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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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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Aug 23, 2009 6:13 pm Post subject: |
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OK brush tool, finally gave in. There are two brushes, either click brush tool or hold shift and click it. To change which color it is, press and hold Alt and click brush tool (room positions mode only).
It works in clipping mode to clip from vertices (second brush removes clipping), in room positions it colors (two brushes), and in objects mode can hold down brush to select multiple things after clicking and holding mouse on one and dragging around cursor (NOTE SLOW and laggy).
Feedback? I'm thinking for quick inject, it will be you inject once, and can press some key combo to reinject with same exact info as last.
Beta: http://www.battlefieldforever.com/hackers/priv/subdrag/runwaysetupeditor.exe
Need this png in main folder:
http://www.battlefieldforever.com/hackers/priv/subdrag/brush.png
Last edited by SubDrag on Sun Aug 23, 2009 6:17 pm; edited 3 times in total |
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Camaro Secret Agent
Joined: 10 Aug 2009 Posts: 308 Location: Indiana |
Posted: Sun Aug 23, 2009 6:13 pm Post subject: |
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I've seen it, I just wasn't sure if the grouping was done in Hammer or whatever program being used as I didn't know that groups and group names stayed throughout the compiling process _________________ 304 HP |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Aug 23, 2009 6:14 pm Post subject: |
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Camaro wrote: | I've seen it, I just wasn't sure if the grouping was done in Hammer or whatever program being used as I didn't know that groups and group names stayed throughout the compiling process |
That you need to figure out. TimEh kept them in his tutorial. |
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Camaro Secret Agent
Joined: 10 Aug 2009 Posts: 308 Location: Indiana |
Posted: Sun Aug 23, 2009 6:18 pm Post subject: |
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I've been really busy as school just started up again so the long hours of messing around and figuring things out are gone for now. Believe me if it was still middle of summer I would not be bothering you with such questions. _________________ 304 HP |
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monkeyface Moderator
Joined: 05 Apr 2008 Posts: 275
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Posted: Mon Aug 24, 2009 2:10 am Post subject: |
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Amazing. Works exactly like I had hoped for. It's really intuitive. It'll work perfectly for the Alps map. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Mon Aug 24, 2009 3:43 pm Post subject: |
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Dragonsbrethren wrote: | Here's the only suggestion I can think of right now: auto-pad. This would be accessed from portal mode. Much like auto-portal, auto-pad would allow you to instantly generate an advanced pad between rooms. This would be done via a context menu when right clicking a portal. The pad would be generated to perfectly fit that portal and close it (if the pad is used for a door). It would be extremely useful for creating doors and window glass. |
You don't want auto-pad, you just want a 27 preset from portal? Hmm. A lot of the portals aren't rectangular is one issue though.
Anyways quick inject/save is in beta. You MUST save and inject first once, then press F6 in visual editor to quick inject. Hold shift F6 to quick inject/save and then open ROM too. |
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Camaro Secret Agent
Joined: 10 Aug 2009 Posts: 308 Location: Indiana |
Posted: Thu Aug 27, 2009 12:17 pm Post subject: |
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When i group in hammer I use VisGroup, right? and do I have to do anything special to the outputRoom.txt? because only room 01 shows up. _________________ 304 HP |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Thu Aug 27, 2009 1:20 pm Post subject: |
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You need to name Room01, Room02, etc. Maybe it's not exporting groups on save to obj? You need to ask the experts in map forum |
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HackBond 007
Joined: 14 May 2009 Posts: 1327 Location: Scotland |
Posted: Tue Oct 13, 2009 2:55 am Post subject: |
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Maybe a way to add voices? Obviously it will need extra ram but it would be easier to hear Trev talk, or Bond go The Name's Bond, James Bond. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Oct 13, 2009 5:23 am Post subject: |
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GE uses the standard sound system by SGI included in the SDK from Nintendo.
It uses some structs called soundbanks which store audio samples and playback information. There are freely available tools that can decode these into wav files, but for encoding the only known solution is included in the original SDK that runs in SGI workstations ONLY.
Nintendo also released a SDK for Windows 95/98, but it's missing many tools from the SGI version, including the soundbank creation/manipulation tools, sadly. At the time, 3rd party sound systems and tools were available, and some dev houses even made their own, which were not based arround SGI's soundbanks, so I guess Nintendo/SGI didn't bother with porting the sounbank tools to Windows.
This means no new sound samples for GE unless someone is able (and willing) to reverse the "format", which inludes the struct and codec. No trivial task
Last edited by radorn on Tue Oct 13, 2009 2:15 pm; edited 1 time in total |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Tue Oct 13, 2009 12:58 pm Post subject: |
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I really, really want to add sound clips from the movie (and we have huge amounts of ROM space) but I don't know how to do it |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Oct 13, 2009 2:27 pm Post subject: |
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Hopefully the imminent availability of new flascarts for the console will sparkle some life in the N64 homebrew/hacking scene somewhat and someone will finally get arround to fully reversing soundbanks.
Dreaming is so nice |
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Entropy Soldier Secret Agent
Joined: 13 Feb 2009 Posts: 263 Location: GE:S |
Posted: Tue Oct 13, 2009 2:57 pm Post subject: |
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How about some way of splitting unoccupied 27 presets in half?
the method I've envisioned is that when you right click on an unused 27 preset, in the drop down menu, there would be an option entitled "split".
hovering over that would yield a drop down menu that offered to split it down the X, Y, or Z axis.
This would have numerous uses in perfectly aligning double doors to fit in odd spaced doorways, where copy/pasting pre-existing doors would be impractical. There are quite a few other situations where creative applications of a tool like this would be useful. a perfectly aligned grid of evenly spaced objects, for example. (it would be helpful for something like that if you could split multiple objects simultaneously.)
Another idea i had would be to allow the creation of custom special objects. (like the bunker doors or a safe)
Basicly what would happen is, when you have multiple objects selected simultaneously, you would have the option of creating a custom special object. There would be an interface somewhere that would allow you to manage your custom objects (the order they appear on the list, delete them, etc) This would prove useful if a particular set of objects is commonly used in a level that is particularly arduous to highlight whenever you wish to add them again.
Anyway, just some miscellaneous ideas i had in my head that, in my opinion, would be convenient to have when placing objects.
EDIT:lol, i thought the sound bank conversation was over, but then radorn posted something as i was typing. XD |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Tue Oct 13, 2009 3:06 pm Post subject: |
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I might tackle the save special objects thin. At the least you can copy paste for now, but rotation was extremely tricky with things like doors. |
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