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Wind Waker: Proper actor implementation for Tetra (Zl1)
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Eyes now render correctly, and she responds to facial animations from demos
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themikelester committed Dec 9, 2024
1 parent 70447d0 commit 579ebaa
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Showing 4 changed files with 218 additions and 87 deletions.
13 changes: 0 additions & 13 deletions src/ZeldaWindWaker/LegacyActor.ts
Original file line number Diff line number Diff line change
Expand Up @@ -519,19 +519,6 @@ function spawnLegacyActor(globals: dGlobals, legacy: d_a_noclip_legacy, actor: f
buildChildModel(rarc, `bdlm/ywhead01.bdl`).setParentJoint(m, `head`);
m.bindANK1(parseBCK(rarc, `bcks/wait01.bck`));
});
// Tetra
else if (actorName === 'Zl1') fetchArchive(`Zl`).then((rarc) => {
const m = buildModel(rarc, `bdlm/zl.bdl`);
m.setMaterialColorWriteEnabled("eyeLdamA", false);
m.setMaterialColorWriteEnabled("eyeLdamB", false);
m.setMaterialColorWriteEnabled("mayuLdamA", false);
m.setMaterialColorWriteEnabled("mayuLdamB", false);
m.setMaterialColorWriteEnabled("eyeRdamA", false);
m.setMaterialColorWriteEnabled("eyeRdamB", false);
m.setMaterialColorWriteEnabled("mayuRdamA", false);
m.setMaterialColorWriteEnabled("mayuRdamB", false);
m.bindANK1(parseBCK(rarc, `bcks/wait.bck`));
});
// Gonzo
else if (actorName === 'P1a') fetchArchive(`P1`).then((rarc) => {
const m = buildModel(rarc, `bdl/p1.bdl`);
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