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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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ClyveC Agent

Joined: 16 Jan 2013 Posts: 6
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Posted: Wed Jan 16, 2013 3:10 pm Post subject: Project 64 won't load level |
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I made a custom level in hammer, everything works flawlessly in the editor, clipping, scale, start point, but when I load up the level I have mine under (archives) after injecting into rom, the screen goes black and just sits there |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Wed Jan 16, 2013 3:12 pm Post subject: |
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Welcome! There can be many reasons, I had a checklist on the importing new rooms tutorial. Also, did you split it into rooms? If you do one room, you really have a very small limit on amount of tris and too many tris will break it.
What I generally do is backup all files.
Then
1) Delete setup. Delete all clipping
2) Re-add one clipping tile (hit F in room positions mode on a tri) and place start point on top.
3) If still fails, delete all portals, reexport bgfile, and try it
4) If still fails, likely a texture issue, perhaps one is too big or weird size.
5) if that fails you can send me your level to figure it out. |
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ClyveC Agent

Joined: 16 Jan 2013 Posts: 6
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Posted: Wed Jan 16, 2013 3:25 pm Post subject: |
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Thanks for quick reply! I love goldeneye and I've been wanting to make custom levels for it now for years, but I run into these errors so much I wish it was simpler, anyway, it's a test map, uses one texture, 64x32 bmp, it's a big level but I get the same result if I make it smaller. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Wed Jan 16, 2013 3:27 pm Post subject: |
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Try that, if it fails, email me it to see. Once you get the process down, it's not that bad. |
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ClyveC Agent

Joined: 16 Jan 2013 Posts: 6
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Posted: Wed Jan 16, 2013 3:58 pm Post subject: |
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SubDrag wrote: | Try that, if it fails, email me it to see. Once you get the process down, it's not that bad. |
Made map smaller, archives loaded music , completely black though, I can still go into my watch but cant see anything?
Edit : Fixed, floating above map with flying walls everywhere, good start I guess xD
Last edited by ClyveC on Wed Jan 16, 2013 4:11 pm; edited 1 time in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Wed Jan 16, 2013 4:11 pm Post subject: |
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Perhaps your tris are inverted? |
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ClyveC Agent

Joined: 16 Jan 2013 Posts: 6
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Posted: Wed Jan 16, 2013 4:13 pm Post subject: |
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SubDrag wrote: | Perhaps your tris are inverted? |
Got it to work, some walls are floating, some are mistextured, but it's working, I'm also hovering sloghty over the floor,Is it supposed to look different from in the editor? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Wed Jan 16, 2013 4:16 pm Post subject: |
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The editor draws both sides, so that may be why you are noticing a difference. While ingame, it does culling from the back (that's default setting at least in editor). |
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ClyveC Agent

Joined: 16 Jan 2013 Posts: 6
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Posted: Wed Jan 16, 2013 4:19 pm Post subject: |
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Is it possible if you can take a look for me and see if I did it correctly? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Wed Jan 16, 2013 4:24 pm Post subject: |
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Sure, email it to me. |
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ClyveC Agent

Joined: 16 Jan 2013 Posts: 6
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Posted: Wed Jan 16, 2013 4:55 pm Post subject: |
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Done |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Wed Jan 16, 2013 5:37 pm Post subject: |
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Got it. Your level is actually the wrong orientation. GE needs X,Y,Z, with Y being up. Perhaps option on hammer export? Also in mtl file, they are .tga (need to be .bmp)...maybe ok but should be bmp. |
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