ShootersForever.com Forum Index

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


importing objects with glass.

 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
Entropy Soldier
Secret Agent
Secret Agent


Joined: 13 Feb 2009
Posts: 263
Location: GE:S

 PostPosted: Wed Apr 01, 2009 2:47 pm    Post subject: importing objects with glass. Reply with quote Back to top

I've been fooling around with object importing, and have got most of it down, with the exception of model functions (glass, screens, etc).

I've tried a few of the glass textures (not all of them) that you can find when you export a door with glass, but they only show up as the texture listed when the preset is used. and i've also tried the texture 5EA, which is listed as a "placeholder texture for screens, etc." in zoinkitys GE documentation, but it only shows up as a white texture(which is what the screens do when they're not set to object type 0A, but changing it to that type freezes the game when you can see the object).

Any "05's" value other than zero freezes the game (though i'm not quite sure what the sugnificance of it is, other than wepon pickups have 3 and doors with glass have 4, so it obviously does something)

So i'm curious if this has been accomplished before, and if its not possible, a viable alternative.
 
View user's profile Send private message Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7252
Location: Ontario, Canada

 PostPosted: Thu Apr 02, 2009 12:44 am    Post subject: Reply with quote Back to top

This is also something I've been looking into very recently. I have even made a list of all (well, most - not the 00's) objects, arranging them by the amount "05's" they have. It also includes their number of models and textures. It really helps to make sense of them. That knowledge let me figure out that the "153 Glass Test Tube" prop can be held by characters.

http://www.battlefieldforever.com/hackers/priv/wreck/05s_Net_Copy.txt

Anyways, the number of "05's" set for the object totally relies on the type of model it is. If you attempt to change that value, it almost certainly will crash. You'd need to modify your model file to fit the proper group. Single-Screen Monitors all fall into the 01 category, while Multi-Screen Monitors are 04. Doors with glass windows are also type 04. Most basic glass objects are simply 00.

You have to know what kind of model you have, then set up the file accordingly. I'll be releasing some information soon regarding this same subject. I can even help you with your custom object, if you'd like.

Here's a cheapy basic model I made in Hammer to test standard objects...



I have also converted standard objects into handhelds and hats...





It's nice to know that handheld items and headgear are definitely importable.
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
Entropy Soldier
Secret Agent
Secret Agent


Joined: 13 Feb 2009
Posts: 263
Location: GE:S

 PostPosted: Thu Apr 02, 2009 10:53 am    Post subject: Reply with quote Back to top

its defiantly good to know we can achieve this type of versatility in our levels with fully functional models. The current props, while versatile, really cant capture the feel of certain environments.

I do not have much experience in 3d modeling, so if you could recommend a good 3d modeling software, it would be much appreciated.
 
View user's profile Send private message Visit poster's website
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Thu Apr 02, 2009 10:58 am    Post subject: Reply with quote Back to top

DeleD LITE: http://www.delgine.com/

I plan on writing a quick GE-specific tutorial for this in the future, but there are plenty of tutorials on their site/wiki to get you started. Make sure you get the obj export plugin too, it doesn't support the format out of the box.
 
View user's profile Send private message
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7252
Location: Ontario, Canada

 PostPosted: Sat Apr 11, 2009 10:15 pm    Post subject: Reply with quote Back to top

Alright, I figured I should try and get a custom glass door loading in-game before I leave again. After a bit of work, here are my results...



Unfortunately - just like the last time I tried making a door - I built it rotated 90° in the wrong direction. I couldn't just replace any other door without changing the angle and dimensions first. For some reason, the glass can't be shot out in that example above (Bunker ii multi), but can be in the Facility mission. I'll probably do this over again, making sure to design it correctly. Other than those hickups, glass doors can be created and imported into GoldenEye - if done properly. Razz
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7252
Location: Ontario, Canada

 PostPosted: Sun Apr 12, 2009 12:11 am    Post subject: Reply with quote Back to top

Update: I redid the door in Hammer. I changed the direction it was facing, and also modified the frame's texture scaling a little. It made it a lot easier to setup as an object model, since I didn't have to really alter anything (other than cut the glass down to only four points, rather than the six it output, re-order the remaining points, null out the U/V Texture Coordinates, and copy the RGB for the glass from another door). It resulted in a perfect working door under any circumstances...

Facility, Closed, Swinger, Undamaged


Facility, Open, Swinger, Damaged, Mines Attached


Bunker i, Closed, Sliders, Damaged & Broken


As you can see, the "reflective" properties exist for the glass. When you move around or tilt your head, the texture shifts accordingly. You're able to shatter the pane with three shots, as well as plant mines on it. It even tints as you distance yourself from it in Facility.

I'll be giving a Single-Screen Monitor object a test next. I know I had trouble with porting the Carrington PC, but something else may have been at play there. Hopefully, if all goes well, we'll have those crossed off our list shortly.

Edit: Here's a cheaptastic Single-Screen Monitor object...



It's kind of weird, but they almost look like they're using some kind of cellshaded, cartoony style in that screenshot. I just used one of the side panels from the normal television, as well as the default animation texture (5EA). The screen isn't protected by glass, so either I missed something, or the texture used for the front of the tv is what causes that (which turns out to be correct, judging by the hit type in the GoldenEditor's Image Tools. Also, all projectiles go through it, meaning that it must be a secondary, thus no hit texture).

Oh, and I modelled it facing the wrong way, again! The screen should have been on the otherside. Would've made mocking-up the real tv screen a lot easier. Razz
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Sun Apr 12, 2009 4:59 am    Post subject: Reply with quote Back to top

Wreck wrote:

It's kind of weird, but they almost look like they're using some kind of cellshaded, cartoony style in that screenshot.

Heh, it would certainly be interesting to see the entire game redone in that style.

Awesome work with these! It's nice knowing that soon we'll be able to model anything we need for our missions.
 
View user's profile Send private message
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7252
Location: Ontario, Canada

 PostPosted: Sun Apr 12, 2009 1:05 pm    Post subject: Reply with quote Back to top

Unfortunately, I'm going to be gone for a few days, again. I plan on trying to make a Multi-Screen Monitor object, as well as a special Glass Door model, when I return. Just trying to scratch as much off the list as possible, in an attempt to let us mod GoldenEye in many more creative ways. If I get bold, I may even try a custom Head. Razz
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
radorn
007
007


Joined: 23 Sep 2007
Posts: 1424

 PostPosted: Sun Apr 12, 2009 2:20 pm    Post subject: Reply with quote Back to top

Fantastic work, Wreck!!

I'll have to model a bullet bill launcher for my mario 64 levels xD (to replace the rocket launcher I mean xD)
 
View user's profile Send private message
Entropy Soldier
Secret Agent
Secret Agent


Joined: 13 Feb 2009
Posts: 263
Location: GE:S

 PostPosted: Sun Apr 12, 2009 3:20 pm    Post subject: Reply with quote Back to top

So, to make an object with a glass pane included in it, you need to create the model, create a rectangle with 4 points, put glass texture <i have no idea what the right one is, sorry> on it, assign the correct RGB to it, and its functional.
Unfortunately, I'm quite oblivious on how to accomplish any of that '-'

Radorn:
Rocket launcher = bullet bill
Grenade Launcher and/or grenades = Fireball
body armour = metal box

That would be so absurd, yet so great.
*imagines how BBlauncher would look in MP.*

speaking of which, has any ground been made on changing the way the weapon bond is holding looks?
 
View user's profile Send private message Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7252
Location: Ontario, Canada

 PostPosted: Sun Apr 12, 2009 3:40 pm    Post subject: Reply with quote Back to top

The Bullet Bill Launcher is a super fun idea, Radorn! We could definitely mod the rocket you fire right now, as well as the launcher you see in third-person, but the first-person weapon will take a little time.

Re: Glass Doors
You're basically making two models; the frame and the glass. If you model around zero, the face of the glass should be on zero. I guess you could call it the Green Line in Hammer. It doesn't matter what texture you use right now for the glass, nor how you apply it. Only the face along the zero line needs to be textured. You export both the frame and glass separately, convert them to .obj, then to GE Room format. This is where you'd need to jump into a Hex Editor, load up your files and get to work. I'll help you out over PM's, if you need that information within the week or so.

Here's a first...



It has two panes of glass, both lining the edges of the door. You can sort of make out the difference by how the mines and bullet holes are set in them. The only current issue, is that they are acting as a single entity. You can't even shoot out one at a time, you must fire through both. If you attempt to fire at only one on an angle, your bullet connects with the frame. It's still neat to see this in action, but it's not operating how I'd like it to. I may look into this when I get back, though I'm quite honestly not sure how to handle it.

When you ask about "changing the way the weapon Bond is holding looks", are you refering to the first-person or third-person model? We can modify, replace, and create new prop weapons for the third-person characters, but the first-person models are much more complex. It contains multiple parts, as well as your hand. I think Zoinkity found some success in porting a weapon from PD, but never released anything - that I know of. I don't think he was totally happy with the results and moved onto other matters.
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
Entropy Soldier
Secret Agent
Secret Agent


Joined: 13 Feb 2009
Posts: 263
Location: GE:S

 PostPosted: Sun Apr 12, 2009 5:26 pm    Post subject: Reply with quote Back to top

Glass:
Well, I'll need it for a few doors in compound, but nothing immediate.

Hmmm, i cant think of any model in the game that has two independent glass pieces to it, also, i speculate the "health" for the door object is used for the glass, so all the glass pieces share the same health. The only immediate solution i can think of is to make it two doors linked together, but that's no fun ._.

BBL:
yes, i was referring to the first person model.
I'm inferring any moving parts for the firing animation would need to be separate. However, for something like a bullet bill launcher, which would not need any moving parts, would it be necessary?
 
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
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

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]