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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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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sun Sep 06, 2009 5:16 pm Post subject: [MIP] Enigma Systems HQ |
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Synopsis:
Started this map 2 months ago, and decided to pick it up and finish it.
Current issues:
Previous Issues:
Code: | I'm getting texture compression errors upon importing dispite making small rooms and using the convert to GE level function |
Solution: U/V alignment was incorrect
Code: | I can get it into XSI fine, (though i do use a custom importer, i get an error otherwise).
The .obj i export from XSI does not have textures, but after importing/exporting from blender, all of the textures but one show up.
Opening the .mtl in notepad, it seems to be missing a line on the bottom of the missing texture's info block. copying and modifying another from an adjacent one fixes this problem.Anyway, when all this is done, i can convert the obj using the "convert to GE room" fine. However, when i try to import it into the editor , it crashes (without even showing the "lost device" message). I've tried this with a somewhat optimized version, and an untouched version (but still imported/exported from XSI), and i get the same result every time.
If i convert to GE level, it pretty much gives me an empty vertcies and indice file.
Does anyone have a solution to this? |
Solution: File was too big, and i was using wrong version of blender.
To Do List:
-Fix U/V values
-Redesign key areas
-Optimize further using disconnected groups
-Design And Import Custom Doors, current ones don't fit
-Fix those dang catwalks.
-Get a working hex editor
-Get more people to take the level survey that i haven't made yet
Any questions or comments are appreciated.
Last edited by Entropy Soldier on Sun Nov 01, 2009 5:35 pm; edited 6 times in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sun Sep 06, 2009 5:50 pm Post subject: |
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This looks superb! I wonder if you have split into rooms, may be causing catastrophic buffer overruns otherwise. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sun Sep 06, 2009 11:59 pm Post subject: |
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Yeah, that's looking great, E-Sol.
I'm really liking the size and complexity of the map. It'll be a lot of fun running around inside, exploring all the different rooms and becoming familiarized with it. Look forward to seeing more!  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Mon Sep 07, 2009 6:24 am Post subject: |
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well, it imports fine if i don't run it through XSI, so i'm pretty confused.
I'm fairly sure i did everything right, though the version of blender i'm using is the latest, if that affects anything.
i'm going to run some tests with smaller maps and see if those import okay. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Mon Sep 07, 2009 7:21 am Post subject: |
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If RoomVertices.bin (and one room) is bigger than 65Kb it will not import properly and crash. |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Mon Sep 07, 2009 9:00 am Post subject: |
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seriously awesome map E-S, looks like Library remade _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Mon Sep 07, 2009 9:10 am Post subject: |
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WTF. Thar“s a great map. Ha i like how you create your levels. I never could make that. But really good stuff E-S. KEEP UP!!! _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Thu Sep 10, 2009 2:58 pm Post subject: |
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thanks for the comments everyone! :D
anyway, I've been doing some test maps, and got the importing working.
Seems like the issue was the size, though i had some trouble with blender and had to revert to 2.4 to compile the vertices right (it kept moving a few around, which screwed up the clipping).
however, from my test maps, i can't figure out how to do light cuts properly.
a few random verticies of the "shadow" area carry the information over to an area that is not supposed to be shaded, thus ruining the shadow effect.
Is there any way to be sure that this does not occur?\
Also, when exporting from XSI, will simply following the instructions on the video tutorials avoid the texture errors that appear if a tri is too far from the center? |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Fri Sep 11, 2009 12:49 pm Post subject: |
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Quote: | Is there any way to be sure that this does not occur?\ |
yes there is. and its a pain in the ass. Long story short, you need to make sure the tris with light and shadow tris do not share vertices.
I thoguht just disconnecting the poly would solve this in xsi, but it seems somewhere thru the conversion vertices at the same location get merged sometimes. so what i did for every hardcut shadow(thats what ill call it) i separated the tris from the map and raised it a point or 2, so importing itno GE editor would maintain those extra vertices. Then one by one manually corrected the position of the vertices, which took a while.
Im sure theres an easier way to make sure the vertices dont get shared. but thats the way i did it for island |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Sep 11, 2009 11:00 pm Post subject: |
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Ah, that's a very clever idea, TimEh.
Though I've yet to check out XSI, I found a similar problem with Hammer. When attempting to shadow certain areas with the GE Editor, some would be fine, while others would blend off to the wrong section and look bad. Because of the way the points are being used, and whether or not they are shared, may give unsatisfactory results. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Yurei Agent


Joined: 28 Jun 2009 Posts: 130 Location: France - 21  |
Posted: Sat Sep 12, 2009 12:08 am Post subject: |
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Oh wow, I'm stunned!
This looks awesome, good luck on this one Entropy  _________________
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Tue Sep 15, 2009 6:51 pm Post subject: |
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Well, i'm almost finished with the design refinement, and will start importing soon.
However, i am having some trouble with my import test map.
While i assumed the "convert to GE level" option would fix the texture issue, it did not seem to do so.
Below is a pic of how i divided the rooms and the malformed tri's.
The problem only exists in the center top and center bottom rooms.
I remember reading somewhere that the rooms distance from the center would cause these, though i assumed that convert to GE level centered the room, and would eliminate the problem if the room was small enough.
Will i have to center the rooms in XSI, and then re-position them in the GEeditor, or am i just doing something wrong? |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Wed Sep 16, 2009 1:13 pm Post subject: |
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I'm having similar texture issues on levels that I am importing, and I would like to know how to fix it as well. Levels don't really look that good when you have messed up textures  _________________ 304 HP |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Thu Sep 17, 2009 1:30 pm Post subject: |
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yea, sort of ruins the feel of the level if they're too obvious
Do you also use XSI and the convert to GE level function?
or do you use the convert to GE room function? |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Thu Sep 17, 2009 4:37 pm Post subject: |
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I haven't gotten XSI to import 100 percent correctly so I just use hammer and crafty. The level looks fine in crafty but once its imported the textures don't look so good. I'll see if i can find time to import something and take a screenshot soon _________________ 304 HP |
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