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I'm unteachable

 
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Omegacop_jp
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 PostPosted: Sun Aug 17, 2014 7:34 pm    Post subject: I'm unteachable Reply with quote Back to top

I'm 15 years old and I know I've been really unteachable and never learn ways to make a GoldenEye Level into a Perfect Dark Level. I've been asking people how I could convert Caves level from GoldenEye into a Perfect Dark Level with an ice texture to make it look like it's an Ice Caves. Is there somebody that they could do like a tutorial video on how I could it? Is that so much to ask? Embarassed Embarassed Embarassed Confused Crying or Very sad


How to convert a PD level into GE
How to convert a GE level into PD
 
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Rey
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 PostPosted: Mon Aug 18, 2014 9:09 pm    Post subject: Reply with quote Back to top

Ice Cavern..........hmmmmm http://www.goldeneyevault.com/viewfile.php?id=260

Yup that is my Ice Caverns. Not to sure myself on how to get the level from GE to PD but I can help you out with textures if needed.
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Omegacop_jp
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 PostPosted: Mon Aug 18, 2014 9:37 pm    Post subject: Reply with quote Back to top

Not that kind of Caverns I meant the Caves from GoldenEye Multiplayers and make it look like that for Perfect Dark.
 
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Sogun
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 PostPosted: Tue Aug 19, 2014 11:35 am    Post subject: Reply with quote Back to top

I don't have time now to explain in detail or do a video. But I can post what Wreck told me back in the day when I was learning how to something similar.

This is what you have to do to export the level to Perfect Dark:

"If you have the map loading in the GE Editor Visual, than you could always just rescale it (as well as portals and clipping), and save it to a new folder. That's what we have to do for the GoldenEye map ports. You can right-click in Edit Room Positions mode and select the rescale and recenter rooms options. Whatever scale you've been using for it in GE (you said double the original size, so 0.5 should work), is what you'll type in there. You then choose where on your computer you want the updated files. Also do the same in Edit Portals mode, and export them to a .txt file (unless is just one single room, then you don't need to worry about it). Same thing goes for your clipping. Rescale by the same amount, and then export to .obj file.

Close everything and switch to PD mode. Select a new level, something small like Complex, and go into Visual. Change to Edit Portals mode, and choose to delete all portal info. Import yours, if necessary. Switch to Edit Room Positions mode, and right-click to bring up the Export Full Background option. Choose your RoomPositions.txt (or whatever it was called by the Editor), and save as a new file. Your background should load in at the new scale. Switch to Edit Clipping and import .obj as clipping. Choose to select clipping of room (it's pretty simple if just one room), set all types to Walkable, set the sound to Stone (you can adjust certain sections later on, for metal or dirt, etc.), and export as your new clippingfloors.bin file. You'll be able to add in walls and railings afterward as wall type.

As for changing the textures, that can really be done after everything else. I'd concentrate on the clipping, setup, and pads. PD is a bit more complicated than GE, but it's not so bad once you get used of it. "

He later told me this:

"The textures you used for the original GE version probably aren't all in PD, so they'd need to either be put in, or new textures selected in replacement. Export Full BG with Texture Replacement is the correct choice, but I was more worried about just getting the BG in for now, so you could work on clipping and setup. The BG could be fixed and swapped out at any time, really.

texturereplacement.txt Example...

00E7 0672
0118 0456
0354 078E

GE textures on left, new PD textures on right."


In order to swap textures you need to add them first to the PD rom. The cavers level only uses one texture, so this part is easy.
First you need to know that texture's ID. Here's what I wrote some time ago:
"The best way to know the texture ID is looking for it in Editor.

First of all make sure you have the last beta editor or you won't find some of the feautres I'm going to tell you.
In order to update Editor go to the instalation folder and look for the "BetaGrabberTool.exe" file. Double-click on it and wait some seconds until a warning message appears telling you it has updated (there's a warning beep too). After that double-clik on "runwaysetupeditor.exe" to open the last beta editor (use this file to open Editor from now on).

Do 'File' -> 'New'. Select the file attached to the level you want to open in 'Visual level'. You can open Facility as a multi level (Ump_setuparkZ.bin) o a solo mission (UsetuparkZ.bin). You'll notice the name of the level will appear right above. When you have selected it press 'OK'.

Then do 'Edit Setup' -> 'Visual Editor'. Wait a few seconds until the new window loads fully and you'll see Facility. You'll see something like this:

http://i1185.photobucket.com/albums/z345/Sogunesp/GE_Editor_VisualEditor.jpg

1-Press 'Edit Objects Mode' (marked in red) three times to make it 'Edit Rooms Position'. This will allow you to selecc individually each tri of the level and edit it at will; that way you can know the texture ID.
2-Press 'Display Rooms' (marked in blue) once to make it 'Display Full Level'. This will make all rooms visible instead of the ones near your position and it will be easier to move around the level and find what you are looking for.

In order to move throuh the level press TAB to go to "free moves mode" (a GE sight will appear in the center of the screen). Then you'll be able to move with ASDW and mouse. Press again TAB to return to "non free moves mode" and move in the horizontal plane with ADQZ, vertical plane with WX, CV to twist view and arrow keys to look arround.

Find a polygon with the texture you are looking for and right-click on it. Select 'Replace triangle/Group Texture/Details' and a new window will open in which you will see the texture ID (marked in red in the following pic, the ID here is 0496)

http://i1185.photobucket.com/albums/z345/Sogunesp/GE_Editor_replacing_textures-1.jpg?t=1338249250

When you have all IDs writen down open 'Image tools' and use 'Go to preset' (marked in green in the last pic) in order to go directly to the texture you are looking for. You only have to write the ID and press 'Goto'."
Rightclick on the texture and select "Export RAW binary", which will create a new file with the texture and all its propierties in it.

Now change to PD mode in Editor and do Tools -> Image Tools. You are going to add the texture to the end of rom.
-Select "Add RAW image to end of rom" on the left and use the file you just created. You should see Cavern's texture at the end of all the textures.
-Now save by clicking "Write new rom with changes". This new rom will be the one you should use for you projects.


Since Caverns only has one texture maybe the level won't look like you would expect. You can use more textures and remap them, but that can only be done with an external modeller such as Deled, 3dsmax, etc or very slowly with Editor.

Also, clipping will need some adjustments since it works different from GE to PD. It's probaly easier to export the background as obj and use that file to import the clipping. Then you'll only need to worry about the ramps.

In order to fix ramps you righclick on the clipping and set them to walkable (PD mode).




I know it's a lot of info to begin with. Try a little and I'll answer your doubts as best as I can.

Lasty, this post should be under the "Q-Lab Hacking Department" subforum I think. I'll wait for your reply before moving it there so you know it's not getting deleted or anything. Wink
 
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Rey
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 PostPosted: Tue Aug 19, 2014 5:14 pm    Post subject: Reply with quote Back to top

Omegacop_jp wrote:
Not that kind of Caverns I meant the Caves from GoldenEye Multiplayers and make it look like that for Perfect Dark.


I know what you meant. Just showed an example.
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