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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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								| TimEh Agent
 
  
 
 Joined: 08 May 2009
 Posts: 187
 Location: oakville. ONT, Canada
 
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											|  Posted: Wed Jul 15, 2009 12:38 pm    Post subject: |    |  
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											| ya its seems with more look into the matter this is what ive found 
 
  	  | Code: |  	  | ________________________________________________________________________________________________________ --------------------------------------------------------------------------------------------------------
 //
 //B9 - ??
 //
 B9 00 03 1D 0C 18 F1 F2
 \_____________/   |--|--Flags
 |->always these
 
 
 Flag 1
 
 Bit       Hex
 00000000 - 0   - ??
 00000001 - 1   - ??
 00000010 - 2   - ??
 00000100 - 4   - ??
 00001000 - 8   - ??
 00010000 - 10   - ??
 00100000 - 20   - Disable Black Alpha
 01000000 - 40   - Disable Black Alpha
 10000000 - 80   - ??
 
 
 Flag 2
 
 Bit       Hex
 00000000 - 0   - ??
 00000001 - 1   - ??
 00000010 - 2   - ??
 00000100 - 4   - ??
 00001000 - 8   - ??
 00010000 - 10   - Correct Z-depth (needed to tris dont overlap Primary Tris)
 00100000 - 20   - Correct Z-depth (needed to tris dont overlap Secondary Tris)
 01000000 - 40   - Blends Alpha/Solids
 10000000 - 80   - ??
 | 
 
 What makes me wonder is that in all the levels with seethrough stuff such as a railing, and you look with more than one railing over lapping each other, some will get drawn in front of others when they shouldnt
 
 now if in the B9 you set 0x8 to 03(both z fixes) it wil render the seethrough objects properly, with no overlap. Why they never used it on them makes no sence to me. One reason mabey its too costly. The other is if you add the '40' to it.. that would make '70'. the tris get renderd properly, but the part that blurs out will still block some behind tris. I guess rare felt the misorderd tris were better than covering up some
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								| TimEh Agent
 
  
 
 Joined: 08 May 2009
 Posts: 187
 Location: oakville. ONT, Canada
 
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											|  Posted: Wed Jul 15, 2009 12:58 pm    Post subject: |    |  
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											| and also i think every secondary tri is set to double sided as default. B7 ?? ?? ?? ?? F1 F2 ??
 
 when Flag 2 is set to :
 binary........Hex
 00100000 - 20	- Backface Culls a secondary tri
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								| SubDrag Administrator
 
  
 
 Joined: 16 Aug 2006
 Posts: 6189
 
 
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											|  Posted: Wed Jul 15, 2009 2:26 pm    Post subject: |    |  
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											| Have you seen Zoinkity's model document? 
 
 B7	rsp_uc05_setgeometrymode
 when following bitflags set, attributes applied to surfaces
 
 lower word
 0x00000001	zbuffer
 0x00000002	texture
 0x00000004	shade
 0x00000200	shade smooth
 0x00001000	cull front
 0x00002000	cull back
 0x00010000	fog
 0x00020000	lighting
 0x00040000	texture gen
 0x00080000	texture gen lin
 0x00100000	lod
 
 B9	rsp_uc05_setothermode_l
 upper word
 xxxx00xx	alpha compare
 xxxx02xx	z source select
 xxxx03xx	render mode
 xxxx16xx	blender
 
 lower word
 alpha compare	0x00000000	none
 0x00000001	threshold
 0x00000002	?
 0x00000003	dither
 z source sel	0x00000000	pixel
 0x00000004	prim
 render mode	0x00000008	antialias
 0x00000010	z compare
 0x00000020	z update
 0x00000040	im_rd
 0x00000080	clear on cvg
 0x00000100	cvg distance warp
 0x00000200	cvg distance full
 0x00000400	z inter
 0x00000800	z xlu
 0x00001000	cvg x alpha
 0x00002000	alpha cvg sel
 0x00004000	force blend
 0x00008000	texture edge
 blender		0x00010000	blend 1 machine
 0x00020000	blend a memory
 0x00040000	blend 1
 0x00080000	blend 0
 0x00100000	blend clear in
 0x00200000	blend clear memory
 0x00400000	blend clear bl
 0x00800000	blend clear fog
 0x01000000	blend a in
 0x02000000	blend a fog
 0x04000000	blend a shade
 0x08000000	blend 0
 0x10000000	blend 1 machine
 0x20000000	blend a memory
 0x40000000	blend 1
 0x80000000	blend 0
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								| TimEh Agent
 
  
 
 Joined: 08 May 2009
 Posts: 187
 Location: oakville. ONT, Canada
 
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											|  Posted: Wed Jul 15, 2009 4:09 pm    Post subject: |    |  
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											| beautifull |  |  
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								| monkeyface Moderator
 
  
  
 Joined: 05 Apr 2008
 Posts: 275
 
 
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											|  Posted: Thu Jul 16, 2009 2:24 am    Post subject: |    |  
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											| That's not beautiful, it's just incomprehensible numbers and letters! You're all mad. Glad to hear about the implementations in the next version, looking forward to it.
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								| flopperr999 Secret Agent
 
  
 
 Joined: 11 Apr 2008
 Posts: 337
 Location: USA
 
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											|  Posted: Fri Jul 17, 2009 7:33 am    Post subject: |    |  
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											| While trying to delete unwanted polygons in XSI 7.5, the modeler acts as if the .obj is "grouped" (hammer terminology). How do I un-"group" the obj to be able to select and delete individual polygons? |  |  
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								| r.e.l. 237 Secret Agent
 
  
 
 Joined: 12 Mar 2008
 Posts: 270
 
 
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											|  Posted: Fri Jul 17, 2009 12:15 pm    Post subject: |    |  
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											| Lol, not to go off topic but I've noticed A LOT of people here have slow/unstable computer woes...  Oh the good ol' days of 64MB RAM and Windows 98... 
 Heck, even 512MB & XP systems can get unbearable to use nowadays
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								| TimEh Agent
 
  
 
 Joined: 08 May 2009
 Posts: 187
 Location: oakville. ONT, Canada
 
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											|  Posted: Fri Jul 17, 2009 1:09 pm    Post subject: |    |  
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											|  	  | Quote: |  	  | That's not beautiful, it's just incomprehensible numbers and letters! You're all mad. | 
 lol
 
 
  	  | Quote: |  	  | While trying to delete unwanted polygons in XSI 7.5, the modeler acts as if the .obj is "grouped" (hammer terminology). How do I un-"group" the obj to be able to select and delete individual polygons? | 
 if what ur sayin is what i think is happening...
 
 Select the group(either click select objects in the top right or in modexplorer window) then while the object is highlighted click raycast select ploy/edge/point to edit that group. select multiple groups to edit multiple ones
 
 
 
  	  | Quote: |  	  | Lol, not to go off topic but I've noticed A LOT of people here have slow/unstable computer woes... | 
 time for you guys to upgrade. im runnin a quadcore 2.4 with 4gb ram and a weak Radeon HD 2600 pro.  didnt cost me much at all. Even still im thinking about upgrading
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								| HackBond 007
 
  
  
 Joined: 14 May 2009
 Posts: 1381
 Location: Scotland
 
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											|  Posted: Fri Jul 17, 2009 1:36 pm    Post subject: |    |  
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											| [quote="TimEh"]  	  | Quote: |  	  | time for you guys to upgrade. im runnin a quadcore 2.4 with 4gb ram and a weak Radeon HD 2600 pro.  didnt cost me much at all. Even still im thinking about upgrading
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 Im upgrading in 2 days.
 
 Old specs
 Intel Celeron 2.4Ghz
 128mb Nvidia Geforce FX 5500
 512mb RAM
 Xp Pro
 _________________
 Also known as Spyster or Nyxem
 [Youtube]
 
 [Decoy] Antenna | Control | Silo | Escape
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								| SubDrag Administrator
 
  
 
 Joined: 16 Aug 2006
 Posts: 6189
 
 
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											|  Posted: Fri Jul 17, 2009 5:04 pm    Post subject: |    |  
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											| I fixed clipping import not importing rooms properly.  Was some very odd bad statement on my part that only imported first room #.  It should be fixed in latest beta. 
 Also room alignment looks good, and in editor, so very odd not good in-game.
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								| TimEh Agent
 
  
 
 Joined: 08 May 2009
 Posts: 187
 Location: oakville. ONT, Canada
 
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											|  Posted: Fri Jul 17, 2009 5:49 pm    Post subject: |    |  
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											| it seemed the smaller i made a map in XSI and the smaller i made the scale, the larger the gaps between the rooms were. could it be that there is some float to int decimal data loss during the conversion? |  |  
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								| SubDrag Administrator
 
  
 
 Joined: 16 Aug 2006
 Posts: 6189
 
 
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											|  Posted: Fri Jul 17, 2009 6:28 pm    Post subject: |    |  
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											| It's possible as all coordinates must be specified as ints in GE. |  |  
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								| flopperr999 Secret Agent
 
  
 
 Joined: 11 Apr 2008
 Posts: 337
 Location: USA
 
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											|  Posted: Sat Jul 18, 2009 7:49 am    Post subject: |    |  
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											|  	  | TimEh wrote: |  	  | 
 
  	  | Quote: |  	  | While trying to delete unwanted polygons in XSI 7.5, the modeler acts as if the .obj is "grouped" (hammer terminology). How do I un-"group" the obj to be able to select and delete individual polygons? | 
 if what ur sayin is what i think is happening...
 
 Select the group(either click select objects in the top right or in modexplorer window) then while the object is highlighted click raycast select ploy/edge/point to edit that group. select multiple groups to edit multiple ones
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 I selected the group, but How do I click Raycast select poly/edge /point? Sorry if im being difficult...
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								| TimEh Agent
 
  
 
 Joined: 08 May 2009
 Posts: 187
 Location: oakville. ONT, Canada
 
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											|  Posted: Sat Jul 18, 2009 9:55 am    Post subject: |    |  
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											|  	  | Quote: |  	  | I selected the group, but How do I click Raycast select poly/edge /point? Sorry if im being difficult... | 
 
 i use version 6 but i doubt theres been lots of changes since then. all the selection types should be in the top left corner. all i can say to elaborate is just watch the video, see what the mouse is doing. i avoided using hotkeys to illustrate the actions im doing. just find a part that your trying to do in the video and keep repeating it. freeze frame it if you need to. if your still havin trouble with it after that well ill look more into it. ill pm you with the step by step actions
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								| flopperr999 Secret Agent
 
  
 
 Joined: 11 Apr 2008
 Posts: 337
 Location: USA
 
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											|  Posted: Sun Jul 19, 2009 10:29 am    Post subject: |    |  
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											| I studied your video, but still no luck. I'm going to download version 6 and see what I can do with that, hopefully I'll be able to do what I need to do... |  |  
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