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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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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Wed Apr 24, 2013 7:43 am Post subject: |
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SilverEye wrote: | oh sh*t ...
Could you explain me please,if not asked too much, how to change such text? Understanding Paint won't be that hard but I have no idea how to replace for example the red "classified"-text with something else...
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It's very easy, actually. Is all done within the 'Image Tools'.
-Do 'Tools' -> 'Image Tools' and look for the textures you need to replace.
-When you find one of those textures, rightclick on it and 'Save Bitmap'
-Edit this bitmap with Paint or whatever tool you are most used with. You'll have to keep the same resolution. Save it as 24bit bmp when you are done.
-Go to 'Image Tools', rightclick on the texture you want to replace and select 'Replace Image with Greyscale Image (0x00 Type) Tb8'. I think it's this type, I always get confused XD, Subdrag knows better.
-After you are done replacing all the textures, do 'Write New ROM with changes' and save a new rom that will have these custom textures. This will be the rom which you'll have to inject the translation later.
While editing the textures, I remember there was at least one that had some dirty pixels on the right side. You'll have to keep those pixels or the texture will display cut.
Also, if the 0x00 Type isn't the right replacement, try with the 0x07 type instead. Check ingame after replacing the first texture to be sure you are using the right type.
When writing the new rom, a message saying there's not enough space or something might pop up. If so, go to the 21990 menu, click on 'Delete debug data and J text' to create more room in the rom, then write a new rom with those changes. After that, in the 'Image Tools' you'll have to load this new rom before replacing the textures, and can overwrite the rom after replacing them.
I think those are all the issues you can encounter. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Apr 24, 2013 7:51 am Post subject: |
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It depends which type you're replacing, some are 0x00 of the menus, some are 0x07. Some might be RGBA 0x00 type. |
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SilverEye Secret Agent


Joined: 21 Jul 2012 Posts: 360
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Posted: Wed Apr 24, 2013 9:11 am Post subject: |
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Thanks guys for the quick replies
I'll try to do that first when I have some time. Writing something in the rom, I understand that part, that's easy, I already used that for changing weapon stats and level music.
Just the whole 0x00 0x07 RGBA type and resolution and 24bit and things give me the creeps as I don't understand a thing of that
But I'll see, when I began to edit setup files I was scared of all those strange names like Useteprunz and Larec etc too, but after some time, you get used to everyhting
Thanks again!  |
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SilverEye Secret Agent


Joined: 21 Jul 2012 Posts: 360
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Posted: Wed Apr 24, 2013 10:47 am Post subject: |
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Good news
For the first time, I was able to change something in the texture! I had not enough time to try the classified logo yet so I first tried something easy:
http://imageshack.us/photo/my-images/189/experimente.jpg/
hehe I know it's ridiculous, but hey, this means I'm at least ABLE to do it!
Thanks again for all the help  |
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SilverEye Secret Agent


Joined: 21 Jul 2012 Posts: 360
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Posted: Thu Apr 25, 2013 8:36 am Post subject: |
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I never thought I was going to be able to do this....again,ridiculous,but I didn't had much time...
http://imageshack.us/photo/my-images/853/experiment2k.jpg/
The texture problem is finally fixed
I'll change the texture of the "classified" and things when I have more time. The project is revived  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sun Apr 28, 2013 3:48 am Post subject: |
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my question is how you can save a texture preserving color. I used textures from another game to go to practice a bit with the textures, the size of the textures are correct, but it seems that the editor only lets me save those textures that use the "grayscale". I followed the instructions you gave Sogun Silvereye in this last post.
I find this odd since I could successfully while applying texture gold "Gold PP7" to "Falcon2" of PD with the option "replace image".
they mean the other options after replace image? I have not much knowledge about the textures and neither they are RGB or RGBA or bits eg texture. |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Sun Apr 28, 2013 4:51 am Post subject: |
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If you want to replace textures with color you have to use 'Replace Image with color image (0x46 type) Tbl 8'.
I recommend replacing textures of the same type (color with color and greyscale with greyscale) if you only want to do an original GE/PD level reskin. This is because of the way textures are used in those games:
-They repeat a certain number of times in every polygon, so if you change the size of texture what you'll have is a streched texture ingame.
-Greyscaled textures often have color shading applied on them, so if you are replacing with a color texture there will be an odd mix of colors.
-Greyscaled textures can have bigger sizes than colored ones, and they normally do. Color textures can't be bigger than 32x64 or 64x32, while greyscaled can go up to 64x64. That's usually for levels but there are some exceptions. So you can't replace a 64x64 greyscaled (even with no vertex shading) with a color texture and expect a perfect outcome.
Replacing a color image with a greyscale of the same size should be fine.
Keeping same proportions of texture (for example from 64x64 to 32x32) I believe fixes the streching and repetition issue, but you'll lose detail.
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As for the other Image types (color 0x40, greyscale 0x00, greyscale 0x87 and RGBA 0x00) I don't know what are they for. I have never used them for my custom levels, so they must be for some of the exceptions I was talking earlier. |
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SilverEye Secret Agent


Joined: 21 Jul 2012 Posts: 360
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Posted: Sun Apr 28, 2013 7:15 am Post subject: |
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Yeah that's what I found out too, if I try to edit a certain texture, some normal paint colors don't work(I get something like 4-8 palette not supported or something like that..)
So, is there a way to use a GE-compatible color palette? |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Sun Apr 28, 2013 9:08 am Post subject: |
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Color textures are a little special for GE/PD. After you have your texture done you have to make sure the BMP has less than 255 colors before replacing it. Don't worry, you won't tell the difference with the original image.
I use Infarview to lower the amount of colors used in my textures (I reduce them to 254 colors), but you can do the same in other programs such as Photoshop.
I think at some point Editor allowed to inject 8bit BMPs (256 colors) but now you need less colors to work. I think they need so save one color to avoid some corruption in the textures or some issues with the black color. The other color I don't use it's just to be safe , I'm not sure if 255 colors are fine.
You can also do 15 color textures that use less memory and have other advantages from 255 colored ones. But you can't make 64x64 textures either, as opposed to greyscaled ones. |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sun Apr 28, 2013 2:37 pm Post subject: |
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Sogun, the first response only thing I understood was the "Replace Color Image (type 0x46) Tbl eight with 'I have a general idea of what you explained the rest but I'm not sure I understood the language. Right is to replace "Replace Color Image (type 0x46) Tbl eight with 'I've worked, but right after several attempts, he was forgetting reduce colors, but when I remembered (I've tried for the first time) reduced colors and it worked.
I used the Paint that comes with Windows to switch textures 64x64 to 32x64, and I do the following: I entered pictures below and "expandior or contract" and not if it is the right way to do this but for the I currently work. then once done this is when I get in there I reduce infarview and colors.
this is a little off topic, but I wanted to practice with textures of the heads of the characters in TWINE to put them to other characters of PD (that's why I talked about spending a32x64 64x64) and sincernente are not bad in the game environment except that appear slightly displaced, so my question is how you can change the position of the texture in the editor?, I'm assuming this is done as if they really had to put a paper cutout on a surface or figure with in order to place the pieces like a puzzle, or for example a sandwich wrap with aluminum foil, or for example make a bed where the savannah this time is patterned texture pictures and have to leave the bush well placed to not see the bed made a mess, (sorry if this sounds crazy) is more or less is the idea? if so as with the editor? thanks |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sun Apr 28, 2013 3:14 pm Post subject: |
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Not easily in editor. You'll want to export the model, edit in modeller, and import back. You can manually change uvs one by one, but for a head, that's pretty brutal. |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Mon Apr 29, 2013 7:05 am Post subject: |
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Subdrag I have some questions, you said You'll want to export the model, edit in modeller, and import back. refers to this to import the model into a 3D editor? or enter the goldeneye editor right on the option "Model Editor"? when you walk into that option seems you see a window where you appear very small objects to be handled. if this is not what you refeires? which is a UVS? |
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SilverEye Secret Agent


Joined: 21 Jul 2012 Posts: 360
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Posted: Mon Apr 29, 2013 7:46 am Post subject: |
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Wow wow Saturn this is going off topic, I have no problem with that but things are getting a mess here if this continues
Try to post your questions in a more suitable topic,please.(only a suggestion, no command )
The main subject here is my translation process and all the other things I'm required to learn to fully translate.
Again,no offence, and no problem for me,but a bit odd,no?  |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Mon Apr 29, 2013 2:35 pm Post subject: |
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good if it's been a little strange as you say Silvereye, I'm learning to pace im about everything to do with textures and saw that here in this post was talking about your topic to Dutch translation especially in relation to the question of the textures you need, so as I was talking about textures at some point the post below I wanted to ask. attempt to ask and answer in the appropriate topic before writing to the forum. I do not see any offense encouragement, I thank you for the warning Silverye and I hope my issues or questions in this post I have served as a very useful even if you have no relation to the topic. a greeting Silverye |
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