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  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Trevor

Replies: 294
Views: 57059

PostForum: Q-Lab Hacking Department   Posted: Thu Nov 23, 2017 8:15 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
If anyone else is interested in knowing the dlsetups here they are.
We knew they existed somewhere but weren't sure what exactly was set, now we have them nailed down so we know for definite.

GE/P ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Trevor

Replies: 294
Views: 57059

PostForum: Q-Lab Hacking Department   Posted: Tue Nov 21, 2017 4:07 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
You forgot to mention you altered Node 9 (part/room 4) as well.

When you import a new part you need to check a few things for guns.
First, if the part is on a new node, make sure that node is set ...
  Topic: Dam [Map]
Trevor

Replies: 134
Views: 28399

PostForum: GoldenEye X   Posted: Wed Oct 25, 2017 2:29 pm   Subject: Dam [Map]
Out by a factor of 2?

Are you counting diameter or radius for visibility?

When I drew the circles I took the value they had at first before realising they were diameter, so I divided by 2 to get ...
  Topic: Dam [Map]
Trevor

Replies: 134
Views: 28399

PostForum: GoldenEye X   Posted: Tue Oct 24, 2017 6:12 am   Subject: Dam [Map]
The idea of a "View Sphere" is odd...
Since PD does not scale maps, the final value of each vertex should be equal the original value of the vertex which should be max +/- 32,767.99996 (I ...
  Topic: Dam [Map]
Trevor

Replies: 134
Views: 28399

PostForum: GoldenEye X   Posted: Fri Oct 20, 2017 10:45 am   Subject: Dam [Map]
I am making progress on this fig stuff and PD didn't change anything with it (except data format float > Short)

Environment Data should just copy over fine, 15000/0.2 etc.

your fisheye stuff ...
  Topic: Reflective textures
Trevor

Replies: 3
Views: 166

PostForum: Mapping and Modelling   Posted: Thu Oct 19, 2017 6:25 am   Subject: Reflective textures
Apply a texture to a surface eg
https://t4.ftcdn.net/jpg/01/20/58/35/160_F_120583517_edSzzwQSbVYPH7CHHhEsMsLCBCJnqb2L.jpg

once in editor, Edit Room Positions (Mode) -> [Click Right on the textu ...
  Topic: Dam [Map]
Trevor

Replies: 134
Views: 28399

PostForum: GoldenEye X   Posted: Thu Oct 19, 2017 6:13 am   Subject: Dam [Map]
I'm still trying to work out how this (converted from ASM and documented by Zoink)

Visscale = 0.212
FarFog = EnvironmentData[EnvironmentID].Farfog; //1500.212
ScaledBlendMult = Environmen ...
  Topic: view height of the player is to low solved
Trevor

Replies: 16
Views: 599

PostForum: Mapping and Modelling   Posted: Sun Oct 15, 2017 9:50 am   Subject: view height of the player is to low solved
Good point, I never noticed Bonds hand.
Also, looking at his hand you are right, bond in kneeling.

Trev
  Topic: view height of the player is to low solved
Trevor

Replies: 16
Views: 599

PostForum: Mapping and Modelling   Posted: Sun Oct 15, 2017 6:20 am   Subject: view height of the player is to low solved
The guard looks fake since his colour is off.
He looks like part of the BG (used to gauge the size of doors maybe?)

I cannot see how you cannot find a good scale? Its not rocket science.

Take a ...
  Topic: Dam [Map]
Trevor

Replies: 134
Views: 28399

PostForum: GoldenEye X   Posted: Wed Oct 04, 2017 6:06 am   Subject: Dam [Map]
Just a quick thought, I wounder if the stars are interfering with rooms?

Trev
  Topic: view height of the player is to low solved
Trevor

Replies: 16
Views: 599

PostForum: Mapping and Modelling   Posted: Tue Oct 03, 2017 3:06 pm   Subject: view height of the player is to low solved
Just a quick clarification, Bond and other "standard characters" are 1.8m high, or 180 cm at 1 scale, but bonds height is irrelevant to this "problem".

If you model a level usin ...
  Topic: Dam [Map]
Trevor

Replies: 134
Views: 28399

PostForum: GoldenEye X   Posted: Tue Oct 03, 2017 2:45 pm   Subject: Dam [Map]
Just a quick post to say Ive read your post and am thinking about something but need to test in pd. might be next week before I get a chance if that's ok.

Trev
  Topic: Model importing help (GoldFinger 64 stuff)
Trevor

Replies: 5
Views: 266

PostForum: Q-Lab Hacking Department   Posted: Tue Oct 03, 2017 2:31 pm   Subject: Model importing help (GoldFinger 64 stuff)
haha, I did notice Razz

Couple of things to mention regarding the MP40 and I do not intend any offence or cynicism.

The MP40 model was created May 2012 with BSPs and “Blueing” applied in 2016 with ...
  Topic: Dam [Map]
Trevor

Replies: 134
Views: 28399

PostForum: GoldenEye X   Posted: Mon Oct 02, 2017 11:40 am   Subject: Dam [Map]
A quarter of 64 is 16 which sounds very similar to GE (see Manually setting FarFog to 75000 causes large areas to crash the game while in smaller rooms causes a "fisheye-lense" effect in a s ...
  Topic: Dam [Map]
Trevor

Replies: 134
Views: 28399

PostForum: GoldenEye X   Posted: Thu Sep 28, 2017 1:01 pm   Subject: Dam [Map]
Try pressing cancel when it asks for textures.txt.
Since you have no new textures you don't need this, all the texture filenames are recognised by PG and no textures are injected into rom.

That sh ...
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