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  Topic: GF64 reload anims
Fillerthefreak

Replies: 1
Views: 25087

PostForum: Goldfinger 64   Posted: Fri May 25, 2018 6:22 pm   Subject: GF64 reload anims
Been spending my time working on these. So far, I have the MP-40, and K98

https://drive.google.com/file/d/1Adg1X-yyZ5At9E_QKLKvAN_GuCtAMCG6/view

https://drive.google.com/file/d/1kk9jOlcdL0mDZVgm ...
  Topic: Using Blender + Softimage Mod Tool for animations
Fillerthefreak

Replies: 18
Views: 23449

PostForum: Mapping and Modelling   Posted: Mon Mar 26, 2018 1:08 pm   Subject: Using Blender + Softimage Mod Tool for animations
https://i.imgur.com/rPiwx2R.gif

Tried to animate the Thompson based off the Dragon rig. I think I messed up with it, so I may need to redo it from scratch.
  Topic: GE-X 5e Patch Released! @ 12-24-16
Fillerthefreak

Replies: 945
Views: 632941

PostForum: GoldenEye X   Posted: Sun Mar 25, 2018 4:53 pm   Subject: GE-X 5e Patch Released! @ 12-24-16
Been thinking on how the PD cheat weapons could be replaced with GF64 ones, I think these are the best replacements?

Falcon 2 > PPK?
Magsec > 1911?
CMP > Thompson?
RC-P120 > M14?
K ...
  Topic: 1964 60FPS bundle for GoldenEye/Perfect Dark (2022/01/19)
Fillerthefreak

Replies: 780
Views: 708210

PostForum: Online And Emulation   Posted: Fri Mar 23, 2018 6:00 pm   Subject: 1964 60FPS bundle for GoldenEye/Perfect Dark (2022/01/19)
Will there ever be support for frame skipping? As I've noticed that on weaker/lesser hardware, the audio distortion from your hardware not keeping up with the game can be pretty bad.

That is, if fr ...
  Topic: DKR model replacing questions
Fillerthefreak

Replies: 6
Views: 11128

PostForum: Diddy Kong Racing   Posted: Fri Mar 23, 2018 5:57 pm   Subject: DKR model replacing questions
The term is simply vertex animation. They're controlled by shape keys than just bone influences.

As an example for more modern use, the Source engine uses a .vta file for facial expressions. As for ...
  Topic: Using Blender + Softimage Mod Tool for animations
Fillerthefreak

Replies: 18
Views: 23449

PostForum: Mapping and Modelling   Posted: Fri Mar 23, 2018 1:45 pm   Subject: Using Blender + Softimage Mod Tool for animations
Every time I've converted to FBX 2013, I've been brought up with an error. I've had success with the Bos FBX converter, but model weights are broken there ins a similar fashion to your example.

The ...
  Topic: Using Blender + Softimage Mod Tool for animations
Fillerthefreak

Replies: 18
Views: 23449

PostForum: Mapping and Modelling   Posted: Fri Mar 23, 2018 11:09 am   Subject: Using Blender + Softimage Mod Tool for animations
@siul

I've actually noticed it myself. As the animations become very jittery when exported, the easiest way to fix this was simply removing the broken bones keyframes, and let frame interpolation f ...
  Topic: Using Blender + Softimage Mod Tool for animations
Fillerthefreak

Replies: 18
Views: 23449

PostForum: Mapping and Modelling   Posted: Fri Mar 23, 2018 10:20 am   Subject: Using Blender + Softimage Mod Tool for animations
https://i.imgur.com/cqXl9vL.gif

I assume if GF64X was a thing, the animations would look sorta like that?
  Topic: Using Blender + Softimage Mod Tool for animations
Fillerthefreak

Replies: 18
Views: 23449

PostForum: Mapping and Modelling   Posted: Fri Mar 23, 2018 5:16 am   Subject: Using Blender + Softimage Mod Tool for animations
Thank you.

I was planning on porting over the GF64 models to PD, but I'm not exactly 100% sure how to make custom models yet.

If it's possible, I would make a GF64-X multiplayer patch, but that ...
  Topic: Using Blender + Softimage Mod Tool for animations
Fillerthefreak

Replies: 18
Views: 23449

PostForum: Mapping and Modelling   Posted: Fri Mar 23, 2018 4:16 am   Subject: Using Blender + Softimage Mod Tool for animations
I recently found out about the discontinued Softimage Mod Tool. It's basically the Softimage editor (Autodesk's pre-maya editor) made for game modding. It's free, and it supports FBX somewhat well, as ...
  Topic: GE-X 5e Patch Released! @ 12-24-16
Fillerthefreak

Replies: 945
Views: 632941

PostForum: GoldenEye X   Posted: Thu Mar 22, 2018 2:51 pm   Subject: GE-X 5e Patch Released! @ 12-24-16
Hm... If that's out of the question, would replacing the PD cheat weapons with some GF64 ones work? As I know some could be simple model swaps, not sure of the others.

The reason why I suggested th ...
  Topic: GE-X 5e Patch Released! @ 12-24-16
Fillerthefreak

Replies: 945
Views: 632941

PostForum: GoldenEye X   Posted: Wed Mar 21, 2018 12:25 pm   Subject: GE-X 5e Patch Released! @ 12-24-16
Dunno where exactly to place this, but I noticed that the Klobb has an unused whip animation when loaded up into the editor.

Would it be possible to add this as a secondary? As it seems like it wou ...
  Topic: Just something I've been thinking of, a GE source port?
Fillerthefreak

Replies: 1
Views: 4872

PostForum: GoldenEye 007   Posted: Fri Mar 16, 2018 11:34 am   Subject: Just something I've been thinking of, a GE source port?
This is something that I'm surprised hasn't been a thing. I know nothing about source ports, but I was wondering what would the next stage after emulating GE, and that would be a source port.

As wi ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Fillerthefreak

Replies: 1595
Views: 852733

PostForum: Q-Lab Hacking Department   Posted: Thu Mar 15, 2018 11:48 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Will there ever be support for Studiomodel formats for animation exporting/importing? If you don't know, Studiomodels are human readable model/animation files that are commonly used for the Source eng ...
  Topic: GE Models in Source, I guess
Fillerthefreak

Replies: 7
Views: 11086

PostForum: GoldenEye 007   Posted: Sun Mar 04, 2018 5:49 am   Subject: GE Models in Source, I guess
Some models in GE use the vertex shading to colour sections of the model, which becomes somewhat of an issue when your export them without it.

I've also ported the Klobb over as a Gmod Swep based o ...
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