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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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gold30001 Agent

Joined: 22 Jan 2012 Posts: 9
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Posted: Sun Jan 22, 2012 4:52 pm Post subject: is it possible? |
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is it possible with the use of gameshark codes you can change the color of the caracters clothing if it is can some one help me? |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Sun Jan 22, 2012 5:12 pm Post subject: |
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Hm... Seeing as their clothing is a pure model to my knowledge.......
no... you can't change a characters clothing colour. _________________
Rare wrote: | Perfect Dark Forever. |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sun Jan 22, 2012 11:56 pm Post subject: |
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Well to make it simple no.
But if you want a better explaining.
Its a model. Not much of a skin. Every character you see in this game is a model made. Not skin.
But you can use gameshark codes to make your very own character in the game.
Here a link.
http://www.goldeneyeforever.com/downloads/gece12.zip
This lets you make your very own Character. And its also very simple. Just Any one can do it with out a problem. As long as you know how GameShark codes work and know how to enter them.
Now just pick anything you want and then click generate code. Then on the right you see codes that are GameShark format. Input these into a Gameshark. Or into the cheat code menu in a emulator. And then try it out. Everything you pick will show up in the spot you put him in.
Now you can do a texture switch in the Goldeneye Editor if you like. Just by making your own BMP or something. And replace a head or shirt. And there you go it will import and replace it.
Now if you really want your very own. You can use the Goldeneye editor and a 3D model editor. And work on your very own playable Character. And its more advance just giving that a heads up. Its takes model making skills to make your very own. _________________ There totally nothing to read here. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sun Jan 29, 2012 6:45 am Post subject: |
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Yes and no.
There are two things that color a character. There's their vertex color, which is what makes the terrorist's head the red color it is. There's also the texture, which is far, far more specific.
Now, there are three ways to do this and each is a bit of a pain.
You can change the texture, which would allow you far more specific alterations. Now, the issue here is that textures are awfully large and you simply wouldn't normally have enough codes to do the alteration and the code insertion to make it work. However, you could use the rather old "GE Facemapper" tool to upload one at playtime. Note, you'd have to reupload each match and, well, it will likely crash on you win9x or not. That said, it does work.
There are two ways to change vertex color as well. Keep in mind though a change like that is like swabbing each point in the model with a brush.
You could, once a model is loaded, alter a range of vertex colors directly. Again though, the amount of codes to make the change and apply it at runtime are probably too great.
The alternative is to set a global color to the entire model segment, and that would be effective until they clear the register again. The actual code itself would amount to two lines in a best-case scenario, more likely four commonly with any swap altered with an additional two.
The issue here is that game data is not always loaded to the same region of memory, even between same-stage-settings loads. So, you have to write an ASM hook that will apply the code changes only when a pointer to the model is present and only to the new address. That can get tedious but we've done it before. In fact, some of the console stage upload codes we've made have used hooks like these to alter data just after decompression.
So, my suggestion if you're really interested in this is to try to do the PC hookup and use the facemapper. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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