Overworld
Ordon Ranch - Ripped
North East Hyrule - Ripped
Ordon - Broken textures
Road from Ordon - Ripped
Faron Woods - Broken textures
Kakariko Village - Ripped
Death Mountain - Broken textures
Kakariko Graveyard - Ripped
Canoe River Area - Broken textures
Zora's Domain - Ripped
Snowpeak Mountain - Ripped
Hylia - Ripped
Castle Town - Ripped
Sacred Grove - Ripped
Outside Arbiter Grounds - Ripped
Hyrule Field - Broken textures
Castle Town Entrances - Broken textures
Lake Hylia - Ripped
Gerudo Desert - Ripped
Mirror Chamber - Ripped
Boat Rental Area - Ripped
Fishing Hole - Ripped
Hidden Village - Ripped
Above Hyrule - Ripped
Buildings
Ordon Houses - Ripped
Hyrule Castle Exterior - Ripped
Coro's House - Ripped
Kakariko Houses - Ripped
Goron Sumo Area - Ripped
Telma's - Ripped
Fishing Building - Ripped
Unknown House - Ripped
Castle Town Buildings - Ripped
STAR Game Area - Ripped
Kakariko Underground - Ripped
Light Field (Zelda Light Arrows Scene) - Ripped
Hyrule Throne - Ripped
All of the files marked Ripped will be submitted tomorrow. I was really hoping for the Hyrule Fields area to work, but, sadly, they didn't.
Edit: I forgot to export the main part of Ordon, and when I tried to do so, most textures had a green hue instead of their actual colors. It's now marked as Broken textures
I haven't gotten back to posting yet, but I wanted to say the submissions were rejected because I had them in the wrong format (should be OBJ after all). Also, some of the textures rely on shaders to be usable, and I know next to nothing about shaders to know what
kind format or language they are or how to use them, let alone how to seamlessly apply them to a download that anyone can use.
Example shader, this being the skybox. The file exported as "filename_frag_0.txt"
Code:
//TODO: swap mode, indirect texturing, lod select, alpha testing (?)
//Names: vr40_sora_m_v
void main()
{
const vec4 ONE = vec4(1.0, 1.0, 1.0, 1.0);
//konst colors
//registers (use gl_FragColor as GX_TEVPREV)
vec4 c0 = vec4(0.298039, 0.411765, 0.823529, 1.00000);
//Tev stages
//Tev stage 0
//GX_SetTevOrder(0x0, 0xff, 0xff, 0xff)
gl_FragColor.rgb = mix(c0.rgb, 0.0*ONE.rgb, 0.0*ONE.rgb) + 0.0*ONE.rgb;
gl_FragColor.rgb = clamp(gl_FragColor.rgb, vec3(0.0, 0.0, 0.0), ONE.rgb);
gl_FragColor.a = mix(c0.a, 0.0, 0.0) + 0.0;
gl_FragColor.a = clamp(gl_FragColor.a, 0.0, 1.0);
}
The other exported as "filename_vert_0.txt"
Code:
//TODO: color chan info, lighting, tex coord gen 2
void main()
{
//transform position (and normal (TODO: do normal right))
gl_Position = ftransform();
vec3 normal = gl_NormalMatrix*gl_Normal;
vec4 color;
//TODO: make this right (color):
color = gl_Color;
gl_FrontColor = color;
//TexGen
}
So, umm... Windows update pretty much bricked my computer (goes to HP logo on boot and does nothing for hours) so all work I had done is lost.
Well that's unfortunate, I'm sorry to hear that. Would it be possible to put the hard drive in another computer and reinstall windows, or try booting into the system BIOS?
Quote:You're receiving this PM because I'm afraid we have rejected your model of "Fierce Deity Link" for "The Legend of Zelda: Majora's Mask 3D" under the console "3DS".
Your model was not accepted for the following reason:- It's better to leave model parts (sword, bottle, etc) in the location that the game has it, because it's usually easier to use the model that way.
I have a lot of respect for the models resource peeps, you guys are sifting through hundreds, possibly thousands of models to push out updates and is likely incredibly time consuming.
I can understand having extra meshes floating around being unacceptable but having to re-rip a model cause weapons/items aren't in the original spot it was ripped from seems silly, in this case.
I only say this due to the fact there are no bones in the model, so it's arbitrary as they'll be placed manually by the user/downloader anyway.
I'm not going to go back and rip models I've already done, I'll leave a download here though.
Quote:Fierce Deity Link:
Young Link (MM):
(03-16-2016, 09:45 AM)Alvare Wrote: [ -> ]![[Image: Link.png]](http://s13.postimg.org/lp87obbrb/Link.png)
![[Image: Link_Rig.png]](http://s14.postimg.org/9u73yg1f5/Link_Rig.png)
Rigging is difficult. Anyone skilled at it? I'm looking for a fix on his equipment belt. The spine bones kind of mess it up.
I can ! not pretty much an expert but I do a lot of rig alot of models ^^"
I can rig it as an smd
I've submitted a good handful of new 3DS Majora's Mask Characters/Items/Masks, and a few Ocarina of Time ones as well:
Ocarina of Time:
Characters:
- Saria
- Princess Zelda (Adult)
- Princess Zelda (Child)
- Sheik
Enemies:
Majora's Mask:
Characters:
- Kafei*
- Carpenters*
- Receptionist*
- Treasure Girl* (Mini-Game Operator)
- Lulu
- Mikau
- Toto
- Zora Hatchling (w/Egg)
- Zora
- Cremia
- Romani
- Viscen
- Epona
- Dog
* - submitted previously, but rejected.
Masks:
- Majora's Mask
- Moon's Mask
- Sun's Mask
- Couple's Mask
- Blast Mask
Items:
Things I have planned next:
- Romani Ranch + Hatchery & Dog Track
- Gorman Track
- Clock Town + Interiors etc.
- Elegy of Emptiness statues
- Zoras
- Gorons
- More Clock Town Residents
Well in the passed couple of months I've been quite busy, and in the coming months it will spike up again as well, but for now I actually have quite a bit of free time so seeing as everyone else seems to be getting back into this project I think I will as well. Thank you, @Guy. I'll get the OP updated!
Alrighty i've submitted 50 things in total for Majora's Mask 3D, here's a list of the newest submissions :
Majora's Mask:
Characters:
- Evan
- Japas
- Tijo
- Darmani
- Goron Elder
- Goron
Objects:
- Elegy of Emptiness Statues
Locations:
- Bomb Shop
- Curiosity Shop
- Backroom
- Lottery Shop
- Post Office
- Trading Post
- Swordsman's School
- Treasure Chest Shop
- Shooting Gallery (Clock Town)
- Honey & Darling's Shop
- Fairy's Fountain (Clock Town)
- Mayor's Residence
- Clock Tower (Inside)
- Clock Town (North)
- Clock Town (East)
- Clock Town (West)
- Clock Town (South)
Stockpot Inn needs to be packaged
Top of Clock Tower needs to be packaged
Laundry Pool is mostly done, I just need to locate the wood post with the bell on it to add to the map.
I'll likely take a break from this for a bit, after I get those last three submitted.
Hello guys. I know my question may sound silly, but I would like to know if there is any way to get the model for Ganon's Castle at the final battle with Ganon. I know we already have the model for Ganon's Castle but this format is before the battle with Ganondorf. I am looking for the stage where the final battle takes place.
(01-29-2017, 12:03 PM)Kosmil Wrote: [ -> ]Hello guys. I know my question may sound silly, but I would like to know if there is any way to get the model for Ganon's Castle at the final battle with Ganon. I know we already have the model for Ganon's Castle but this format is before the battle with Ganondorf. I am looking for the stage where the final battle takes place.
Are you referring to the stage props and such, like the falling platforms?
I've been through nearly all the OoT files, pretty much everything from the game is rippable, I might be able to get it for you.
I dunno how active MidnightXS has been lately, if not me then perhaps he could.
I was thinking if we could get the stage where the castle is falling perfectly to create a battlefield, if you know what i mean. I have personally searched and found only the stage where the final battle takes place, but i cant seem to find this.
http://i.imgur.com/5JSm61T.jpg
Thank you very much Guy. Thats exactly what i was looking for.
A little off-topic but I feel like that would be a pretty awesome stage mod for Smash. @Guy did you submit that? Because if not then I'll get on it.