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How to delete rooms

 
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phillies037
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 PostPosted: Sun Jun 05, 2011 2:25 pm    Post subject: How to delete rooms Reply with quote Back to top

I want to delete rooms within a level to help save space for multiplayer mode, how do I go about doing that? I am using Goldeneye Editor.
 
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SubDrag
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 PostPosted: Sun Jun 05, 2011 4:47 pm    Post subject: Reply with quote Back to top

Oh boy. Best to read the tutorials on goldeneyevault.com first, then learn how to do advanced features.

But it involves exporting room positions to bgfile, editing text file to delete room, then reexporting bgfile.
 
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Wreck
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 PostPosted: Mon Jun 06, 2011 1:14 pm    Post subject: Reply with quote Back to top

It doesn't look like there is a tutorial on this, so I suppose I should take some time out today to write one. It hasn't very hard, but it isn't super easy, either. I'll try to cover as much ground as I can with it.
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EternallyAries
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 PostPosted: Wed Jun 08, 2011 1:45 am    Post subject: Reply with quote Back to top

Hm a tutorial? Well we been needing one for sometime now.

Maybe in the tutorial add videos of the room being remove and add on done to. Maybe a 2 part video will fit perfectly in the tutorial.

since using only Photos and Adobe may be helpful but can be very confusing when it come to this.

Well ill be waiting for this Wreck to see how this tutorial turns out.
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Wreck
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 PostPosted: Wed Jun 08, 2011 1:19 pm    Post subject: Reply with quote Back to top

I still have to clean this up, get a bunch of pictures, and organize it around them, but this might be enough information to get you started. There is quite a bit of detail in the steps, so hopefully you can make sense of it without images.

-----------------------------------------------------------------------------------

How to remove rooms from existing maps

(the following methods should work for either GoldenEye or Perfect Dark)

Step 1: Getting Started

Start up your most recent version of the GoldenEditor / Perfect Editor combo pack. Switch to the game you wish to modify. If the incorrect one is selected, go to the "Tools" option and choose "Switch Editor Game (GE/PD)". It should change it over to the appropriate game.


Step 2: Map Selection

Decide which level you want to remove rooms from. For the sake of this tutorial, lets go with GoldenEye's Library. Left-click on "File" and select "New" from the options. A box will open up with two selection boxes and a typing field labeled "Scale". Change the "Visual Level" to "Ump_setupameZ.bin". You should notice that the "Quick Convert Level" should also change to the same file. The scale will update to match the new map, and the actual name of the level will appear in the top field. Once done, left-click on the "OK" button.


Step 3: Going Visual

Once the new file for Library has been created, left-click on "Edit Setup" and select "Visual Editor" from the options. A larger window will open up, which says "Visual Editor" in the upper-left corner. Please wait patiently while the map visualizes. You must not click on anything, or lower the window while this is processing. Doing so may result in crashing the program. After a short period of time (though this may take much longer in larger, more complex levels) the level will appear on-screen.

Now that the map has opened up, you are free to explore it. Hopefully you already have a good idea of how to navigate the stage. If not, please visit the Tutorials page on the GoldenEye Vault website for more information. There is also a Quick Help menu for the Visual Editor if you press "F1" on your keyboard.


Step 4: Preparations

The first thing you should generally do when the Visual Editor has loaded the level, is hold "CTRL" (control) and press the "H" key. A message will appear on the screen that says "Room Changes Disallowed". Don't worry, you can still delete rooms, but you can't move them around. This makes sure that they remain in their exact positions during your editing, so nothing weird happens later on.

Next, you'll notice all the words at the lower section of the window. One of them reads "Display Rooms". If you left-click on that, it will change to "Display Full Level". This will show you the entire map at one time, rather than the nearest few rooms. This may slow your computer down a bit more, but it gives you a better idea of what you're working with.

There is another setting you'll need to change in order to modify the rooms. Look for "Edit Objects Mode" in the lower section of the window. If you left-click on it, it will change. Keep clicking on it until it becomes "Edit Room Positions" mode. This will enable you to click on, modify, or delete rooms.


Step 5: Decisions, Decisions

Now you need to decide what rooms you want to get rid of. In this tutorial, we'll start out simple. The room being removed will be the very last one. An easy way to locate the final room, is to hold the "P" key on your keyboard. The "P" button will automatically jump you to the next room. Likewise, the "O" key will jump you back to the previous room. Library has 0x5C rooms total. By holding "P", you'll skip all the way to it.

If you left-click somewhere on room 0x5C, a triangular section should turn colour. You may also notice that corners of that triangle have their own colours (red, green and blue). The room number selected will appear just under and to the left of the map screen. It should say "Room 5C" and a bunch of coordinates in brackets will follow. With that room selected, hit the "Delete" key on your keyboard. The room will disappear completely from the level.

(we'll do another, more advanced room selection and removal later)


Step 6: Exporting the Modified Map Files

Now we need to get the new room data saved. First, with "Edit Room Positions" mode still set, right-click anywhere on the map. A small selection menu will appear. At the top (or near the top) you should see an option labeled "Export Room Positions to Text File". Click it. You will be asked to save it somewhere on your computer. Locate the directory where you'd like to put these files. Create a new folder in that directory and call it whatever you like, so long as it is easy to remember and detailed. You can also name the Text file that is to be saved. We'll leave this one as "Ump_setupameZroomData" for now. Click on the Save button.

This isn't the only thing we need to save, however. There are two other things that also have changed because of this deletion. The clipping (the areas you can walk on) and portals (the windows between rooms) have also been affected.

Click on the "Edit Room Positions" mode option until it becomes "Edit Clipping Mode". Right-click somewhere on the map, and a selection menu will come up. Select "Output Clipping File" from the menu. Save it in the same folder as your room files. You should name it something with "clipping" or "clip" in the title, so you'll remember what it is. Once you've given it a name, click Save.

For the Portals, click on the "Edit Clipping Mode" until it changes into "Edit Portals/BG" mode. Right-click somewhere on the map, and another selection menu is opened up. Find the option "Export Portals to text file" and click it. Again, save this in the same folder for quicker access. It should already be named "portals", so you can just Save it.


Step 7: Creation of the Edited Map

With these important files all saved, change back to "Edit Room Positions" mode. Right-click in the map screen and select "Export Full Background File" from the menu. You will be asked to choose an import text file. This is the one we got from Exporting the Room Positions. Unless you renamed it yourself, it should be called "Ump_setupameZroomData". Select it and click on Open. You will now be asked to name your new background (map) file. We'll just call it "bgfile" in this test. Once named, Save it.

The editor will now begin processing the map. DO NOT click on anything while this is happening. It could cause the program to crash, forcing you to try again. Just wait patiently. I also suggest keeping your mouse hovered over "File" in the top-left corner. It can sometimes be hard to know when the process is complete, so doing this will help to indicate when the map has exported fully. Once "File" becomes selectable (a box should surround it, or letters become more bold - it depends on your Operating System and Themes setup), you can check out your map. Proceed to Step 8: Make Project.

[There is a chance that the Editor will encounter some form of error. When this occurs, the Visual Window will turn a solid colour (often white). If this happens, you can wait for the program to sort out the problem, or you can choose to end the task yourself and try it again. To do it over again, go to Step 7.X: Another Attempt]


Step 7.X: Another Attempt

In the case that the Editor crashed during your first try, here's how to do it again using the files you've already saved...

Load up the new level again in the Visual Editor window.
Lock the rooms in place with the "CTRL" + "H" shortcut, and switch to "Edit Portals/BG" mode. Right-click on the map and choose "Import Portals from text file". Unless you renamed it, the file should be called "portals". Open that up. Next, right-click on the map and go to the "Select Portal" option in the menu. A side-menu will open with all the portals listed. Go all the way down to the very bottom of the list. There will be an unnecessary portal there, which you will need to delete. It should say something like "Portal XX: 00 00 (0 points)". Select it, and it will bring you to its location. Since no data exists for it, you'll probably end up in the middle of nowhere. Simply click the "Delete" key on your keyboard to remove this portal.

Switch to "Edit Room Positions" mode, and right-click on the screen. Choose to "Export Full Background File" from the menu. Find your room positions file (which, if not renamed, should be "Ump_setupameZroomData"), and then name your background file "bgfile". After you click Save, wait patiently for the level to process

If everything goes smoothly, the map should come out fine. If the Editor crashes during the processing, try again from Step 7.X. Follow those steps quickly, don't do anything else, and never click or type anything while the export is in progress.


Step 8: Make Project

You'll probably want to make this into a project, so it loads faster and will allow you to work without needing to reload your files each time. With the new BG and Clipping file loaded into the Visual Editor, go to "File" and click on "Save As Project". You can either choose to replace an existing project, or give it a new name. You can call this one "LibraryTest1", and click on "Save Project to Folder". Go through your folders until you find the place you want to put it. Once saved, you'll be asked to choose a GoldenEye ROM to use as your base for Visualization. Be sure it has a ".rom" extension, or else the Editor won't be able to access it. Locate the ROM and proceed. [You may be warned if there is no starting spawn point in your setup file, but you can correct this later.]


Step 9: Inject Project into ROM

To test this out in-game, you'll first need to put the files into the ROM. The quickest and easiest way for you to do this, is to inject your project straight into it. Simply click "File" and choose "Inject Project into ROM". Select the project out of the list, and click the "Inject Project into ROM" button underneath. You will be asked to save your new ROM. It's recommended that you put this ROM into the ROM directory of your emulator of choice. That way, when you refresh the ROM list in your emulator (say Mupen64 or Project64), it will automatically appear. After saving, you're ready to play.


Step 10: Trying It Out

Open up your emulator of choice and load your customized ROM. Proceed to the level you modified and behold your personal modifications! Congratulations, you've just edited part of a map. Now you're ready to get even more advanced.


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 PostPosted: Tue Jun 14, 2011 5:34 pm    Post subject: Reply with quote Back to top

Well done Wreck.

You wrote a perfect tutorial. I even understand it 100% with out the pics.

I just cant wait to see this in Adobe format.
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SubDrag
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 PostPosted: Tue Jun 14, 2011 5:36 pm    Post subject: Reply with quote Back to top

I was going to wait for Wreck to add pics, but yeah definitely going on vault after that!
 
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