 |
 |
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
 |
 |
 |
 |
|
 |
 |
 |
 |
 |
GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Mon Jan 26, 2009 9:40 pm Post subject: |
 |
|
Might as well say what the objectives are:
A. Find truck ignition key
B. Defuse and collect bomb
C. Send data to MI6
D. Escape in supply truck
Speaking of the supply truck, I'm having issues with getting it moving. I've set up an Action Block and a path for it, but whenever it starts moving, the game freezes. What's its problem?
I also might change the objective of getting that key...looking back, it's sorta redundant. |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
Posted: Tue Jan 27, 2009 1:04 am Post subject: |
 |
|
GERage wrote: | Speaking of the supply truck, I'm having issues with getting it moving. I've set up an Action Block and a path for it, but whenever it starts moving, the game freezes. What's its problem? |
Have you checked Dam's? I haven't really tried creating any vehicles of my own yet. |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Tue Jan 27, 2009 12:14 pm Post subject: |
 |
|
Actually, finding the supply truck ignition key isn't a bad objective to have. Rare made collecting the aeroplane key one in Runway, and I had planned on doing the same in two separate concept missions. It's a, pardon the term, key element. Though it is completely your decision, I'd say to keep it in.
That leaves you with one possible extra objective. Eliminating the ignition key objective brings you down to only three. I know not every mission contained five, but it is nice to have more goals in harder difficulties. A total of four objectives is a good, solid amount. Again, it's up to you. So long as it fits the tone of your map. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
|
|
|
|
|
 |
 |
 |
 |
 |
GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Tue Jan 27, 2009 12:25 pm Post subject: |
 |
|
Yes, I even exported the Action Block of the Dam's truck. I did notice something different about the paths, though.
The path of my truck starts on its own preset, but the Dam truck's path starts at a different preset. I'm not sure if vehicles can have the preset they're on as part of their path, like guards....
Edit:
OK, nevermind. It's fixed; I added some more actions to the truck's block (for use in the ending cutscene) and didn't realize that some actions cause the game to crash if a vehicle is using them. |
|
|
|
|
|
 |
 |
 |
 |
 |
GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Fri Jan 30, 2009 8:24 am Post subject: |
 |
|
In the meantime, the objectives have been changed:
A. Obtain all documents (SA)
B. Defuse and collect bomb (A)
C. Send data to MI6 (A)
D. Keep waste bins intact (A)
E. Find ignition key and escape in truck (A)
I have also decided to split the map into 5 rooms due to framerate reasons; however, I'm having some trouble doing the portals between rooms....
The portal here is fine - no problems, you can see into the outdoor area. BUT....
When you step through the doorway, the outdoor area is gone and there is only blue space while the other room is still loaded.
Throughout the map, that is the only room that stays loaded - it's Room 01.
Any advice would be appreciated. I am desperate to correct this, since it's possible to shoot through where walls would normally be. |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Fri Jan 30, 2009 7:12 pm Post subject: |
 |
|
I think I may know what the problem is. Every clipping tile must be assigned to Room 01. Try right-clicking on the tiles outside of the working area in Edit Clipping Mode and see what room is set for them. If they are all using Room 01, you'll have to set the rest to their proper room numbers. The quickest way would be to hold Control, and click on every tile in one room, then right-click on one and set to the correct room number for the lot. Keep doing this until every room is fixed and give it a test in-game. Just be sure not to accidentally move tiles around and keep a backup of the current file. There may be an option in the Editor to prevent them from moving, but I may be getting mixed up with the one that stops the background from shifting. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
|
|
|
|
|
 |
 |
 |
 |
 |
GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Sat Jan 31, 2009 10:32 pm Post subject: |
 |
|
Yes, it turns out that was the problem....thanks, Wreck. The mission is going along well now and the framerate is smooth and no longer jerky.
But, I would like advice on editing vertice colours for this map. The problem is when I edit the colours of a tri (ex. make it darker) and use the 'Save as Project' option, it does not save the new vertice colours. How do you resolve this?
Update (Feb 10/09):
Nevermind, resolved that. I hate that, asking for help and then figuring it out by yourself!
And a pic of the modified vertice colours....
 |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Fri Feb 27, 2009 9:46 pm Post subject: |
 |
|
I didn't notice your edit until now, GERage. Those RGB modifications really do give a nice feeling of shadowing to your map. It's the little things, like lighting, that add to the professionalism of a stage. I hope to see more updates from you soon. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
 |
Posted: Sat Feb 28, 2009 6:28 am Post subject: |
 |
|
RGB only get saved if you output original vertices to file and overwrite previous file of same rooms vertices. Not saved in project mode. |
|
|
|
|
|
 |
 |
 |
 |
 |
GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Mon Mar 16, 2009 8:42 pm Post subject: |
 |
|
The mission is nearly finished; but sadly, I don't know how to replace photos on the Select Mission screen!
DB replaced Facility's photo with a custom one from Office, which is what I'd like to do, except with Dam's photo. |
|
|
|
|
|
 |
 |
 |
 |
 |
Grudge Agent

Joined: 25 Oct 2006 Posts: 18
 |
Posted: Mon Mar 16, 2009 8:55 pm Post subject: |
 |
|
Damn..
This is looking great!!
I cant wait for this release.. |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
Posted: Tue Mar 17, 2009 11:39 am Post subject: |
 |
|
GERage wrote: | The mission is nearly finished; but sadly, I don't know how to replace photos on the Select Mission screen!
DB replaced Facility's photo with a custom one from Office, which is what I'd like to do, except with Dam's photo. |
All you need to do is take a screenshot in the mission (traditionally Rare used one of the intro cameras for these), then do a little editing. First grayscale the image, then cut out a piece that will scale down to 128x128 nicely, then draw a two-pixel wide white border around the whole image. Then you need to cut the image into two 128x64 halfs, and save them as 24-bit bitmaps. Open your ROM in the image tools, scroll down until you see Dam's two halves, and replace them with your edited ones. Any tool should be able to do this, even if you only have access to MS Paint.
The mission select photo is nearly the same, except it should be 72x44, and these have a black border and fading gradient applied to them. I'd suggest exporting one of the existing photos, preferably one with a lighter background, to try duplicating these. |
|
|
|
|
|
 |
 |
 |
 |
 |
GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Wed Mar 18, 2009 4:33 pm Post subject: |
 |
|
This package is almost complete! After the mission was finished, I've also made a multi version. Although the multi setup is complete, I'm having difficulties loading it to do a final test. I'd like to replace Random on the Multi Select screen and load this level instead, but I'm not sure how to do that. |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
Posted: Wed Mar 18, 2009 4:48 pm Post subject: |
 |
|
Go to Tools -> 21990 Modification -> Multiplayer and select Dam from the Multi Level pulldown menu. You can also change the photo, select text, and stage name. Now you need add your setup in the Stage Options tab, make sure it's named Ump_setupdamZ. Write your ROM and it should work flawlessly. |
|
|
|
|
|
 |
 |
 |
 |
 |
GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Wed Mar 18, 2009 6:24 pm Post subject: |
 |
|
It's working, but so far the test has yielded a graphical error. Smoke from explosions looks like messed up squares! This only happens on 3P though. How do you correct this? |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
 |