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| porting oot zelda maps into blockland |
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| mod-man:
--- Quote from: PowerDag on January 17, 2012, 03:16:15 PM ---Nice. Gonna texture it? --- End quote --- once i rip all the textures and import them to torque, i'll try to |
| Nasoa:
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. |
| The Corporation:
--- Quote from: Nasoa on January 17, 2012, 04:28:35 PM ---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. --- End quote --- What about Packer's Legend of Zelda online game? He could rip the map from there. |
| Nasoa:
Did he make it with torque or something, most engines allow you to be concave because they have better collision detection. |
| mod-man:
--- Quote from: Nasoa on January 17, 2012, 05:02:28 PM ---Did he make it with torque or something, most engines allow you to be concave because they have better collision detection. --- End quote --- he made his maps in Milkshape i believe... speaking of that, you can export maps as .dts files and just place them in the mission cant you? would that possibly fix some errors? because i did some more maps today, (mostly hyrule field) and these are torques results: TomTom gave me the Milkshape idea but i didn't know if that would work or not :s EDIT: --- Quote from: KoopaScooper on January 16, 2012, 06:08:49 PM ---Convert to .dts using Blender or Milkshape. --- End quote --- oh. im gonna see what this does |
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