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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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HackBond 007
Joined: 14 May 2009 Posts: 1325 Location: Scotland |
Posted: Mon Mar 29, 2010 7:08 am Post subject: |
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I have now got Depot all clipped, but not set right or anything. Do I need to go around EVERY clipping tile an set it? _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Mar 29, 2010 8:54 am Post subject: |
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Walls and flat floors should be set right by default, so you don't need to worry about those. For any other tiles you need to set walkable (ramps, stairs, etc.) or another property, you can hold Ctrl when you click on a tile to select more than one at once. Anything you do then will get applied to everything you have selected. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Mar 29, 2010 9:00 am Post subject: |
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Here's which stages replaced which (at this time)...
Temple: Temple CS (jun)
Caves: G5 Building CS (cryp)
Library: Felicity CS (mp11)
Egyptian: Complex CS (ref)
Hopefully all of that is correct. I'm trying to remember from memory alone, so don't have the level ID's. Easy enough for you to locate in the 39850 Index menu. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Mar 29, 2010 9:08 am Post subject: |
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Okay, thanks. For stage IDs, I thought maybe you mixed them up a bit. I know you were talking about using the mpXX slots to give the solo and multi stages different pads/setup files, so I thought maybe you had things spanning more than one filename.
What do you recommend we do with textures? Looks like we'll have Depot to play around with soon thanks to Spyster, and I've started working on Silo. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Mar 29, 2010 9:12 am Post subject: |
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Oh, I forgot this wasn't on by default. Spyster, go to Tools -> Preferences -> Visual Editor and check View Clipping as Walkability. That will make your life a whole lot easier. |
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Mon Mar 29, 2010 10:27 am Post subject: |
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i need some help i change my mind i want to port Complex it will be so much eser then that last one im makeing lol aneing way need help on texter how do i resize them so it will look just like the complex From Goldeneye 007? and wenn i do resize them in MS pant it wont work on PD editor i hope you can help me. _________________ There totally nothing to read here. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Mar 29, 2010 10:31 am Post subject: |
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As of right now, I've been keeping the original texture ID's for the maps. Certain props, though not all, also use old ID's. Most of the ones that have been changed are farther into the list (in the CXX area), so are out of the way enough to not be overwritten accidentally. Just be sure nothing crucial is replaced. Things can be tweaked and readjusted when necessary. When we start getting more content ready, an entirely new take on the ROM might be needed. That only sounds semi-awful. I've been keeping track of all textures for props, characters and weapons, so not hard to update.
Oh, I also like to use any of the textures still in the PD ROM for ports. The Golden Gun uses images from PD, and most of the textures in the Phantom prop model too. They are often smaller is filesize than the original GE versions, and look identical (if not slightly better). _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Mon Mar 29, 2010 10:35 am Post subject: |
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I did not understand that is it abowt my texter Prablem? _________________ There totally nothing to read here. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Mar 29, 2010 10:43 am Post subject: |
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No, that was in reference to DB asking about how we should coordinate on which texture ID's to use.
You can actually use the original textures between games, Aries. There are a few different ways you can do it. I like to save the raw binary from the Image Tools menu (by right-clicking on the image and choosing that option), then import it into PD where I want it (by right-clicking and choosing the other option).
With multiple people all working on ports and images, we have to becareful that nothing conflicts. Some stuff is harder to adjust than others. Doing it by myself, I could watch out for problems and keep track. But with others getting involved, it is a little more hazardous. Just need to keep everyone informed to prevent bad things from happening. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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HackBond 007
Joined: 14 May 2009 Posts: 1325 Location: Scotland |
Posted: Mon Mar 29, 2010 10:55 am Post subject: |
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Dragonsbrethren wrote: | Okay, thanks. For stage IDs, I thought maybe you mixed them up a bit. I know you were talking about using the mpXX slots to give the solo and multi stages different pads/setup files, so I thought maybe you had things spanning more than one filename.
What do you recommend we do with textures? Looks like we'll have Depot to play around with soon thanks to Spyster, and I've started working on Silo. |
Everything is clipped and saved. Just need to get the map retextured.
Any idea how? Image tools is one way I heard of.... _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Entropy Soldier Secret Agent
Joined: 13 Feb 2009 Posts: 263 Location: GE:S |
Posted: Mon Mar 29, 2010 11:48 am Post subject: |
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I'm curious. Wasn't there a patch by zoinkity to allow you to include more multi stages than the default amount in perfect dark? |
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HackBond 007
Joined: 14 May 2009 Posts: 1325 Location: Scotland |
Posted: Mon Mar 29, 2010 11:49 am Post subject: |
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Entropy Soldier wrote: | I'm curious. Wasn't there a patch by zoinkity to allow you to include more multi stages than the default amount in perfect dark? |
Uh, yeah I think so. It was a new multi menu. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Mon Mar 29, 2010 11:14 pm Post subject: |
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Quote: | Uh, yeah I think so. It was a new multi menu. |
I thot it wus for Goldeneye 007. _________________ There totally nothing to read here. |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Tue Mar 30, 2010 2:36 am Post subject: |
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The way perfect dark is formated with its menues it would seem more logical that the menu could be lengthend, With Goldeneye he would need to start programming scroll bars wouldnt he?
Trev _________________
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Mar 30, 2010 3:12 am Post subject: |
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Yeah, the PD menu system is definitely more flexible. Doesn't make me not want to get GE's menus ported over eventually, of course, but I doubt that will happen anytime soon.
As for the hack you guys are talking about:
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=3830
I had completely forgotten about that. The plan was to have all of the official GoldenEye multiplayer arenas, including Statue and Cradle, plus a couple bonus ones. With this, we might end up rethinking that plan... |
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