Author Topic: porting oot zelda maps into blockland  (Read 5776 times)

He misunderstood you, the collision would kill itself many times over as a .dts. And there would be no lighting.


It will be hard, and the problem is blender to constructor does not work well at all, you can have no convex shapes. The textures probably won't work as alot are most likely mapped, and those missing faces and broken ones can't be fixed easily. Good luck though.

Didn't you mean "no concave shapes"?


Also, good luck with this mod-man!

Didn't you mean "no concave shapes"?


Also, good luck with this mod-man!
yes, that's what i meant

the collision would kill itself many times over as a .dts. And there would be no lighting.
why exactly would this happen?

Well, its more the lighting, now that a miracle has occured and this worked to an extent.


I want the Gerudo Valley Fortress. 

I 'hacked' OOT. I mainly just took a program and edited the entire game, there's a lot of interiors & I think they'd be larger in size if they were ported but I may be wrong.
a texturing of the exported models would take a lot of time though

I 'hacked' OOT. I mainly just took a program and edited the entire game, there's a lot of interiors & I think they'd be larger in size if they were ported but I may be wrong.
a texturing of the exported models would take a lot of time though
when i ported them they actually turned out to be very small. i have to re-size them to be bigger in blender/mission editor
« Last Edit: January 22, 2012, 09:41:19 PM by mod-man »

You should recreate the turning room in bl lol

You should recreate the turning room in bl lol
this here turning room doesnt sound familiar :s

this here turning room doesnt sound familiar :s
Temple of time i guess