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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 541/982 EXP: 2153583 For next: 60514 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 44 min. |
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>>ESTABLISHING LINK...DONE. >>FETCHING POST DATA...DONE. >>EXECUTING POSTDISP.BIN...
"Official website" aka update page with binary download Source code on GitHub SceneNavi is yet another Zelda: Ocarina of Time level editor, similar to ex. UoT and the ones I've tried making before, written in C# using .NET 4, OpenTK and some other stuff. Been working on this for about a year every so often, although progress had stalled a bit since December or thereabouts. Some features: - Changing of room actors, loaded room object models, loaded special scene-wide object models, spawn points, transitions, waypoints and waterboxes - XML-based "actor definition" system to simplify level editing, ex. by breaking actor properties down into human-readable options - Changing of scene and room parameters, ex. background music, nighttime SFX (WIP) - Editing of room model vertex colors; editing of collision polygons and polygon types (WIP) - Modification of certain data tables, namely the exit and scene tables - Export and re-import of area title cards - Support for custom maps created by the tools SharpOcarina and Hylian Toolbox - Support for ROMs with spinout’s "z64tables" data table relocation hack - Hopefully easy-to-use user interface, partially inspired by previous OoT editors like Utility of Time and SayakaGL - In-program update function that checks for newer versions online ____________________ cu xdaniel -- Follower of the Church of Madoka -- @xdanieldzd (Twitter) -- stapled tech (YouTube)
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It doesn't even matter if there is no hope, as the madness of the system grows |











