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  Topic: Importing New Objects into Perfect Dark Via Deled
Winter's Assassin

Replies: 4
Views: 6340

PostForum: Mapping and Modelling   Posted: Sat May 04, 2013 3:54 pm   Subject: Importing New Objects into Perfect Dark Via Deled
Dang Shocked the model editor has so many options, and I understand very little of em... I wish there was a rundown video on what all the different options do...

I'll meet up with acceptable in t ...
  Topic: Importing New Objects into Perfect Dark Via Deled
Winter's Assassin

Replies: 4
Views: 6340

PostForum: Mapping and Modelling   Posted: Sat May 04, 2013 3:01 pm   Subject: Importing New Objects into Perfect Dark Via Deled
Okay I'm sure there's a topic somewhere that properly explains this but I've been hunting around and I couldn't find one that wasn't stage specific.

I want to make some more secret doors for Perfe ...
  Topic: Missing Clipping Function for Perfect Dark?
Winter's Assassin

Replies: 4
Views: 6544

PostForum: Carrington's Hacker Central   Posted: Fri May 03, 2013 6:18 am   Subject: Missing Clipping Function for Perfect Dark?
Ah okay that makes sense, and is pretty awesome I must admit, as a kid I always liked Perfect Dark for it's nice colored lighting effects (especially since most games hardly had any at all) thanks for ...
  Topic: Missing Clipping Function for Perfect Dark?
Winter's Assassin

Replies: 4
Views: 6544

PostForum: Carrington's Hacker Central   Posted: Thu May 02, 2013 8:25 pm   Subject: Missing Clipping Function for Perfect Dark?
Okay that works, it would be nice to have a click interface to tweak clipping but I might grow to like the shift click room positions method better. I just wasn't sure how to do it.

By the way what ...
  Topic: Missing Clipping Function for Perfect Dark?
Winter's Assassin

Replies: 4
Views: 6544

PostForum: Carrington's Hacker Central   Posted: Thu May 02, 2013 6:28 pm   Subject: Missing Clipping Function for Perfect Dark?
Hey I was using the editor about a year ago, and under "edit clipping" mode there was a tool that looked like a paintbrush that let me add more clipping based on the background triangles I ...
  Topic: *Official Release* DEEP SEA X w teleports 2PLAYER
Winter's Assassin

Replies: 15
Views: 16537

PostForum: Carrington's Hacker Central   Posted: Thu May 02, 2013 1:13 pm   Subject: *Official Release* DEEP SEA X w teleports 2PLAYER
Amazing work! the only way this could be better is if the Simulants could use the teleporters (or as Elvis calls em Teleportals) but being a novice I don't know if that's actually possible.

I was ...
  Topic: Beat Perfect Agent!
Winter's Assassin

Replies: 37
Views: 36314

PostForum: Perfect Dark   Posted: Tue Jul 24, 2012 6:13 pm   Subject: Beat Perfect Agent!
I hooked up my N64 the other day, and spent 3 days unlocking everything. I got most of the cheats I wouldn't say it's easy but for the most part I beat em all in one or two goes. The most difficult pa ...
  Topic: (Request) How come Skedar haven't been made playable?
Winter's Assassin

Replies: 3
Views: 6048

PostForum: Carrington's Hacker Central   Posted: Wed Jul 18, 2012 12:15 pm   Subject: (Request) How come Skedar haven't been made playable?
Yeah I noticed that but when the skedar use the animations parts of their body still move. I was thinking perhaps if it was possible, a skedar model with a skeleton like the other models could be made ...
  Topic: (Request) How come Skedar haven't been made playable?
Winter's Assassin

Replies: 3
Views: 6048

PostForum: Carrington's Hacker Central   Posted: Tue Jul 17, 2012 5:02 pm   Subject: (Request) How come Skedar haven't been made playable?
I know it's a bit blunt but I've wanted to see this code/hack ever since I first got the game, I tried everything to unlock the skedar only to get the Mr.Blonde which wasn't nearly as cool. Playing as ...
  Topic: Please help me with GE to PD ports!
Winter's Assassin

Replies: 2
Views: 5626

PostForum: Carrington's Hacker Central   Posted: Fri Jun 15, 2012 2:03 am   Subject: Please help me with GE to PD ports!
Well I've sort of got a system going but it's pretty wonky, Basically I export everything from the Goldeneye levels, into obj files and import them into Perfect Dark as if they were custom levels, it ...
  Topic: PD Infinite Ammo - not for Remote Mines in Chicago
Winter's Assassin

Replies: 6
Views: 8250

PostForum: Carrington's Hacker Central   Posted: Tue Jun 12, 2012 12:02 am   Subject: PD Infinite Ammo - not for Remote Mines in Chicago
I noticed this as well, early on when I was messing around with clip codes. It also only assigns 4 bullets to the psychosis gun, and such limits are also placed on tracer bugs and the like.

What's ...
  Topic: Double Tap and button held activators?
Winter's Assassin

Replies: 1
Views: 13502

PostForum: Carrington's Hacker Central   Posted: Sat Jun 09, 2012 10:05 pm   Subject: Double Tap and button held activators?
Heya everyone back again with another question, this one involving activators.

You may have seen I've been working on an Iron Sights code and this has got me thinking about creating some other nea ...
  Topic: WA's Hacks: Aim Down Sights In PD (Need coding help)
Winter's Assassin

Replies: 11
Views: 11667

PostForum: Carrington's Hacker Central   Posted: Sat Jun 09, 2012 9:30 pm   Subject: WA's Hacks: Aim Down Sights In PD (Need coding help)
Okay update on my project here, I've been able to hack what values determine the "Aiming" command the problem is It wont let me permanently disable the command, I set every line of code to b ...
  Topic: WA's Hacks: Aim Down Sights In PD (Need coding help)
Winter's Assassin

Replies: 11
Views: 11667

PostForum: Carrington's Hacker Central   Posted: Wed Jun 06, 2012 6:47 pm   Subject: WA's Hacks: Aim Down Sights In PD (Need coding help)
Huh well Oldyz I really didn't expect to fix the sway but I'll look into the values related to secondary functions.
Here's what I've been able to hack so far:
-Repositioning digits based on "R ...
  Topic: Texture issues with DeleD Imports
Winter's Assassin

Replies: 7
Views: 8793

PostForum: Mapping and Modelling   Posted: Sat Jun 02, 2012 9:11 am   Subject: Texture issues with DeleD Imports
Thanks Sogun I never knew that there was a texture editor in the GE setup editor itself that cleared a lot of things up

Okay, for some reason the texture shown in the editor is 03D5 and the texture ...
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