I did with the tempered razor sword. I re-checked everything, and it all seems A-OK. I did try importing it, and repointing it ONLY to the object_link_child in freespace, and even then it crashed the game. Something tells me that one of the models has something wrong.
Offline Profile Quote Post Goto Top
 
PwnzLPs
Member Avatar
Global Moderator and Self Proclaimed BBCode Expert
When you reimported the second time, you didn't re-point any display lists or anything?
Offline Profile Quote Post Goto Top
 
Zeldaboy14
Member Avatar
Legendary Zeldaboy who does custom swords and stuff
I only repointed it to the object_link_child in freespace. Usually, by doing that, it's a good indicator to whether the model is causing it, or you just screw up.
Offline Profile Quote Post Goto Top
 
GANONdork123
Member Avatar
Retired Zelda Modding Veteran
I forgot if you are porting the dlist directly from MM don't recalculate it. if you are ripping it via blender and then importing than recalculate it.
Offline Profile Quote Post Goto Top
 
PwnzLPs
Member Avatar
Global Moderator and Self Proclaimed BBCode Expert
GANONdork123
 
I forgot if you are porting the dlist directly from MM don't recalculate it. if you are ripping it via blender and then importing than recalculate it.
+1
Offline Profile Quote Post Goto Top
 
Zeldaboy14
Member Avatar
Legendary Zeldaboy who does custom swords and stuff
I'm ripping it via blender. It would be a LOT harder trying to port it from MM directly.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
Go to Next Page
« Previous Topic · Questions · Next Topic »
Add Reply
  • Pages:
  • 1