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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Tue Mar 20, 2007 4:01 pm Post subject: What once was Perfect... Updated: April 26th, 2009 @ 4:45pm |
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Now is Golden.
Updated: April 26th, 2009 @ 4:45pm
From somewhere in Nevada...
PD's Area 51 Vertical Doors (01A & 01E)
That's two of the many doors from the Area 51 maps. I'm working my way through them, with six already done.
(previous...)
While on the subject...
PD's G5 Slider
A neat little fact: though this door is internally called "Pdoor2a_G5Z", it isn't used in the G5 Building mission. It's actually the only door present in the Combat Simulator map Grid.
(earlier...)
At the request of Kode-Z...
PD's G5 Slider w/ Window
Interestingly enough, this door was designed solely as a slider. The far edge is not drawn, as visible in the image above. If you're never going to see it, why draw it in the first place? Rare used that same mentality on the many roller doors they created.
Updated: April 25th, 2009 @ 2:53pm
Please place your hands on the side of the vehicle...
PD's Hovercop (Background)
This "civilian" thought he could get away with jaywalking. Well, not in St. Petersburg. This low-budget police officer flew in to keep an eye on the scene. Unfortunately for our red-shirted friend here, it was just in time to see him wrecklessly crossing the street in the middle of oncoming traffic. I don't know what would be worse; getting hit by a speeding jeep, or being tortured in the Archives basement...
(previous...)
More good, clean fun...
PD's Trashcan
What could possibly be written on that crumpled up piece of paper? Blueprints for an uncreated stage? The truth behind Stop 'N' Swop? An answer to world hunger? Though we may never know, atleast we can collect more trash in GoldenEye.
(earlier...)
With Earth Day in mind, here's a reminder to place all of your waste into the garbage...
PD's Dumpster
An interesting note: I never knew that the dumpster was on castors. I didn't realize until porting it to GE, that there is a secondary texture composing the wheels. Neato.
(earlier...)
I'm a few days late for Earth Day (April 22nd), but I figured I'd do my part in making the world of GoldenEye a little bit more green...
PD's Planters
The rubber plant, spike plant, and spider plant. I actually changed the format of the spike plant, which was the only one that was setup differently. There's a few ways I could probably handle these, and I may still look into them again. But for now, all three are ported well enough.
Updated: April 23rd, 2009 @ 5:34am
At the request of PS3 God, here is the table from Area 51...
The upper edges and corners have a "shine" effect on them, which can be noticed as you shift your angle around the object.
Updated: April 11th, 2009 @ 7:05am
A few of the remaining crates...
PD's Special Crates
The Hovercrate, Borg Crate, and Touch That Box... Box. I'm not sure if there are any left that don't use internal textures. I'll scan over the list again.
(previous...)
The crates of many colours...
PD's Metal Crates
All three of the basic metal crates have been ported. The grey, the blue, and the brown. I'm not sure how many other crate models there may be, other than the Hovercrate and the "Touch That Box" beta box. I'll check into it and see what else will be easy to port.
(earlier...)
When the guards aren't around...
PD's Wine Bottles
Those scientists should know more than anyone how dangerous it can be to drink on the job. If you accidentally mix two wrong chemicals, it might just result in a nasty surprise. But I guess at this point, the only thing they're concerned with, is mixing their drinks.
(earlier...)
And the award goes to...
PD's BAFTA Award
Boris Grishenko! He'll be bringing his fantastic BAFTA Award along with him on his trip to glorious Cuba! Let's put our hands together for everyone's favourite Bond-world hacker! Though he may not actually be invincible, his name will be forever cemented in history.
Updated: April 10th, 2009 @ 10:50pm
With a massive thanks to SubDrag, he's put together a convertor to instantly port the vertices (model points) from PD to GE format, using the data and examples I sent him just the other day. This wonderful tool arrived far faster than I'd even imagined. It'll allow me to get things done much quicker than before. We should all be grateful that he's still involved in the GE / PD hacking scene. Big thanks, Sub!
PD's Wooden Door w/ Indents
You'll probably recognize this door mainly from the Felicity, though it's also in the Carrington Institute and Lucerne Tower. It may also be in the Air Base and Air Force One, though I can't remember for certain. The metallic stripe that runs vertically along the front and back shines properly as you change your position, ensuring the same look and feel of the original.
Updated: April 9th, 2009 @ 11:26pm
I wanted to see if I could get a Single-Screen monitor ported, so I went with one of Carrington's laptops...
PD's Good PC
As you can see, the screen isn't properly displaying. If you look hard enough, you can make out a small portion of it in the righthand PC. I'm not sure why it isn't filling the full frame, but I'm going to check back into it tomorrow.
(previous)
Finally, after a dozen attempts at getting this to load in-game, I managed to get a glass door ported...
Institute Glass Door
It reacts just like a normal door. The glass tints correctly, and can be shot out. I don't think it's a hundred percent accurate, but I figured it was good enough as-is to post my progress.
(earlier...)
I decided to attempt porting one of the door models, so I went with one of the smaller ones...
PD's Chicago Shutter
http://www.battlefieldforever.com/hackers/misc/project/pd_chicagoshutterported.jpg
It took some doing to get it to work as a door, but it's now operating just fine. I'll be tackling a door with glass next.
Updated: April 7th, 2009 @ 11:58pm
Thanks to SubDrag, I'm now able to quickly add textures from Perfect Dark onto the end of a GoldenEye ROM. So, here's the newest model to be properly textured...
PD's Remote Mine
http://www.battlefieldforever.com/hackers/misc/project/pd_remotemineported.jpg
It acts just like a regular mine. You can carry it, plant it on walls, have it skip across floors, etc. Unfortunately, you still can't stick it on another player or character.
Also, here's the villa sofa with the correct textures...
PD's Villa Sofa
http://www.battlefieldforever.com/hackers/misc/project/pd_villasofaported.jpg
Updated: March 27th, 2009 @ 6:11pm
I was finally able to get the Falcon 2 textures back into GoldenEye again, even though it was a much longer and more tedious process this time around. With the muzzle flare corrected and textures in place, the Falcon 2 prop weapon port is now complete...
http://www.battlefieldforever.com/hackers/misc/project/pd_falcon2ported.jpg
Updated: March 25th, 2009 @ 11:26pm
Wow, it's been exactly two years since the last update! Strange coincidence. But anyways, I've been spending the last two weeks (when I've been home) going over and learning about how object models are constructed in GoldenEye. There's a few things that I've converted or created, but I'll leave that for another time. This is a thread about porting props from Perfect Dark, afterall. Though the textures are incorrect for the time being (the RGB is wrong in the left picture, I believe - too hard to tell without the proper textures in place), here's a look at the "Double-O-Sofa" in progress!
http://www.battlefieldforever.com/hackers/misc/project/double-o-sofa.jpg
http://www.battlefieldforever.com/hackers/misc/project/double-o-sofa_rgb.jpg
Updated: March 25th, 2007 @ 8:15pm
After playing around with this stuff some more, I thought I should atleast port another weapon object. Sticking with something a little more simple, here are two comparison shots of the MagSec 4...
http://www.battlefieldforever.com/hackers/misc/project/ge_magsec4.jpg
http://www.battlefieldforever.com/hackers/misc/project/pd_magsec4.jpg
Updated: March 20th, 2007 @ 8:40pm
Textures courtesy of SubDrag, here is another shot of the Falcon 2. At first I had thought that it looked a little off, but when I compared it to PD's version on console, it was the same. The markings on the handle are just a little more prominent in GoldenEye. It could be my monitor, or my plugins, though. Either way, it is now identical to the original object.
http://www.battlefieldforever.com/hackers/misc/project/falcon2_textured.jpg
Also, it occured to me, that I could assign this model to a guard. By replacing the object image that they were equipped with, they'd be able to carry around a Falcon 2. The real weapon they're using is a PP7, which actually still fires. The muzzle flare is not currently appearing, but that should be fixable. There could be a handful of reasons as to why it isn't displaying at the moment. Bullets do fire from the weapon properly, though. Here are two fun shots of enemies weilding Falcon 2's...
http://www.battlefieldforever.com/hackers/misc/project/falcon2_guards.jpg
http://www.battlefieldforever.com/hackers/misc/project/falcon2_firing.jpg
Original Post: March 20th, 2007 @ 7:00pm
Seeing as SubDrag and I have been able to convert stage backgrounds from Perfect Dark over to GoldenEye, I thought I'd give porting objects a shot. After playing around with it for a while last night, I found success earlier today. Like usual, the textures are currently incorrect. However, this should easily be remedied very shortly. Here are two comparison shots of the Falcon 2 object model...
http://www.battlefieldforever.com/hackers/misc/project/falcon2_archs.jpg
http://www.battlefieldforever.com/hackers/misc/project/pd_falcon2compare.jpg
We'll probably try to figure out a way to automate this, so most (if not all) objects can be ported from one game into the other. Even vice versa should be possible, once we learn how everything ties into it in PD. We will keep you updated on our progress and post new shots as they're taken. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
Last edited by Wreck on Sun Apr 26, 2009 12:48 pm; edited 47 times in total |
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kcghost Hacker


Joined: 18 Jan 2006 Posts: 551
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Posted: Tue Mar 20, 2007 4:13 pm Post subject: |
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very cool as usual. Its cool to see more stuff being ported over. Im still waitin see more GE stuff in PD, but im glad to see progress is being made in porting from the two games. Very cool.
Last edited by kcghost on Tue Mar 20, 2007 5:31 pm; edited 1 time in total |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Tue Mar 20, 2007 5:27 pm Post subject: |
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hell yes!!! I would love to see this done!! no more expansion pack bullcrap to deal with to play solo-multi's!! fantastic _________________ [img]http://imgur.com/ud785Jq[/img] |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Fri Apr 13, 2007 9:27 pm Post subject: |
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I added textures and bg file to Zoinkity's AMAZING clipping work there.
http://www.rarewitchproject.com/test/goldeneyemultiarchives.ips
Use these GS codes and load archives multi. AWESOME!!!!!!!
Use these codes with attached ips file for G5 Multi:
8002A8F7 0021
8005B1B1 0064
8105B1B2 616D
8105B1B4 5A00
810445D0 3F80
810445D2 0000 |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Sat Apr 14, 2007 5:54 pm Post subject: |
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The IPS Patch SubDrag posted works in both mission and multiplayer modes. Simply patch your ROM, activate the cheats supplied, and choose any level. You'll begin inside of the Combat Simulator's version of the G5 Building from Perfect Dark. One of the ramps didn't port properly during the background file conversion, but shouldn't be hard to correct for a future release. If you wish to play with four players, use the "Walk Through Props" (800364CB 0000) code. This code may also need to be enabled if you're having difficulty getting three player mode to load.
Zoinkity did a magnificent job getting the clipping to work in GoldenEye. Once we know more about this, the Car Park stage might be a bit easier to get going. It looks wonderful in GoldenEye, so it'd be a shame if we can't get the clipping to cooperate. Make sure you check out the Combat Simulator version of the G5 Building in GE. It's a sight to see...and play in!
*Note: this patch was made using the "BLAND" version of the clipping tiles. If you wish to test out the other clipping file, you can convert the patched ROM with the "bg_cryp_tilesZ-GE.bin" (overwriting Tbg_dam_all_p_stanZ - the Dam clipping tiles) that comes bundled in the zip Zoinkity linked us to. Also, there's an Action Block write up that is listed in the "Check it out!.txt" Notepad file that you can add to the setup file. It'll allow players to fall off of ledges to their death. Replace Ump_setuparchZ with your new setup. If this is too difficult to follow, we'll most likely put something else up soon. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sat Apr 14, 2007 9:16 pm Post subject: Quick Picture I took |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Sat Apr 14, 2007 9:39 pm Post subject: |
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Nevermind, I didn't realize that the compressed setup file included in the bundle had all of the multiplayer necessities already laid out and ready to rock. Here's another IPS Patch, fresh off the grill. Be sure to use the same codes that SubDrag posted. I'll add them into this message, just so you don't have to scroll back through and seach for them.
G5 Building via Dam & MP Arch
8002A8F7 0021
8005B1B1 0064
8105B1B2 616D
8105B1B4 5A00
810445D0 3F80
810445D2 0000
IPS Patch
http://www.battlefieldforever.com/hackers/ge/patches/G5BuildingCS_DamMParch.ips
The one ramp is still missing a few pieces, but it's functional. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
Last edited by Wreck on Sat Apr 14, 2007 9:44 pm; edited 1 time in total |
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The Extremist 007


Joined: 07 May 2006 Posts: 695 Location: Winnipeg, MB, Canada  |
Posted: Sat Apr 14, 2007 9:43 pm Post subject: |
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^ That G5 pic looks absolutely insane. I can't believe it!  _________________ Pure hand-drawn goodness.  |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Apr 15, 2007 1:03 am Post subject: |
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Whoa, I'm speechless, seeing this level in GE is awesome! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Thu Apr 26, 2007 5:44 pm Post subject: |
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Just wanted to update and let everyone know that the previously mentioned incomplete ramp has been fixed. I believe the entire map is now accurate to the original, though I've yet to scan it over inch-by-inch. Here's a screenshot of Room 012 (18 Dec) in it's proper form...
 _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Maxout 007


Joined: 04 Apr 2006 Posts: 710 Location: Washington State  |
Posted: Thu May 31, 2007 3:20 pm Post subject: |
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What a nice birthday surprise. 25 and still alive. I should come into here more often. _________________ A.K.A. Greatermaxim on youtube.
http://www.youtube.com/Greatermaxim |
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GE MASTER Site Admin


Joined: 22 Nov 2005 Posts: 893 Location: Earth  |
Posted: Wed Jun 27, 2007 11:42 pm Post subject: |
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We just played some 2 player G5 and it was absolutely incredible!! Wow. My buddy couldn't really believe what you guys have done with the game. It's unreal. We had a real hoot playing this level and the framerate was smoking good, even on full screen and full video options. I should have been recording it. I will next session for sure. |
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