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MRKane
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 PostPosted: Sat May 16, 2009 6:11 pm    Post subject: Jeep Reply with quote Back to top

Every announcement needs a story.

Story: After fininsing a film competition I decided to make a driveable Jeep.

Ok it's short and the vehicle is scruffy. I've sent it through to SubDrag, Wreck and Zoinkity for a final once-over and I guess they'll release it after that.
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The Extremist
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 PostPosted: Sat May 16, 2009 7:15 pm    Post subject: Reply with quote Back to top

Sweet. Cool
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SubDrag
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 PostPosted: Sat May 16, 2009 7:27 pm    Post subject: Reply with quote Back to top

I've always wanted to drive that! Posted.

http://www.goldeneyevault.com/viewfile.php?id=157
 
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Wreck
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 PostPosted: Sun May 17, 2009 12:34 am    Post subject: Reply with quote Back to top

Ah, bloody hell...
The Vault won't load for me. It has a lot of trouble loading up from my brothers place, for some reason. It's usually pretty good at home, but here it's really finicky. Guess I'll need to wait for a little while... Sad
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HackBond
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 PostPosted: Sun May 17, 2009 2:35 am    Post subject: Reply with quote Back to top

That happen with me, i cant get on the site much
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monkeyface
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 PostPosted: Sun May 17, 2009 8:35 am    Post subject: Reply with quote Back to top

That looks great, would it be possible to replace the jeep with a custom model?
 
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MRKane
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 PostPosted: Sun May 17, 2009 6:58 pm    Post subject: Reply with quote Back to top

The jeep IS a custom model.

Basically the process is this:

-Divide the tank file around the area you want to insert the new data (in this case I cut out the origional verticies and normals). That way we've got the start and finish files.

-Use the editor to create a model file from an OBJ and replace the tanks verts and normals with the new verts and normals.

-Fix offsets within the Tank file (remembering that the normals also have a pointer, 1E90 if I remember right) and make sure all higher offsets have enough added/subtracted so that they're still pointing to the right place.

-Replace face drawing functions at the end of the file and move functions for the turret & barrel. Again, fix the offsets as necessary.

Sounds complicated? It's just tedious. Now, Zonkity needs a slap on the wrist because the exported model files don't contain the precache data for the model textures. In saying that, I'm probably looking in the wrong place so forgive me your holyness.

One thing that is kicking me in the guts right now are the sunglasses! Given that 3D Realms has just closed I want to bring on the ultimate grudgematch...Bond vrs Duke! I might have to get inventive here.

Anyway, glad you enjoyed this. Use Zonkity's editor to give it a more realistic feel, and perhaps we'll make a bike next (as this seems to be the only thing I know how to do).
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radorn
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 PostPosted: Mon May 18, 2009 4:39 am    Post subject: Reply with quote Back to top

Zoinkity's editor?
wut's that and where do I get it?
 
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HackBond
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 PostPosted: Mon May 18, 2009 7:03 am    Post subject: Reply with quote Back to top

radorn wrote:
Zoinkity's editor?
wut's that and where do I get it?


Its called Goldeneye Setup Editor which Zoinkity did most of the work of with help of SubDrag, Dragonsbrethren and Wreck (i think)

get it at goldeneyevault.com
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Wreck
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 PostPosted: Tue May 19, 2009 12:57 am    Post subject: Reply with quote Back to top

I believe by "Zoinkity's Editor" he means the "Tank!" patch that he released just recently. It allows far more control over your tank type object, by letting you manually customize different aspects in the level setup file. You can find it here, on the Vault.
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SubDrag
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 PostPosted: Tue May 19, 2009 5:07 am    Post subject: Reply with quote Back to top

Yeah I think your next one should be restoring the motorcycle to Runway!
 
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MRKane
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 PostPosted: Tue May 19, 2009 6:56 pm    Post subject: Reply with quote Back to top

Motorcycle - step ahead of you there as it's already in the works! Ok, I'm not sure wether I'll use the actual in-game model or try and tweak it around a little to get something more schnazzy - has anyone seen Deltaforce? Either which way I want to avoid the bugs that plagued the Jeep model so it may take several days. I'm also keen to make a stationary turret that could be used by Bond - which would require a much higher level of mastery than the little hacks I've done so far.

It would also be fun to continue Wrecks work and perhaps make a custom gun or two.

And yes I did mean the Tank! patch for altering properties, but if I remember right doesn't it cause issues with the editor. I couldn't get it going personally - while I might be able to cut and paste models into object files, seems I can't figure out the normal stuff yet.

Next question: Does anyone have a list of files in the Perfect Dark Rom? I was wondering what I could tinker with in there.

Still, expect the next release to be rather unspectacular: Duke Nukem (custom model) Cool .
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Wreck
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 PostPosted: Wed May 20, 2009 12:16 am    Post subject: Reply with quote Back to top

Here's a list of all the props (P_Z), from 000 to 1B8...
http://www.battlefieldforever.com/hackers/pd/docs/PD_ObjectListOrdered.txt

I don't have the characters or weapon models listed, but that'll likely be coming up sometime soon. You can find everything in Krijy's PD Level Modding FAQ, you'll just need to search a bit harder for specific objects.

Speaking of Duke Nukem, I wonder how difficult it may be to port levels into GoldenEye? That theater map in the N64 game is quite the popular one for modders to recreate, so that'd be a lot of fun. I'm just not sure what's gone on in the Duke hacking scene, or if it's even possible at this time.
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zoinkity
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 PostPosted: Thu May 21, 2009 7:30 am    Post subject: Reply with quote Back to top

HackBond wrote:

Its called Goldeneye Setup Editor which Zoinkity did most of the work of with help of SubDrag, Dragonsbrethren and Wreck (i think)

Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad

Sub's editor. Sub coded it, Sub maintains it, and only Sub has any blasted clue how to use it ;*) I just do disassembly work. An awful lot of disassembly work, but just that. I couldn't code my way out of a plastic bag.

Oh, and this:
MRKane wrote:
Zonkity needs a slap on the wrist because the exported model files don't contain the precache data for the model textures.

Not me, Sub's editor. Isn't it great how that gets twisted around ;*) Sub designed that conversion routine, though he isn't entirely to blame.

Duke Nukem? Don't have the ROM. Isn't that one of Eurocom's games though? If so, you can use the EDL tools, and it probably follows TWINE's object storage format. Heck, you can probably use the TWINE extractor to grab it, if it is one of Eurocom's games.
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Dragonsbrethren
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 PostPosted: Thu May 21, 2009 9:39 am    Post subject: Reply with quote Back to top

zoinkity wrote:
HackBond wrote:

Its called Goldeneye Setup Editor which Zoinkity did most of the work of with help of SubDrag, Dragonsbrethren and Wreck (i think)

Ack, I didn't notice that before. I assure you that I had nothing to do with the editor, outside of a few bug reports and feature suggestions.

zoinkity wrote:
Duke Nukem? Don't have the ROM. Isn't that one of Eurocom's games though? If so, you can use the EDL tools, and it probably follows TWINE's object storage format. Heck, you can probably use the TWINE extractor to grab it, if it is one of Eurocom's games.

I think he's probably talking about the PC version. There might already be a utility out there to convert Build-format maps to obj.
 
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