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11-20-17 01:11:13 PM

Jul - TCRF - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply
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Cuber456

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Posted on 12-26-12 05:42:21 PM Link | Quote
Originally posted by Dark Linkaël
I just noticed that "A_R00" has no file "event_list.dat" in the file "Stage.arc". This room is very unstable if you try to fly in the sky. The game crash for some strange reason... I just know the real reason! This is simply the absence of file "event_list.dat"!
Yes, the room is very unstable. Personally, I haven't had the game crash on me while flying in this room. The game seems to crash on me when I am climbing ledges or I am standing near a ledge. Speaking of unstable, there is a cool camera glitch that can be performed if you use the Wind Waker to play Wind's Requiem. You can get the camera to always look at you as if you are holding the Wind Waker even though you don't have it out. You should try it.

Originally posted by Dark Linkaël
Otherwise, here is a link with new textures for "A_R00", because I saw that some were not very good qualities for some strange reason. Besides, I've seen that some textures do not use transparency, is this normal?

New Textures for "A_R00"
Transparency is also one of the things I still need to figure out. I have been having a hard time trying to make the textures transparent in game. I think I am just an idiot and this is simpler than it really is. I know how to make the raw PNG textures transparent. I am also sure I know how to map these textures in Blender so that they appear transparent in the modeler but something happens when I convert the model to BDL and I lose that transparency. I think I am just stupid and I am not doing something right.
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Posted on 12-26-12 10:46:52 PM Link | Quote
Originally posted by Cuber456
You can get the camera to always look at you as if you are holding the Wind Waker even though you don't have it out.
Hmm, that sounds like the "storage" glitch. Does it make controls and swimming go all funny, or prevent cutscenes and dialogue from starting?
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Posted on 12-27-12 05:49:43 AM (last edited by Dark Linkaël at 12-27-12 08:53:41 AM) Link | Quote
It depends on how to fly, do not climb vertically, the game crash automatically. Simply use Moon Jump for example.

I did not know this glitch, It is very fun!

It is possible that the converter does not use transparency. If this is the case, we must solve this problem, otherwise it is useless to make models without transparency. Should ask the person who created the converter.

The alternative is that I try, but it will send me the model of your work via email. However, I fear still problems with the converter...

I made a little discovery which will be very interesting to more easily use objects by making them visible in a room with Wind Viewer! The method is simple, just temporarily rename an object "zelda" for example. Then, place the BMD model of the object in the folder "BMD/BDL" of the room and collision model in the folder "DZB". Both models should be renamed "zelda.bdl" and "zelda.dzb". Wind Viewer can see them now!
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Posted on 12-27-12 05:25:27 PM Link | Quote
Originally posted by Rena
Originally posted by Cuber456
You can get the camera to always look at you as if you are holding the Wind Waker even though you don't have it out.
Hmm, that sounds like the "storage" glitch. Does it make controls and swimming go all funny, or prevent cutscenes and dialogue from starting?
Well it certainly makes the controls go all funny. I have only tried it in one unused room and it is likely to exist elsewhere. A video is shown below.



Originally posted by Dark Linkaël
It is possible that the converter does not use transparency. If this is the case, we must solve this problem, otherwise it is useless to make models without transparency. Should ask the person who created the converter.

The alternative is that I try, but it will send me the model of your work via email. However, I fear still problems with the converter...
I need to mess around a bit more with Blender and transparent textures. Like I said, I am an idiot so I need to experiment. If I can't ultimately get transparent textures to appear in-game then I will talk to the person who created the converter. I would let you have a shot at messing with the model but you are still having problems setting up the converter. Let me know if you can set it up.

Originally posted by Dark Linkaël
I made a little discovery which will be very interesting to more easily use objects by making them visible in a room with Wind Viewer! The method is simple, just temporarily rename an object "zelda" for example. Then, place the BMD model of the object in the folder "BMD/BDL" of the room and collision model in the folder "DZB". Both models should be renamed "zelda.bdl" and "zelda.dzb". Wind Viewer can see them now!
Can you be a little more specific? Are you talking about renaming objects within Wind Viewer itself? You should have a youtube account to show stuff like this off . Sometimes nothing gets the point across like a video.
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Posted on 12-27-12 09:10:07 PM Link | Quote
My humble opinion of why that occurs is that without a proper Event_List.dat, the game can only handle the Wind Waker with programming. Try giving A_R00 the Event_List.dat from the Stage.arc in Sea and see if the camera behaves correctly.
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Posted on 12-27-12 11:12:46 PM Link | Quote
Originally posted by Gamma
My humble opinion of why that occurs is that without a proper Event_List.dat, the game can only handle the Wind Waker with programming. Try giving A_R00 the Event_List.dat from the Stage.arc in Sea and see if the camera behaves correctly.
Your humble opinion is also fact! I did what you said and copied the Event_List.dat from Sea and the glitch appears to stop. I know I asked this before but I still don't understand exactly what the Event_List.dat controls. Does it control camera actions? What does it do?
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Posted on 12-28-12 05:45:21 AM (last edited by Dark Linkaël at 12-28-12 06:12:59 AM) Link | Quote
"Ebesso" contains the same glitch as in "A_R00". This means that these rooms were not configured to use the Wind Waker or did not exist at the time of early development.

I'll wait until you find a solution before trying to run the converter. You know better than me in the use of BMD models.

I did not really explain my method. Otherwise, I do not have an account on YouTube and I can not show video. I'll try to make a more detailed explanation.

Example:

A_R00

Room.arc/bdl/model.bdl
Room.arc/bdl/tree.bdl (tree model)

Room.arc/dzb/room.dzb
Room.arc/dzb/tree.dzb (tree collision model)

And the last thing, we must name an object "tree" in Wind Viewer. There you will see trees in the model room and all their location. However, it shows that the model of the tree with its default size.



I hope that I better explain my method.
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Posted on 12-28-12 03:16:55 PM Link | Quote
Originally posted by Cuber456
Originally posted by Gamma
My humble opinion of why that occurs is that without a proper Event_List.dat, the game can only handle the Wind Waker with programming. Try giving A_R00 the Event_List.dat from the Stage.arc in Sea and see if the camera behaves correctly.
Your humble opinion is also fact! I did what you said and copied the Event_List.dat from Sea and the glitch appears to stop. I know I asked this before but I still don't understand exactly what the Event_List.dat controls. Does it control camera actions? What does it do?


Event_List.dat is... well, a list of events. It controls a lot of things. Actors - like the Redead, for instance - can execute an event in the file. For the Redead, this comes in the form of the freezing attack it can do. It includes Link's animation and the camera position, and possibly other things.

From what I've gathered, the file can play animations and camera movements, as well as give Link inventory items (like the telescope) and disable input. It can also execute cutscenes. All of these events can be called through the Tag_Ev entity, in a DZS file's SCOBx chunk.

As for the glitch... My guess is that when the Wind's Requiem is played, the game itself pulls up the wind direction screen while it calls the camera position and "Disable input" from the Event_List.dat. The file that you previously used didn't have this event in it, so while the game pulled up the wind direction screen, it left the camera where it was and allowed you to move around.

Exiting the Wind Waker input screen also seems to be handled by the file. When you try to exit, Link puts the Wind Waker away, but the game can't return to the regular behavior.
Cuber456

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Posted on 12-29-12 03:09:06 AM Link | Quote
Originally posted by Dark Linkaël
"Ebesso" contains the same glitch as in "A_R00". This means that these rooms were not configured to use the Wind Waker or did not exist at the time of early development.
You could also say that if these rooms did have an event list then it is possible that they got deleted later during development. Heck, A_R00 only exists as a collision in the final ISO when we know that it was much more during development. The same could also be said for Ebesso. It is interesting how the house is missing textures in that map. I would bet that an earlier version of TWW had that house textured.

Originally posted by Dark Linkaël
I did not really explain my method. Otherwise, I do not have an account on YouTube and I can not show video. I'll try to make a more detailed explanation.

Example:

A_R00

Room.arc/bdl/model.bdl
Room.arc/bdl/tree.bdl (tree model)

Room.arc/dzb/room.dzb
Room.arc/dzb/tree.dzb (tree collision model)

And the last thing, we must name an object "tree" in Wind Viewer. There you will see trees in the model room and all their location. However, it shows that the model of the tree with its default size.



I hope that I better explain my method.
I'll try this out and see if I can get the models to appear. I am feeling a bit lazy at the moment .

Originally posted by Gamma
Event_List.dat is... well, a list of events. It controls a lot of things. Actors - like the Redead, for instance - can execute an event in the file. For the Redead, this comes in the form of the freezing attack it can do. It includes Link's animation and the camera position, and possibly other things.

From what I've gathered, the file can play animations and camera movements, as well as give Link inventory items (like the telescope) and disable input. It can also execute cutscenes. All of these events can be called through the Tag_Ev entity, in a DZS file's SCOBx chunk.
I guess the purpose of the event list makes sense. It is just that I've never really hacked into it before. I mean, I know what a BMD or BDL file is. I know what a DZB file is. I know what a DZS file is. I just never messed with the event list file before.

I guess this means that the game will freak out if I rip out the event list and go near a Redead .
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Posted on 12-29-12 06:15:41 AM Link | Quote
I have the impression that "A_R00" was used to test for many things. BMD model has nothing to do with the forest. The files "room.dzr" and "stage.dzs" limits are completely blank settings. The absence of the file "event_list.dat". A sky to "A_R00" with clouds of the final version, but still the original color (a darker blue), while "Ebesso" and other very old rooms having no sky (black). There remains only the collision model as a vestige of the forest! "A_R00" is a real mess!

This method in Wind Viewer shows that it is possible to use real models BMD/DZB instead of a simple color cube. Really interesting is how the room before playing the game.

I've tried to edit a file "event_list.dat" (that of "Msmoke") is very complicated and sensitive to the slightest mistake... However, I understood a little better how it works.
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Posted on 12-30-12 09:44:48 AM (last edited by Dark Linkaël at 12-30-12 12:43:53 PM) Link | Quote
Yesterday evening, I thought something about "A_R00". The original model of this room no longer exists since one of the developers has stupidly replace the file "model.bmd" orginal by a model work of Hyrule Castle in July 2002.

The E3 2002 came to the end of May 2002. I am 100% sure that the original model of "A_R00" is present in the demo of the game from E3 2002 unless Nintendo has removed most of the rooms not playable as is the case now.

However, it should get their hands on a copy of the demo of E3 2002 to really know if the original model "A_R00" exists. I have no idea about the settings empty or not in the files "room.dzr" and "stage.dzs".

One thing is sure, the file "model.bmd" of "A_R00" is not the same in April/May 2002!


Finally, I will try to attempt to use your model to see if I can not put transparency textures. Today I arranged trees, shrubs and herbs using the rotation. It's cleaner now.


To send me your original model from Blender, using my email address:
linkael@triforce-legend.com
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Posted on 12-30-12 10:44:05 PM (last edited by Cuber456 at 01-03-13 11:10:08 PM) Link | Quote
Originally posted by Dark Linkaël
Yesterday evening, I thought something about "A_R00". The original model of this room no longer exists since one of the developers has stupidly replace the file "model.bmd" orginal by a model work of Hyrule Castle in July 2002.

The E3 2002 came to the end of May 2002. I am 100% sure that the original model of "A_R00" is present in the demo of the game from E3 2002 unless Nintendo has removed most of the rooms not playable as is the case now.

However, it should get their hands on a copy of the demo of E3 2002 to really know if the original model "A_R00" exists. I have no idea about the settings empty or not in the files "room.dzr" and "stage.dzs".

One thing is sure, the file "model.bmd" of "A_R00" is not the same in April/May 2002!
This is what I would call a double edged sword. It would be great to get a hold of the E3 demo of TWW. If , however, the E3 demo came with the original A_R00 model then all this work would be for nothing. Go ahead Nintendo, I dare you to let the E3 demo slip and ruin my work .

Originally posted by Dark Linkaël

Finally, I will try to attempt to use your model to see if I can not put transparency textures. Today I arranged trees, shrubs and herbs using the rotation. It's cleaner now.


To send me your original model from Blender, using my email address:
linkael@triforce-legend.com
I have done simple tests with Blender and the converter. I created a plane that uses a transparent I created with GIMP. To my eyes, the texture is transparent in Blender. When I convert it to a BDL and stick it in A_R00 to view it, it appears to lose transparency. It might be a problem with the converter so I contacted the programmer of the converter to see what he has to say.

My Blender files for A_R00 are a mess so it would take me some time to get it to you. If you want to mess with transparency, you can have the simple Blender test I was using.

http://www.mediafire.com/download.php?au6n2zae4tpwk5a

This file can also be converted to a BDL so maybe you could also use it to debug your converter.
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Posted on 12-31-12 08:38:47 AM Link | Quote
Thank you for the model, but I still can not run properly "obj2bdl"... Here is an image showing the principal problem:


I really do not know what is missing in Python that it causes many problems. It is so sensitive to errors using Python? It's very frustrating not being able to use it correctly!
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Posted on 12-31-12 04:05:12 PM Link | Quote
Originally posted by Dark Linkaël
Thank you for the model, but I still can not run properly "obj2bdl"... Here is an image showing the principal problem:


I really do not know what is missing in Python that it causes many problems. It is so sensitive to errors using Python? It's very frustrating not being able to use it correctly!
Are you running the python version or the exe version? If you are running the python version, you MUST call python before you call obj2bdl. Plus, make sure you are more specific. It is either obj2bdl.py if it is python or obj2bdl.exe if it is an exe. That is why I literally just drag my files into the command prompt since typing them can be tedious.

On a another note, this shouldn't be a big deal but the forum where this program originated from is down. I hope it won't be permanent because this was my only means of contact with the programmer of obj2bdl!
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Posted on 01-01-13 05:47:59 AM (last edited by Dark Linkaël at 01-01-13 05:53:09 AM) Link | Quote
I tried both versions and each time a different error...

Python version gets me this error:




I always have this error "invalid syntax" every time! I feel that there are errors in the coding of "obj2bdl". Just look at the many errors with line numbers. I try anything, but nothing to do...
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Posted on 01-01-13 07:27:43 PM (last edited by Cuber456 at 01-01-13 09:16:35 PM) Link | Quote
Originally posted by Dark Linkaël
I tried both versions and each time a different error...

Python version gets me this error:




I always have this error "invalid syntax" every time! I feel that there are errors in the coding of "obj2bdl". Just look at the many errors with line numbers. I try anything, but nothing to do...
You aren’t running the python version correctly. This is what I see you are doing
---COMAND PROMPT---
What you typed -> “Path to python” -> ENTER
What happens -> Python Opens
What you typed -> obj2bdl input.obj model.bdl -> ENTER
What happens -> ERROR and other crap
---END---

You can’t run the python program like this. You MUST run the python program in this fashion instead
---COMAND PROMPT---
Type -> “Path to python” obj2bdl input.obj model.bdl -> ENTER
---END---

In fact, the best way to run the program is in the following fashion
---COMAND PROMPT---
Type -> “Path to python” “path to obj2bdl.py” “path to input.obj” “path to model.bdl” -> ENTER
---END---

To get the paths, just drag the files into the command prompt. If this doesn’t make sense to you then the last thing I could do is post a video on what I am doing.
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Posted on 01-02-13 01:28:25 AM Link | Quote
Here is something interesting regarding the "Jabun's Audio Bank" sound files on the main page, specifically the second sound. I believe a sped up version of this sound is used in game. You hear the sped up version after you collect the Triforce chart from the ghost ship which is under selection 12 from the map select. My question is where were these two sound files found in the ISO that supposedly make them link to Jabun?
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Posted on 01-02-13 08:43:29 AM (last edited by Dark Linkaël at 01-02-13 08:51:34 AM) Link | Quote
I quite understand, but it always seems to no effect... It will take you to do a video, it will be the best solution for me to understand really. If it still does not work, I think it is not worth insisting. My computer does not like "obj2bdl".

The second sound Jabun on TCRF, is accelerated version of the cry in the ghost ship! The other I do not know...
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Posted on 01-02-13 04:27:53 PM Link | Quote
I wonder if they're the same file, and the one on TCRF is just played at the wrong bitrate?
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Posted on 01-02-13 07:54:26 PM (last edited by Cuber456 at 01-02-13 09:19:21 PM) Link | Quote
Originally posted by Rena
I wonder if they're the same file, and the one on TCRF is just played at the wrong bitrate?
I am thinking the same thing but I don't know how to test this. If this file really is linked to Jabun somehow then I think that this is very interesting because it would be a sound recycled for another use.

Update:
I found where the file is located in the ISO and it is definitely related to Jabun. The file is called Jaboo_0.aw. I think either Gamma or Dark Linkaël was one of the ones who originally found it. I converted the sound into an MP3 and sped it up in Audacity and there is no doubt they are the same sounds. The only thing I don't know is if this sound is sped up in game or if there is a separate sound file to play what is heard in game on the ghost ship.
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Jul - TCRF - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply




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