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Weather in Goldeneye
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Wreck
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 PostPosted: Wed Sep 16, 2009 4:21 am    Post subject: Reply with quote Back to top

I almost wonder if it is something in the background file itself that sets up the snow and rain. The Action Block simply toggles the effect on at the beginning of the mission. It'd be configured in certain rooms only, so the interiors that don't need it wouldn't have it programmed in. That seems to make the most sense to me, though it would require further investigation.
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DK25
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 PostPosted: Wed Sep 16, 2009 4:43 am    Post subject: Reply with quote Back to top

are you saying an animated texture like water? THats it! it is like water i think.
 
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radorn
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 PostPosted: Wed Sep 16, 2009 1:40 pm    Post subject: Reply with quote Back to top

I think Wreck means that the wheather effects could be something emdedded in the bag¡ckground file and not something more generic like an object or something embedded in the engine that could be used in any level just by modifying the setup or level options.

Also, it makes sense to me since it would be wasteful to force the effect to be loaded always even if you don't use it.
If you want it, you build it into the very level. it's a fair approach, I should say.
PD's gas would be other such effect.
It would also explain why you can activate them in levels they were not originally present.

In GE, the gas effect uses the standard fog system, so it won't take up much memory, which justifies making it into the global engine, but PD has more effects and they are more complex, so limiting it's usage would be reasonable, advisable and probably necessary.
 
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Camaro
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 PostPosted: Wed Sep 16, 2009 3:03 pm    Post subject: Reply with quote Back to top

so does that mean that it is built into the PD engine? And there is no way to get it into Goldeneye?
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Wreck
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 PostPosted: Wed Sep 16, 2009 5:49 pm    Post subject: Reply with quote Back to top

I'd have to check out a level like Crash Site, but I believe I remember seeing parts of the map that have snow falling into interiors that shouldn't have it. If the effect is built into the background file, that'd be an issue of how rooms are constructed and connected. Say an outside room goes slightly into an inside one. The snow would appear to fall through the room walls and/or ceiling because of that. It seems to be a fairly logical explaination of how they handle their weather effects.
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radorn
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 PostPosted: Fri Sep 18, 2009 4:00 am    Post subject: Reply with quote Back to top

I just fired up my PAL PD cart to check this.
The effect won't cross the portals separating a room where the effect is active and a room where it is not.
once the snow flakes or rain drops hit the portal, they disappear xD.
The gas effect is impossible to test for this wtih an original cart since they designed that area in a way that you won't be able to reach one of those portals before the blastoor shuts and the gas effect is disactivated.
maybe with an AR, but mine is dead and I can't hack codes anyway.
 
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HackBond
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 PostPosted: Fri Sep 18, 2009 6:58 am    Post subject: Reply with quote Back to top

Maybe, just maybe if you could replace the gas effect (like in Facility) to another thing (snow anyone?), then our answer could be solved????
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Dragonsbrethren
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 PostPosted: Fri Sep 18, 2009 2:17 pm    Post subject: Reply with quote Back to top

All the gas effect does in GE is switch the stage over to the second solo sky defined in its weather block. In Facility's case, this sky has much thicker fog than the first one. There are two actions to do the same thing, without the negative side effect of death. One is used in Egyptian to fade to the dark sky, and the other transitions instantly. The instant transition is used in several stages for their ending cutscene; they use a sky with much less fog for the second sky. Dam automatically uses its second sky in cutscenes, something to do with its stage slot, I'm guessing. (If you've wondered why there's no thick fog after releasing the gas in my Complex mission, this is why. The map would be filled with gas during the opening and ending cutscenes.)

Speaking of Complex, the fade transition used by the gas only changes the fog's properties. If you have clouds enabled on the first sky, but disabled on the second, the clouds will still be present after the fade. I don't think it even changes their color, if that was set to be different than the first sky. Water might be a similar situation.

I forget if the instant transition action works as a toggle or not. You could definitely make use of it for a map where you wanted snow outside, but it to be clear inside, if it does. Make the second sky's fog thick and white, as I suggested earlier in the thread. Make the first sky have more normal fog (I'd still use white though; going inside and looking out a window a completely different color sky would be odd). Simply check if Bond is inside, and change the sky.
 
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 PostPosted: Sat Dec 05, 2009 8:07 am    Post subject: Reply with quote Back to top

The reason clouds and water don't disappear (or necessarily appear) is because they are generated objects constructed at stage load on-demand. Using the selected image for the sky and water, it generates a series of triangles, and these construct some arcane polygon--a pentagon or hexagon or something.

Near and close colour in water are set using some rather nifty combiner effects. I'm guessing it's the same sort of swap-to-alpha you see in Mario64 (and can use in GE).

Oh yes, I don't know if anyone really knows about this, but you can swap the sky and water image with others decalred in the global image bank. With intrepid ingenuity, you may be able to make a big, happy moon up there.

+_+

There's a lot of stuff generated at runtime, in fact. Your gunshots, flecks of stuff (as opposed to flecks or other stuff, which is a full-blooded object), skies, water, the rollovers for menus, text...

+_+

PD probably uses room-by-room indicators to determine what effects to apply. Snow, rain, and darkness all appear to function this way. I know Krijy had found a workaround for darkness, so I'm assuming there's something similiar for the other two.
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 PostPosted: Fri Dec 11, 2009 10:27 am    Post subject: THIS GAME WILL NEVER DIE!!! AND IM GLAD!!! Reply with quote Back to top

I love what is happening to goldeneye and perfect dark!!! You guys need to start your own modding company and partner with microsoft! Cool I cant wait til perfect dark arcade comes out for 360 Or is it out? Some of my old hacker friends OR NEW ONES feel free to call old Multi up and show some love to this old school sharker lol Wink Hey WRECK ZOINK and GE MASTER Wink MultiplayerX / Scott 501-563-4335 or 501-835-2863 (house)
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 PostPosted: Fri Dec 11, 2009 12:23 pm    Post subject: Reply with quote Back to top

Quote:
I love what is happening to goldeneye and perfect dark!!! You guys need to start your own modding company and partner with microsoft! I cant wait til perfect dark arcade comes out for 360 Or is it out? Some of my old hacker friends OR NEW ONES feel free to call old Multi up and show some love to this old school sharker lol Hey WRECK ZOINK and GE MASTER MultiplayerX / Scott 501-563-4335 or 501-835-2863 (house)


Wow that is way off topic man. But thank you that you like all are level that we all made. Smile

But yup it wud take a lot of work to make it rain But maybe we cud look in
to the hex editor it may work that way but do not aks me to look in to the hex editor cus i do not no how to use it
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armymen12002003
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 PostPosted: Sun Dec 13, 2009 10:38 pm    Post subject: Reply with quote Back to top

really wouldn't i haven't done that yet
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