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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: 7244 Location: Ontario, Canada  |
Posted: Sat Mar 03, 2007 10:31 pm Post subject: Pics of Editor Uses - New Concepts... |
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Updated: March 4th, 2007 @ 7:20am.
Included "The Lab Fridge", by Wreck.
I'm actually going to be writing up some tutorials on how you can bring new and exciting concepts to life in our favourite FPS of all-time, GoldenEye, using the GoldenEye Setup Editor v2.0 - Visual Editor. But for now, I've decided to post some pictures taken from PJ64 of them in action. This thread will be added to as new designs are made public by setup creators. Let's start off with a simple combination of two object models...
The Planter, by Wreck.
Objects: 13D Pointy Jungle Bush & 153 Solid Stone Cairn.
The Cell, by Wreck.
Objects: 0B6 Cell Door, as both 03 Standard and 01 Door.
Note: My graphics plugin doesn't render the horizontal cell bars.
The Laser Grid, by Wreck.
Objects: 05B Elevator Call Button & 080 Fire Extinguisher.
The Locker, by Wreck.
Objects: 027 White Table, 0FE Safe Body & 125 Safe Door.
Optional: 03F Padlock.
Sliding Vertical Wooden Pillars, by SubDrag.
Objects: 0AD Light Brown Wooden Door.
Beta Egyptian Sliding Doors, discovered and remade by KCGhost.
Objects: 0AD Light Brown Wooden Door.
Note: SubDrag has since made this into a Special Insert feature.
The Lab Fridge, by Wreck.
Objects: 027 White Table, 0FE Safe Body & 146 Glass Sliding Door (Aztec).
Contents: 076 Glass Cup, 136 Beaker w/ Blue Topper, 137 Erlenmeyer Flask & 138 Set of Five Beakers. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
Last edited by Wreck on Sun Mar 04, 2007 4:57 am; edited 4 times in total |
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kcghost Hacker


Joined: 18 Jan 2006 Posts: 551
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Posted: Sun Mar 04, 2007 10:18 am Post subject: |
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I love those creations, Wreck. The plant, cell, lasers, lockers, and the fridge are all extremely creative uses of objects. That fridge is great, too bad theres no food objects we could toss in there, lol. Unless you like to eat jungle salad.
Sub, those sliding pillars are a cool concept, not only as a door though. I wonder if theres a way to make doors move Bond. Having a sliding pillar like that that could lift Bond into the air would be awesome (and would make the Silo elevator actually somewhat possible). Theres nothing like that in the game as far as I know though, not sure if its possible.
And of course, I freaking love the egyptian doors I found. Its slide is so unreal, so marvelous, so breathtaking. I wanted to say awesome, instead I got a thesaurus, I say awesome too much.  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sun Mar 04, 2007 12:24 pm Post subject: |
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That fridge is really cool! It is true, those egypt doors are marvelous
The platform stand, by SubDrag
Objects: 153 Solid Stone Cairn (and 011F motorcycle)
Guard in Tank, by SubDrag
Objects: 120 Tank, (any guard)
Simply put a tank and guard at same preset.
Guard in glass, by SubDrag
Don't press the console button!
76 Glass Cup and guard same preset, toggled invincible glass
Objects: 153 Solid Stone Cairn (and 011F motorcycle) |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Mar 04, 2007 10:42 pm Post subject: |
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Computer Desk - by BMW
2x 4-drawer cabinets (2B) and Desk w/kickplate (26)
Y-coord of cabinets set so bottom 2 drawers are invisible (through the floor)
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Brian_Hax Agent


Joined: 26 Nov 2006 Posts: 40 Location: Dorchester,MA  |
Posted: Mon Mar 05, 2007 2:21 pm Post subject: |
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Very Nice BMW _________________ Visit Brian_Hax store of goldeneye codes
coming soon to SHOOTERS FOREVER |
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D.J Cat Agent


Joined: 22 May 2006 Posts: 54 Location: Brisbane - Australia  |
Posted: Sat Mar 24, 2007 2:36 am Post subject: |
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Woah...
This game is still just getting better and better.
Maybe now even I can get onvolved at making stuff.
Maybe.  |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Oct 11, 2007 10:46 am Post subject: |
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Wreck, I'm using a few of your plants in the silo. I may use some lockers too if moving to Facility's slot frees up enough textures.
Here's a creation of my own:
The windows are the sliding glass door from Bunker, with the bulletproof glass and invincible bitflags toggled. The door is just a Facility lab door with those same flags toggled, it makes it so you can't shoot out the glass. The wall is two Archives dark wall doors flipped upside down with the green part hidden above the ceiling--you need two of them because they're one-sided, you need one for the front and one for the back. Getting everything positioned good takes a while, none of the other doors can overlap the lab door at all or it won't be able to open. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Thu Oct 11, 2007 1:49 pm Post subject: |
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That does look rather nice. Just an FYI, you'll need to increase your allocation #s, see Wreck's post about that. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Oct 11, 2007 4:41 pm Post subject: |
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I'm not sure if I'm doing something wrong or not but my setup isn't working after I increased the mt value to 700. The ROM is working fine on its own but once I use quick convert to add my setup the screen stays black after loading the stage. Everything else is working fine, it's only the edited mission that's having problems. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Thu Oct 11, 2007 5:28 pm Post subject: |
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If you just turn it up like 10 does it still crash? You're not doing anything besides exporting 21990, editing, importing 21990 are you? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Oct 11, 2007 6:04 pm Post subject: |
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SubDrag wrote: | If you just turn it up like 10 does it still crash? |
Same result, unmodified Silo works fine, but mine crashes.
SubDrag wrote: | You're not doing anything besides exporting 21990, editing, importing 21990 are you? |
No. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Thu Oct 11, 2007 6:14 pm Post subject: |
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I don't know, but you usually can turn things up a good amount and it's not a problem. I mean the Complex mission was pretty much turned up to the max, and you could allocate enough texture space. Weird. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Oct 11, 2007 6:26 pm Post subject: |
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It was my setup file. I made a backup earlier before I added the plants and that works with it fine. I'm going to try a higher value with this setup file, I suspect it'll work fine.
Edit: It does. Looks like I'll have to set it higher than 700 though, the bullet holes are still messed up. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Oct 12, 2007 2:26 am Post subject: |
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That room is looking pretty cool, DB. It's actually hard to tell that it even used to be the Silo. Feel free to use any of the creations you've seen in this thread. I look forward to seeing your progress.
As for the memory allocations, I'd think you could probably up your texture value to inbetween -mt 750 to 800. With 750, your total count would be 1020. At 800, it's 1070. I highly doubt that any of the other Silo data would need increasing, since the level normally operates well. Do you already have all of your characters in the stage? They take up a decent amount on their own, so be sure you test with them in. Try that out and see how it goes. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Oct 13, 2007 10:23 am Post subject: |
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Hmm, 700 works fine but 750 is making it crash. I haven't tried any values in between yet but I may have to pull out some objects to make everything show up right. Right now the only things messed up are the bullet holes in glass and some of the weapon icons on the ammo display.
I think redesigning the third fuel room will help, I'm not too happy with it as it is and I suspect the stack of crates in there is what's using up so many textures.
Edit: 720 is working fine and displays all the textures correctly. Paired with that fuel room redesign I should be able to add the plants and lockers again.
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