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Clipping Tutorial 2009 Update to 2013 Please! [Solved]

 
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jim102
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 PostPosted: Mon Dec 02, 2013 2:34 pm    Post subject: Clipping Tutorial 2009 Update to 2013 Please! [Solved] Reply with quote Back to top

Hello. I suggest to update it because it was too hard for me to understand and especially subdrag text. It should be easier for a beginner and also for language trouble. Let me show you an example:

There are three points, and they always must be clockwise. The points are on the corner and go R (Point 1) to G (Point 2) to B (Point 3). Then the big triangles connecting points are showing the connections (Red tri is conn 1, green is connection 2, and blue is connection 3). Connections are to other triangles, the ones right next to it.

Your red connection should always be clockwise of red point, green connection clockwise (use right hand rule, thumb towards sky, curl to left, and if unconnected on a side, it will not have a triangle for that color along side.


(I understood): What I understand from that is there are three points and they need to be in the same order of R->G-->B. Or clockwise with the meaning of clock. The big triangles connect the points are 3 connections. Red triangle is the connection 1 so with the R(Point 1). Green is G(Point 2) and Blue is B(Point 3).

(Connections are to other triangles, the ones right next to it.)-->? Triangles are connected


RED TO RED,GREEN TO GREEN and to verify it I will raise my thumb(finger) in the air, curl(hair) so thumb in the air and turn your head to the left and say: oh it is not connected so I will have a triangle aside the others.


(If edge is not connected, it is a dead end.) The edge of what a triangle?

(The Room # of the point tells what level room to show.) OK

[The color modifies the props( ) or characters tint slightly when they step on it. You can change color by right clicking on a tile and change color.]

props?


Now you should understand what I figured it out frustrating to understand and that was the reason for why I did not work on Goldeneye setup editor since 3 years. Also another difficulty I had to translate the tutorial.

I met corrigo one time and he said he could not make translations because things have changed with time and will not translate useless informations
During the time I had been absent, I took computer programing course. But I only used visual basic(visual studio).


I know Subdrag worked very hard but giving a chance to make it easy to understand will not be bad

Maybe we do not have to break our mind to understand and let the developpers make clipping instead of us.


Thank you very much for your answers it is important for me.

Very Happy


Last edited by jim102 on Thu Dec 19, 2013 1:19 pm; edited 1 time in total
 
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Sogun
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 PostPosted: Wed Dec 04, 2013 5:11 pm    Post subject: Reply with quote Back to top

Hi jim102. I'm glad you are willing to work with editor and maybe create your own maps.

It's true that vault's tutorials are old and the editor has changed a lot since then, but most of the things described there are still valid. Although it's true that clipping is very confusing at first (especially in GoldenEye), so I'll try to answer your questions.

First of all. I don't know if the tutorials say it like that, but RGB order is COUNTERCLOCKWISE, not clockwise.
I hope these pics can help you:
http://i1185.photobucket.com/albums/z345/Sogunesp/GE_Clipping_tutorial_2_zps4add352c.png
http://i1185.photobucket.com/albums/z345/Sogunesp/Minituto_clipping_2.png

The red, green and blue minitriangles that appear in the vertices of each triangle are there to help you identifying the vertices (so you can edit their propierties later). The order would indicate if the tri is facing you or the opposite direction.

As you guessed, connection 1 = Red, connection 2 = Green, and connection 3 = Blue.

When you connect clipping triangles in both ways, you don't need to keep the colors (heh, it's impossible!), just stick to the RGB order. If you don't connect tris both ways it won't work.
If you don't connect two tris (in both ways) it means you can't walk from one to the other (like there's an invisible wall between them).

Props are objects like boxes, barrels, chairs, cars... even guards and Bond's hand/guns will be lighted to that color. You can use clipping colors to simulate lights and shadows.


Corrigo helped me with my Spanish GE translation. That was the first thing I did and it was 3 years ago too. Time sure flies!
 
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jim102
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 PostPosted: Thu Dec 05, 2013 10:43 am    Post subject: Reply with quote Back to top

Hello sogun and thank you for your post. Ok I understand trianglesare inter-connected counterclockwise so green to green, blue to blue so same color to same color.

According to the order of the number which number is pointing me? 1? And the 3 is the opposite one? The 2 is what? Middle?

Another thing is I should click to the vertices to see little squares but I cannot adjust them.


Ok I will continue to read the tutorial until ending and I will post anyother questions related to clipping here.

Thank you for your help you are very helpfull even though I learn new english word from you!
 
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Sogun
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 PostPosted: Thu Dec 05, 2013 1:31 pm    Post subject: Reply with quote Back to top

Hello jim102.

When you connect triangles you don't need to do same color (red to red, green to green, etc).
Look at my first image, where it says "RGB order (connection)". You can see triangle #1 connected to triangle #2 as red, but triangle #2 connects to #1 as blue. You can do connections 2 to 1 red or green, that doesn't matter. What does matter is the triangles around the main triangle must be RGB in counterclockwise order. You can check it happens in triangles #3 and #4 too.

You can't move the little colored triangles by clicking on them. In Clipping mode you rightclick on any triangle and select "Modify Tri Points", then you manually edit the coords for each vertex. I recommend you do this only for small fixes, after modeling the clipping using an external tool (I use Autocad, others use DeleD, or Hammer, or whatever program that exports to OBJ).
If you can't see the vertices' colors try to move the camera, of move one of the vertex in one axis to identify it and do Ctrl+Z to undo your move.

I made a mistake in my first post. It's actually connection 0 = Red, connection 1 = Green, and connection 2 = Blue

I did a videotutorial about the very basic stuff some time ago.
http://www.youtube.com/watch?v=EYkUgX_QT_E
If you go to minute 23:30 you'll see a little about clipping.


What are you trying to do? Edit clipping in an original GE level, or create clipping for your own custom level?


This isn't the right forum to discuss about this matter, so I'll move the topic to "Q-LAB HACKING DEPARTMENT" after you answer again. I don't want you to think the post was deleted, hehe. We'll continue the conversation there.
 
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SubDrag
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 PostPosted: Fri Dec 06, 2013 8:03 am    Post subject: Reply with quote Back to top

I've started to really recommend full use of the modeller to pre-stan convert and import the clipping from .obj. That's the way I've been doing it. The general rules from that clipping tutorial apply though.

If you append to Rare's level, clipping doesn't really work right, those need sort of redos in modeller due to some unsupported features they use of > 3 sided "triangles", so hopefully this is a new level.
 
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jim102
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 PostPosted: Fri Dec 06, 2013 9:49 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
I've started to really recommend full use of the modeller to pre-stan convert and import the clipping from .obj. That's the way I've been doing it. The general rules from Chatt clipping tutorial apply though.

If you append to Rare's level, clipping doesn't really work right, those need sort of redos in modeller due to some unsupported features they use of > 3 sided "triangles", so hopefully this is a new level.


I do not understand that I just wanna add clipping to levels to walk in some places.

Like in perfect dark when you do first mission in area 51 after talking to Jonathan behind the door he left you. You make it open by a guard when you are using cloaking device and go upstairs where it is supposed to have an elevator but it does not and that is an empty place in square. You walk like in the air because that place was unfinished by Rare.

I want to use clipping to make a real room.


Also behind the glass door where Blonde enters in the revenge mission I already went there many times in that unfinished street where you can fall to death by going throughout the brown walls. Also the street is not enough large because you can fall and die simply by walking at the left side and right side of the street. It is because there is only one tile there so I want to add other tiles to walk there without problems.

This is why I wanna use clipping and it is very interesting as you know.
 
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Sogun
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 PostPosted: Sun Dec 08, 2013 9:21 am    Post subject: Reply with quote Back to top

I have moved this topic from the "WEBSITE & MESSAGE BOARD COMMENTS".

jim102, if you want to add clipping in PD and not in GE levels, then the explanations won't work as clipping behaves different in both games. But luckily, it's a lot easier in PD!

PD clipping works with triangles too, but they don't need to be connected. So if all you want to do is add clipping to existing levels you have to (in Visual Editor):
-Change 'Hi Res Textures' to 'Solid/wireframe' by clicking on it so you can see polygons more clearly.
-Turn Clipping on too, so you know where you have to add clipping and where not.
-Go to 'Room Positions mode', and press Ctrl+H so you don't move anything accidentally. Then righclick on the background tri and select 'Convert to clipping' -> 'Convert triangle to clipping tile' (you can select multiple tris holding Ctrl and clicking on them to convert all of them at once).
-Go to 'Clipping mode', rightclick on the clipping you just made and 'Set tile as walkable'. I think all horizontal tiles are walkable by default and only slanted and vertical ones aren't, but do it just in case.
You can change the 'Color' to simulate lighting and 'Sound effect' (only in PD) for the footsteps.
-When you are done with the clipping you can save it saving full project (File -> Save as project + export rooms -> name project, select saving folder, select base ROM...) or by saving the lcipping itself (in 'Clipping mode' righclick and select 'Outpu clipping file', then name it as you want and where you want).
-To apply the new clipping to a ROM. If you saved full project you can just do, in Visual Editor, File -> inject project to rom -> select base rom -> save as new rom (keep the .rom extension).
Or if you just saved the clipping.bin, do 'Tools' -> '21990 GE / 39850 PD (Modification)'. A new window will open after a few seconds, then click at 'Delete Debug data (and J text)' at the bottom of the window in order to make place to your modifications, then select you level in the upper left corner, and look a little lower until you find 'Clipping file', then click on the grey square after the clipping file name. Now, at mid window and left side you see 'File name', go to the right from there until you find 'Inject File', then select the clipping.bin you saved before. After that, click on 'Save ROM with 3050/39850 Mods' to save a new rom with the name you want (but keep the .rom extension).

When you try the new rom on an emulator, be sure to edit the rom settings to match the PD ones. If you are using Project 64:
-Load the rom and then, in the emulator menu, go to 'Options' and 'Settings'.
-Select 'Rom settings'. Change to the following for Perfect Dark:
CPU Core Style: Recompiler
Self Modifying-Core Type: Protect Memory and Cache
Memory Size: 8 MB
Advanced Block Linking: Off
Default Save type: 16kbit Eeprom
Counter Factor: 2
Check marks by: Large Compile Buffer, Register Caching, Use TLB.

Make sure Audio Plugin is in sync with game.


I think that's all, hehe.
 
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jim102
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 PostPosted: Sun Dec 08, 2013 8:43 pm    Post subject: Reply with quote Back to top

Sogun wrote:
PD clipping works with triangles too, but they don't need to be connected. So if all you want to do is add clipping to existing levels you have to (in Visual Editor):
-Change 'Hi Res Textures' to 'Solid/wireframe' by clicking on it so you can see polygons more clearly.
-Turn Clipping on too, so you know where you have to add clipping and where not.
-Go to 'Room Positions mode', and press Ctrl+H so you don't move anything accidentally. Then righclick on the background tri and select 'Convert to clipping' -> 'Convert triangle to clipping tile' (you can select multiple tris holding Ctrl and clicking on them to convert all of them at once).
-Go to 'Clipping mode', rightclick on the clipping you just made and 'Set tile as walkable'. I think all horizontal tiles are walkable by default and only slanted and vertical ones aren't, but do it just in case.
You can change the 'Color' to simulate lighting and 'Sound effect' (only in PD) for the footsteps.
-When you are done with the clipping you can save it saving full project (File -> Save as project + export rooms -> name project, select saving folder, select base ROM...) or by saving the lcipping itself (in 'Clipping mode' righclick and select 'Outpu clipping file', then name it as you want and where you want).
-To apply the new clipping to a ROM. If you saved full project you can just do, in Visual Editor, File -> inject project to rom -> select base rom -> save as new rom (keep the .rom extension).
Or if you just saved the clipping.bin, do 'Tools' -> '21990 GE / 39850 PD (Modification)'. A new window will open after a few seconds, then click at 'Delete Debug data (and J text)' at the bottom of the window in order to make place to your modifications, then select you level in the upper left corner, and look a little lower until you find 'Clipping file', then click on the grey square after the clipping file name. Now, at mid window and left side you see 'File name', go to the right from there until you find 'Inject File', then select the clipping.bin you saved before. After that, click on 'Save ROM with 3050/39850 Mods' to save a new rom with the name you want (but keep the .rom extension).

When you try the new rom on an emulator, be sure to edit the rom settings to match the PD ones. If you are using Project 64:
-Load the rom and then, in the emulator menu, go to 'Options' and 'Settings'.
-Select 'Rom settings'. Change to the following for Perfect Dark:
CPU Core Style: Recompiler
Self Modifying-Core Type: Protect Memory and Cache
Memory Size: 8 MB
Advanced Block Linking: Off
Default Save type: 16kbit Eeprom
Counter Factor: 2
Check marks by: Large Compile Buffer, Register Caching, Use TLB.

Make sure Audio Plugin is in sync with game.




I made exactly what you told me to do and I have the. Clipping folder named files on my desktop but it did not give me a new rom so i have replaced the original rom. I wanted to load the mr blonde level but it did not worked and emulation was continuing.

First time when my clipping was finished I saved uncompressed setup and selected mr blonde revenge files and replaced it. Then after I tried convert rom and selected the files of the mission and replaced the original rom.

I also injected by F7 into the project rom.

I wanna know how to make the level works.

I put files into the pj64 folder and set counter factor to 3

After accepting the mission that window closed but i still see it at screen and pj64 was continuing working and waiting did nothing. I wanted to use file and new to edit the empty level only. Playing in a empty level for testing.
 
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Sogun
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 PostPosted: Mon Dec 09, 2013 2:26 pm    Post subject: Reply with quote Back to top

GE and PD levels are made of 3 or 4 files:
-Setup.bin
-Bgfile.bin (background)
-Clipping.bin
-Pads.bin (only PD)
If you save as Uncompressed Setup you aren't saving the clipping (just the setup). Do either "Save project + reexport Rooms" or "Output Clipping file" as I told you in my previous post.

Always keep an original rom. When Editor applies changes to the rom it should let you save as a new rom so you can keep original. You just have to write a name for the rom when need it (and always keep the .rom extension).

What makes the level to load is having a valid setup with an starting point, and a clipping tile where you put that starting point. You don't even need a background, hehe.
If all you do is update the clipping and keep setup, background and pads it should work.

What files do you put in the pj64 folder? You don't need any files there, I'm not sure what do you want to do.
Settting Counter Factor as 3 isn't going to work. You have to edit roms settings as I described before.
If the rom settings aren't right, the rom will work badly or not load at all. It might have random crashes too.

jim102 wrote:
After accepting the mission that window closed but i still see it at screen and pj64 was continuing working and waiting did nothing. I wanted to use file and new to edit the empty level only. Playing in a empty level for testing.


So you want to test your clipping additions in a level with no enemies and objects?
To do that you should start a new project with the level of your choice, then do the clipping changes, set a starting point for solo missions, and "Save project + Export rooms". Then do File -> inject project to rom -> select base rom -> save as new rom

Try that new rom and don't forget to edit the rom settings.
 
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jim102
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 PostPosted: Mon Dec 09, 2013 6:35 pm    Post subject: Reply with quote Back to top

After saving project with reexport rooms it created a folder containing all the clipping modifications. I had to put that folder into the customLevels folder in the editor because I was not able to make the editor finding the project. At the end it asked me by PD rom not the base and I selected the normal perfect dark rom and the editor made a new rom with the same name but added a .rom So the new rom was finishing with .rom .rom without touching the original one.

I could finally load the level!!!!! It worked!!!!!!!!

After so many days of attemps I succeeded!

For the crashing editor it happens less often but I have to reopen my project to get it work and I think that is normal

I still need to be very patient when I open my project
 
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Sogun
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 PostPosted: Mon Dec 09, 2013 7:04 pm    Post subject: Reply with quote Back to top

I'm glad it finally worked.

When you save a project, editor asks you for a base rom. If you are doing a custom map you might use custom textures and/or props, so you need to link the project to a rom with all the new features. If you aren't adding anything new then use original rom as base.

I think the problem you were having is that editor only recognizes *.rom roms in some cases. By adding .rom to the original rom (something like PerfectDark.v64.rom) it will work. I totally forgot about that, sorry.
It doesn't matter the number of .rom it has at the end, I have some .rom.rom.rom, hehe.

Editor has some random crashes that Subdrag is still figuring out. He has optimized editor several times and fixed a lot of bugs, but it seems the PD Editor is trickier. I have worked mostly with the GE editor and it's very stable now, but I don't know about PD Editor.
 
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SubDrag
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 PostPosted: Mon Dec 09, 2013 7:04 pm    Post subject: Reply with quote Back to top

Glad you got it going. For the record, you only need to save project, the + rooms version regenerates the bgfile too along with all the regular clipping and setup saves. If you're just touching clipping, save project is enough. Any bgfile modification needs +rooms. Then you inject project and test using new rom.

I will try and fix spots only looking for rom extension only, All should be valid.
 
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jim102
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 PostPosted: Mon Dec 09, 2013 8:11 pm    Post subject: Reply with quote Back to top

Thank you for your help again!

Save as project + reexport rooms is required if I modify the design of the level and yes I had to keep the .rom instead of using the .v64 as it comes with the original rom.

My problems were the way of clipping and the way to save that correclty in order to avoid crashes of the editor and the fatal error of emulation and also the level who does not load.
 
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