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


Better Get a Plunger...
Goto page Previous  1, 2
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
DK25
00 Agent
00 Agent


Joined: 08 Dec 2007
Posts: 455
Location: Denver, CO

 PostPosted: Wed Jun 03, 2009 9:17 am    Post subject: Reply with quote Back to top

Wreck, I want to make an object so bad so pleas tell me hw
Thank you
Very Happy
 
View user's profile Send private message Send e-mail Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7254
Location: Ontario, Canada

 PostPosted: Wed Jun 03, 2009 2:47 pm    Post subject: Reply with quote Back to top

Well, first you need to know what kind of object you want to make.
Then, create it in a model editor of your choice.
Convert it to .obj format, and then into a GE room.
Once you have the vertices and indices, load them up in a hex editor.

From there, it gets a bit more tricky. It's a smart idea to save a file out of the ROM as reference, by using the 21990 Modifications -> Stage Options menu. Select the prop you think is most like yours, and choose to Save File. Load this file up in your hex editor. By looking at it, you'll be able to make out what certain things are - mainly the vertices and indices. You can copy and paste your object's data over that one. The very start of the file contains a texture cache, which lists all of the textures used by your object. There's some offsets after that, then starting coordinates (if needed), a header, and min/max dimensions. The vertices follow that, and then the tables for object destruction (if necessary). Some offsets follow that (to the indices, start of vertices, number of vertices, number of unique points, offset to unique points list, offset to duplicate points list), and a terminator (04). The indices are the very last thing. Once the file is complete and saved, you inject it over the other prop in the GoldenEditor. Any information about that object will need updating in the Model Details menu. Select the prop ID, set the texture numbers, model amount, 05 offsets, scale, and header. You can even change the way in which it reacts to being destoyed. Test it out in-game and hope it works!

...Yes, I know that isn't easy to process. I'll need to write something up for it, as I still need to make a tutorial on secondary indices. This stuff isn't easy and can be difficult to explain, so you can understand why I keep putting it off. Razz
_________________

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


Joined: 24 Nov 2005
Posts: 1736

 PostPosted: Thu Jun 18, 2009 7:59 am    Post subject: Reply with quote Back to top

For fun, try setting is as the grenade launcher grenade ;*)
_________________
(\_/) Beware
(O.o) ze
(> <) Hoppentruppen!
 
View user's profile Send private message Send e-mail
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7254
Location: Ontario, Canada

 PostPosted: Thu Jul 02, 2009 11:40 pm    Post subject: Reply with quote Back to top

By the way, I think I figured out how to arrange the duplicate vertices list in the model file correctly. When I looked over a couple of the more basic GoldenEye objects (metal crate, letter tray, alarm), I noticed a pattern. However, when I applied this to my own custom box object, it still got distorted upon destruction. I'm not sure if there's something else at play here, or if I simply made some small mistake. I'll have to look back into it when I have time. If I can crack this, then adding in your own standard objects is pretty much nailed, barring one or two other interesting bits.
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
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
Goto page Previous  1, 2
Page 2 of 2

 
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 ]