
^^ Ok, if you meet all of the above continue. *You have and have configured Rice's Video Plugin (To prevent graphic / video errors on emu’s) *You have a little knowledge of hex editing and display lists *The textures on your model must be 32x32 24-bit BMP's or 32x32 PNG's (higher releases of Obj2Area support bigger and smaller texture sizes, but. *You have Python Version 2.5.2 installed (to be able to run python scripts/programs) *You know the correct rotations (To fix up the model afterwards) *The sword cannot be too detailed or else it'll cause the game to crash (the highest I've ever tried and worked was 255 faces/polys) *You have the OBJ, MTL, and corresponding texture folder in the same folder as wotf.py or obj2area *You already have created your sword and exported it in the OBJ format Nintendo - Victim of copyright infringement.** I will be doing this on the OoT Debug ROM **īefore you begin this tutorial you must meet these assumptions: HelpTheWretched - Most of the sound effects are from his site. Zelda OOT Community Retexture - Many of the map textures came from here. ZREO (Zelda Reorchestrated) – The cool guys and gals who made the music. Linked me to tools and resources (ROM debug stuff, fancy music).

Qwerty - Mapped a big section of Lost Woods. He arranged public tests and also helped me with the res file. Misfire - Pretty much all of my final testing was done with him on his server. It’s nice to have a skilled and active mapper to talk with. Sence - Helped me with animations+entities+errors+testing. For this reason (and because this took a ton of effort) I’ve decided not to continue the series. It will be fun the first time you play through, but once you reach the end you’ll probably feel like you’ve had enough. These maps are essentially eye candy with only somewhat interesting gameplay. The rupee system, for example, went from ~500 to ~5 ents. I started the maps back in SC 3.0, and as 4.0 and 4.6 came out, new entities gradually made everything simpler. The transfer of rupees, lives and items was done using global states, and my binary keyvalue saver/loader.įun fact: The entity systems in these maps have gone through 2 major revisions. Since a 5-sided brush is created from each face, it’s very tedious work to simplify the world geometry. I scaled the models and used the export-to-map feature in Milkshape3D. The maps were made using model rips from the Nemu64 emulator. Most of the monsters have like 10 health anyway, so it’s not like players will be missing out on much exp. So if you want these maps to have any challenge at all, then turn off xpmod. I was able to cap the armor at 0 via ents, but I can’t stop health regeneration. Hearts and the heart container cannot be picked up if your health is too high. You’re only supposed to have 30 health for these levels, not 300. Read the MOTD if you’re stuck/confused/stupid! Additional info If you’re alone then just noclip through it. There must be at least two players to complete this because it takes that many to break the first web in the second map. For a dedicated group of ~4 players, this should be easy. For large groups of players who don’t know what they’re doing, these maps will be challenging at first. You are given 10 lives at the start of each level and there are bonus lives (fairies) hidden throughout the maps. Then, you enter The Great Deku Tree and break the evil curse bestowed upon him! Link Squad - Go! You start out in the kokiri forest collecting rupees, buying items, and searching for extra lives (all of which carry over to the next level). These two maps sport 144 custom sounds, 74 custom models, and a few sprites too! Share this map pack with your friends, and on other sites and forums.įinally, after like 3 years mapping this on and off, the first (and most likely last) episode is finished.Provide honest, constructive feedback.
