ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


That Method
Goto page Previous  1, 2
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
Rey
007
007


Joined: 07 Feb 2012
Posts: 785
Location: US

 PostPosted: Mon Jul 14, 2014 9:53 pm    Post subject: Reply with quote Back to top

Yeah the MT is something that really needs to be experimented. I only touch the MT cause I don't want it to crash or make the level crash during mid gameplay.
_________________
www.youtube.com/gamerrey23
 
View user's profile Send private message
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7250
Location: Ontario, Canada

 PostPosted: Mon Jul 14, 2014 10:46 pm    Post subject: Reply with quote Back to top

The important thing is to watch the variety of objects you're putting into your level. Try not to use a lot of different models. When you can, keep within a group of props (like cardboard boxes or metal crates) that use the same textures. While it might be neat showing off a bunch of unique objects in a custom mission, it usually does more harm than good. Sometimes you'll have to rethink what you've done, cut out certain models, and replace them with more of what you already have that isn't as demanding on image space.
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
MultiplayerX
007
007


Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Tue Jul 15, 2014 5:33 am    Post subject: Reply with quote Back to top

I had a Museum level in GoldenEye Multiplayer Extended I had to cut from the mod because of what Wreck was saying. Libraries multiplayer setup file was just way too small to handle what I was putting in there. Laughing

Just keep in mind to use the BIGGEST level possible when using lots of objects. Levels like Water Caverns, ARCHIVES, and even Statue Park and Cradles multi slots are good for handling more textures because they were designed with more space.
_________________
[img]http://imgur.com/ud785Jq[/img]
 
View user's profile Send private message Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7250
Location: Ontario, Canada

 PostPosted: Wed Jul 16, 2014 9:30 pm    Post subject: Reply with quote Back to top

Well, you must have really overdone it, considering how few textures a level like Library uses. It's also designed with multiplayer in mind, so the map requires less memory overall. The setup file, be it solo or multi, won't be the problem (so long as it's constructed properly). It's how much crap you try and cram into the level, forcing it to process more geometry and texture data. Toss in more human players, and you've got a real nightmare to contend with. The more complex the background, the worse it will be. Open outdoor environments are another big offender for multi. Statue and Cradle were cut for a reason, after all.
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
EternallyAries
007
007


Joined: 05 Oct 2009
Posts: 1943
Location: Las Vegas

 PostPosted: Fri Jul 18, 2014 1:20 pm    Post subject: Reply with quote Back to top

Might be a little late on this, but from memory I think the max -mt would be 175? I could totally be wrong since I've not mess with the 21990 menu in ages. By the way, yeah make sure you reused object models. Changing it up only adds up to the texture count. Also I found that if you are working on a map and its not loading even after messing with the MT count, you can replace the BG file itself with another BG. with a level that uses more memory like Facility.

Also do keep in mind, if your level starts to glitch up textured wise, raise the MT up by 5 each time. It fixes the texture issue in most cases.
_________________
There totally nothing to read here.
 
View user's profile Send private message
MultiplayerX
007
007


Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Fri Jul 18, 2014 2:36 pm    Post subject: Reply with quote Back to top

no bro I think the max is like 855 Used by some Solo levels I've set it that high to clear up texture issues Wink BUT it is very touchy and once you get it working...LEAVE the values alone or it may stop loading the level
_________________
[img]http://imgur.com/ud785Jq[/img]
 
View user's profile Send private message Visit poster's website
yeR22
Agent
Agent


Joined: 11 Jul 2014
Posts: 6
Location: Merica the Florida part

 PostPosted: Sat Jul 19, 2014 2:36 pm    Post subject: Reply with quote Back to top

well I am currently experiencing a little dilemma... in the level I am making (with Rey) the textures aren't the same and we have set the mt to 730 but nothing has changed the textures are still pretty messed up and not the way we have intended them to be. I know if I raise the mt too high the level wont load and I'm scared that the level wont load if the mt is too high. I am not going to give the levels specific name however I will say that this level is suppose to be able to hold the most mt (hopefully u know which level it is.) it starts with a D.
 
View user's profile Send private message
MultiplayerX
007
007


Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Sat Jul 19, 2014 5:48 pm    Post subject: Reply with quote Back to top

If you're referring to the SMEARS and missing stuff when changing room textures, OFTENTIMES it's because the SIZE assigned to that room can't hold anything with a larger scale. Sometimes the image size is too small so it doesn't fit too. Too large it STRETCHES or just blacks out etc. Also the editor doesn't always map rooms correctly and can't calculate EVERY tri exactly. Sometimes it's better to change the ROM image to the EXACT size and bitmap format or it won't work. Crying or Very sad
_________________
[img]http://imgur.com/ud785Jq[/img]
 
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department All times are GMT - 8 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]