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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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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Wed Jun 03, 2009 9:17 am Post subject: |
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Wreck, I want to make an object so bad so pleas tell me hw
Thank you
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Wed Jun 03, 2009 2:47 pm Post subject: |
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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.  _________________
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Thu Jun 18, 2009 7:59 am Post subject: |
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For fun, try setting is as the grenade launcher grenade ;*) _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Thu Jul 02, 2009 11:40 pm Post subject: |
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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. _________________
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