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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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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Fri Jan 18, 2008 10:13 am Post subject: Is clipping REALLY that hard to do?! |
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I was just wondering how difficult it is to actually apply clipping to PD maps? I mean, I understand the difference in clipping between GE & PD, but can it be done using the GoldenEditor?
I'm sure Zoinkity will know this - he is a genious after all!  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Fri Jan 18, 2008 1:10 pm Post subject: |
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It can be done. 99.6% of Grid was done using the editor. Although it helps to have the debug version (pm me) which can do PD conversions. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Fri Jan 18, 2008 1:31 pm Post subject: |
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Did you use Grid's clipping file, or use one of GE's maps?
Also, I know it's been mentioned, but will there be a clipping tutorial coming out anytime soon?
Last edited by Kode-Z on Fri Jan 18, 2008 1:55 pm; edited 1 time in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Fri Jan 18, 2008 1:54 pm Post subject: |
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Grids of course! |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Fri Jan 18, 2008 2:29 pm Post subject: |
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Out of interest SubDrag, how long did it take you to do the clipping for Grid? It's a fairly big level! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Fri Jan 18, 2008 4:00 pm Post subject: |
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Not much time at all. The auto-clipping tools work wonders. You basically import PD clipping file (after exporting to it in .obj), choose Delete all vertical tris, add a few missing tris, run Stan Convert and Voila! |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sat Jan 19, 2008 8:11 am Post subject: |
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The new stan convertor works wonders! It handles most of the splitting and alignment that used to have to be done by hand. There were only a few problems with Grid's output, and all of them only took a few minutes to fix. The elevator, admittantly, was a frivality... _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sat Jan 19, 2008 10:23 am Post subject: |
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Not every level will be quite as simple, some don't load for various reasons unknown to me (possible errors in setup file or bg conversion), but for simpler end levels it will help wonders!) |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sun Jan 20, 2008 1:02 pm Post subject: |
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Is it possible to apply clipping from scratch? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Jan 20, 2008 1:19 pm Post subject: |
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Import a blank file that just says unstric, then you can add manual ones by right click on vertices and room mode and saying convert to clipping. I wouldn't recommend doing anything manually. Export your level to .obj, import clipping as .obj, then delete clipping as necessary. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Jan 23, 2008 2:03 am Post subject: |
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On the subject of clipping, I want to make it so you can fall down that grate next to the guardhouse in Dam, how would I go about doing that? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Wed Jan 23, 2008 4:59 am Post subject: |
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Basically to fall, you just set clipping vertically, but don't make it a ladder. You can try right click in room positions on a tile, and doing convert to clipping. Then in clipping mode, either redo connections if necessary, though it may mess up Rares. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 26, 2008 1:34 am Post subject: |
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Okay, it worked but it's kind of glitchy, you can only fall about a quarter of the time, otherwise it acts like a wall. I'm going to try again but if I can't get it any better than this I think I'll go back to my original idea (A warp into the generator room). Thanks for the help.  |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Wed Feb 20, 2008 4:43 pm Post subject: |
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One point i'd like to make about the PD clipping files is that most of them only consist of a few tiles. Why is this? I did the Air Base one from scratch, and that took 5 hours! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Wed Feb 20, 2008 8:30 pm Post subject: |
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For future reference I have a PD convertor -> GE, but then you have to delete all the vertical tiles using the delete vertical, and then delete random ones. Did you use the beta GE Editor exe and that, or from scratch? It's not that bad from scratch since you just turn a whole room into tiles, and keep doing it. |
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