Author Topic: porting oot zelda maps into blockland  (Read 5781 times)

okay, so through the course of today, i have managed to port zelda maps to blockland, using a number of roms and rom modding programs.

as a test, i ported the courtyard. (the version after you've already visited zelda) :





i did attempt to do something big, specifically the forest temple, but it crashed every time i tried to export it to a .dif. a lot of the temples are way to big to be ported, but something small like this, (70-x) or maybe the stairways to ganon (10-x) can be ported easily

its pretty glitchy due to it being ripped directly from the rom, so if anyone wants to do this, you'd probably have to touch it up a bit, but that shouldn't be too hard. if any one wants  to know how to do this, i dont mind posting instructions ;)

i also want to thank the guys in this topic: http://forum.blockland.us/index.php?topic=182354.0  for helping me figure out how to export a .obj file to .map file
« Last Edit: January 16, 2012, 09:41:43 PM by mod-man »

Oh my god...

With more work, you could make an entire Hyrule map.
Good god, you MUST do that.
This is great!

How many interiors would that take...


Don't care.
gsf new York

gl hf at actually being able to play on the map. if you can, well, about 80% of the people on here won't.

gsf new York

gl hf at actually being able to play on the map. if you can, well, about 80% of the people on here won't.

Also, make sure it's aligned to the Brick Grid.

well the reason GSF makes his maps so big but still playable is because they're all simple shapes, zelda maps are made with triangles. a lot of triangles. the entire zelda world would be extremely laggy.

well the reason GSF makes his maps so big but still playable is because they're all simple shapes, zelda maps are made with triangles. a lot of triangles. the entire zelda world would be extremely laggy.
just like I thought

oh well

just like I thought

oh well
there might actually be a way around that, if theres a way to join all the faces together when everything selected then there could possibly be a zelda overworld  :cookieMonster:

EDIT: aw poop, i managed to get hyrule field converted to a .dif file but the interior is invisible. well maybe i can fix it by making it bigger cause that model is god awfully small
« Last Edit: January 17, 2012, 12:35:30 AM by mod-man »

Nice. Gonna texture it?

Nice. Gonna texture it?
once i rip all the textures and import them to torque, i'll try to

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.

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.
What about Packer's Legend of Zelda online game?
He could rip the map from there.

Did he make it with torque or something, most engines allow you to be concave because they have better collision detection.

Did he make it with torque or something, most engines allow you to be concave because they have better collision detection.
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:
Convert to .dts using Blender or Milkshape.
oh. im gonna see what this does
« Last Edit: January 17, 2012, 05:49:45 PM by mod-man »