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  Topic: Model Texture Import Suffixes
Uufje

Replies: 6
Views: 4398

PostForum: Q-Lab Hacking Department   Posted: Sat Feb 19, 2022 3:03 am   Subject: Model Texture Import Suffixes
I'm pretty sure the order doesn't matter. There's also TopFlag and EnvMapping.
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Wed Feb 02, 2022 10:08 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I have no idea what a matrix is, but I made them all red and it worked Very HappyD

Thanks a lot, that was quite the nightmare.
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Tue Feb 01, 2022 6:36 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I think I've found a bug... I cannot get an object to work for the life of me. I had no problems making previous objects, but with the latest editor version I seem to have problems importing new objec ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Thu Jan 27, 2022 8:54 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
That works great, thanks a lot Very Happy
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Wed Jan 26, 2022 6:20 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
It works partly now for my level. For many of my lights it is pointing in the opposite direction though (it has many light pointing downwards in the OBJ, which are pointing upwards in the editor). I'v ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Mon Jan 24, 2022 7:09 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
A light should consist of two triangles forming a rectangle, so I guess it could try and use the normal of that? I'm not sure if that's how it works, but I designed each light rectangle in the OBJ to ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Sat Jan 22, 2022 7:31 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Is it possible for the PD lighting OBJ import to have it import the light normals as well? Right now they're all pointing west on import, it would be nice if it instead took the normals of the geometr ...
  Topic: Fatal Error when firing on a limousine (Project64)
Uufje

Replies: 3
Views: 5217

PostForum: Carrington's Hacker Central   Posted: Tue Nov 09, 2021 11:19 am   Subject: Fatal Error when firing on a limousine (Project64)
When you have a hovercar, you still have to assign a proper action block to it. When you fire on a hovercar with action block 0000, the game will freeze. If you don't want the car to move, you can jus ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Tue Nov 02, 2021 2:02 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
It works perfectly now, thanks Very Happy
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Thu Oct 28, 2021 12:51 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames inst ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Thu Oct 21, 2021 8:08 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames inst ...
  Topic: Perfect Dark stuff
Uufje

Replies: 26
Views: 31200

PostForum: Carrington's Hacker Central   Posted: Mon May 24, 2021 1:00 pm   Subject: Perfect Dark stuff
Alright, I'm wondering something else now. It occurs to me that certain rooms are darker than others in the level I'm working on. It's in the Investigation slot, so maybe that has something to do with ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Thu Apr 08, 2021 1:35 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
It uses height to determine the type. If it's a short vertical tile, it makes it a floor. If it's a tall vertical tile, it makes it a wall. I usually use Maya to edit my tiles, since it's a bit bother ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Tue Apr 06, 2021 11:31 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
It uses height to determine the type. If it's a short vertical tile, it makes it a floor. If it's a tall vertical tile, it makes it a wall. I usually use Maya to edit my tiles, since it's a bit bother ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Uufje

Replies: 1599
Views: 862232

PostForum: Q-Lab Hacking Department   Posted: Sun Apr 04, 2021 1:57 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
It exports the sound effects, though it doesn't export whether it's a wall tile or floor tile, so that data gets lost. When i modify the fbx and reimport it back into the editor, it doesn't see them p ...
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