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Rey
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Joined: 07 Feb 2012
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 PostPosted: Sun Apr 08, 2012 8:42 am    Post subject: Fog Reply with quote Back to top

How can i put red fog in my level?If i can Pull this off id be so good looking.I was on the 299 what ever it is haha and i was working on fog color,when i hit to make the rom said error file and some numbers.How do i do this???
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SubDrag
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 PostPosted: Sun Apr 08, 2012 9:26 am    Post subject: Reply with quote Back to top

You should be able to do it in 21990, choose fog for right level and edit the RRGGBBCC setting, where RR = red amount
 
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Rey
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 PostPosted: Sun Apr 08, 2012 10:38 am    Post subject: Reply with quote Back to top

I did it but not the effect i want,something like surface 2.I was messing with the near and far intensity but i couldent even see nothing,all the portals were also just the color of fog..
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Rey
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 PostPosted: Sun Apr 08, 2012 4:33 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
You should be able to do it in 21990, choose fog for right level and edit the RRGGBBCC setting, where RR = red amount
Ok i need help,no matter how much iv tried i cant get fog close to me.The far fog is good,but i cant seem to get it close to me.
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MultiplayerX
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Joined: 29 Jan 2006
Posts: 1210
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 PostPosted: Sun Apr 08, 2012 8:41 pm    Post subject: REV Reply with quote Back to top

Use this gameshark code as a NEW CHEAT in PJ64 or emulator of choice. I wish I still had my N64 and gameshark because if you go to the first address the values will change to the EXACT values the level is using when you load it. This code should start you at a good enough place to get it EXACT enough. Just adjust the ?? to different values to tint the black to a slight red just like Surface. I also added a BETA of the EXACT SOLO version of the night fog from Surface Wink MultiplayerX

TRY THIS FIRST
Night Time
81044DCE 03CC
81044DD4 2010
81044DD6 1001
81044DD8 459C
81044DDA 4000

Night Time
81044DCE 03CC
81044DD4 00??
81044DD6 0001
81044DD8 459C
81044DDA 4000

Surface II SOLO Weather in Surface I Multi (Night)
8104548A 00EC
D102B523 0003
8104548A 0150
D102B523 0004
8104548A 01B4

CAN'T REMEMBER IF EMULATORS WILL SHOW THIS CODE OR NOT SO YOU'LL HAVE TO TEST IT

I can't remember but ZOINKITY had posted a list somewhere of the EXACT values that go in my code I'll post it if I find it.

OKAY just tested the codes. BOTH do the same PJ64 seems to have a hard time emulating the shades of red a little I have another RED code I hacked you can try too:

81044DCE 0364
81044DD4 A020
81044DD6 0001
81044DD8 459C
81044DDA 4000

You can adjust the BRIGHTNESS by lowering the A on A020 and go all the way counting A, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 Peace!!! Cool
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mistamontiel
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 PostPosted: Mon Apr 09, 2012 10:17 am    Post subject: Reply with quote Back to top

I tested Rey's progress. PJ64 1.6. It's the plugin you're in that doesn't serve

Glide Napalm 1.0 ran a fantastic red fog/sky
 
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zoinkity
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Joined: 24 Nov 2005
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 PostPosted: Mon Apr 09, 2012 12:13 pm    Post subject: Reply with quote Back to top

There's more than one factor in play. Here's a snippet from the doc we based the editor's feature off of. The way each work:
Code:
0x4   4   (float) odd blend multiplier.  pervasiveness of fog on rendered surfaces (ie. ground) closer than near fog value.  Also affects the z index for the viewport to some degree but not on PAL.
0x8   4   (float)   far fog value; beyond this is complete obscurity
0xC   4   (float)   near fog value; distance from player to start of fog gradient
0x10   4   (float)   max obj vis. range; furthest dist standard (non-door) obj and actors are visible at
0x14   4   (float)   obj obfuscation range; objs start to 'fade' at this distance
0x18   4   (float)   default 0   min obj vis range; nearest stand. objs are visible at. Always set to zero!
(note: these values are more dedicated to actual ambient fog lighting effect)
0x1C   4   long   default 999   All Objects: difference between near and far ambient light.  Intensity, in other words
0x20   4   long   default 996   BG: dif. in light.  smaller # = foggier near player
0x24   4   long   default 1000   far ambient light value value.  used with above two values
         I think this is when fog occurs, and above two are subtracted to create the near fog boundry.


By setting the dif. in light closer (such as 994,3,2... - no large changes!) you'll push the fog boundry closer.
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MultiplayerX
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 PostPosted: Mon Apr 09, 2012 3:28 pm    Post subject: wow. ;). Reply with quote Back to top

always mind blowing when Zoinkity gets technical. I use to have a list of EVERY level where i loaded each solo level and wrote down the values. for example if you check my fog mods on code legends i have the EXACT values for JUNGLES fog. i dont know why the hell i didnt write down the other ones. roll eyes. im pretty sure that the code above is an EXACT match. seems however that PJ64 doesnt quite render the red properly so its kind of a grayish red. lol. grrrrrrrrrrrr. they need to update emulators more often
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Rey
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 PostPosted: Mon Apr 09, 2012 3:36 pm    Post subject: Reply with quote Back to top

mistamontiel wrote:
I tested Rey's progress. PJ64 1.6. It's the plugin you're in that doesn't serve

Glide Napalm 1.0 ran a fantastic red fog/sky
Hahaha should of added the sexy pic pf the sky haa.
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Rey
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 PostPosted: Mon Apr 09, 2012 3:41 pm    Post subject: Re: wow. ;). Reply with quote Back to top

MultiplayerX wrote:
always mind blowing when Zoinkity gets technical. I use to have a list of EVERY level where i loaded each solo level and wrote down the values. for example if you check my fog mods on code legends i have the EXACT values for JUNGLES fog. i dont know why the hell i didnt write down the other ones. roll eyes. im pretty sure that the code above is an EXACT match. seems however that PJ64 doesnt quite render the red properly so its kind of a grayish red. lol. grrrrrrrrrrrr. they need to update emulators more often
I also have the exact numbers used in surface 2 and jungle,i tried surfaces but didnt give me that fog in my face look i want.Havent tried jungle yet.Also i dont know exactly how id put those codes in since im editing fog on 21990.On near fog and Far fog intensity.The far fog i think is great.Near i got problems with.Thing is this level your not meant to go outside so,I mean from the starting point you could look up and see sky[I wouldent know i cant glide]looking sexy.
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MultiplayerX
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 PostPosted: Wed Apr 11, 2012 8:46 pm    Post subject: CODES Reply with quote Back to top

Wow Okay well PJ64 has a CHEATS option in it. You right click ADD NEW CHEAT and put the gameshark codes in and check the box to turn them on. Be careful modding the 21990 GoldenEye is very sensitive and one error will prevent the game from loading UNLIKE Perfect Dark which is a lot more passive and forgiving Multi X


I have actually found screwing with the 21990 seems to cause more problems unless you know EXACTLY what you are doing. There are numerous glitches in goldeneye that cause levels to crash and freeze even if you get them loaded so be sure to TEST your stuff before you release it Wink Even some of my old hacks ended up having problems in other emulators so keep that in mind peace!!!
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MultiplayerX
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 PostPosted: Wed Apr 11, 2012 8:54 pm    Post subject: oh btw REY Reply with quote Back to top

So you don't stress yourself out over fog closeness the values only bring it so close to where you are surrounded and that's as far as you can push it. I spent weeks testing fog values in goldeneye before releasing my fog mod and the game was designed with so much thickness then it's done. Sad Jungle has about the thickest fog there is ( i believe) and you can set it right up on your character HOWEVER there is no "quote" blind your face setting It doesn't work that way unfortunately Sad
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Rey
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 PostPosted: Thu Apr 12, 2012 6:10 am    Post subject: Reply with quote Back to top

Well iv been told PJ64 doesent play custom roms well.But my fog is basically almost done,thanks to Jungle iv made my fog look better then before,Before the top part of the fog was black.But i always test my levels when i do one small thing.Im working real hard on this one.Got goods plans.Thanks for the help
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MultiplayerX
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 PostPosted: Thu Apr 12, 2012 3:57 pm    Post subject: cool! Reply with quote Back to top

cant wait to try your level out. yea jungle is about the best place to start since it has a blinding thickness to it. well to a point anyway. keep it up! multi x
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Rey
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 PostPosted: Fri Apr 13, 2012 7:50 pm    Post subject: Path end Reply with quote Back to top

I know it isnt about fog but why make a new forum for something simple.I want my guard to not loop his path,i thought making it a 05FD01 would do it but no,i realized the ''Loop Forever''
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