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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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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Sat Aug 05, 2017 2:35 pm Post subject: |
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Wreck wrote: |
Also, on another note, his sky block for Cradle had extremely high (I mean extremely) Far and Near Fog values. The result on console, at least, was really bizarre. It was like the viewing screen where you could see the geometry was only half that of the full screen. The resolution was screwed up, as well. It was fine once I lowered them down (30,000 and 25,000).
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http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=63377 wrote: |
Manually setting FarFog to 75000 causes large areas to crash the game while in smaller rooms causes a "fisheye-lense" effect in a small square window. gun and hud un-affected.
Setting farfog to 65000 causes a fullscreen fisheye lense effect (Not true fisheye by the way, just odd round edges of screen)
- Both of these effects are caused by an overrun in Signed Short actually causing the farclip to be "behind" the camera.
- Both of these were tested with scale = 1 only
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Trev _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Sat Aug 05, 2017 3:47 pm Post subject: |
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Ah, I kind of figured there was a chance this was already known. I didn't know just how high people were going with fog values, but Johnny Thunders Cradle sky was gigantic. I ended up lowering it to 30,000 which fixed the issue, and appeared to suit the level with the dish and jungle type background included. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1688
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Posted: Sat Aug 05, 2017 5:29 pm Post subject: |
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Yes, ID 29 is specially-handled. All rooms are visible except those specifically blacked out by doors.
I don't remember exactly where that was, but did happen across a catch for it. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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StrikerMan780 Agent
Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada. |
Posted: Thu Oct 12, 2017 11:15 am Post subject: |
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Seems the models for the spent bullet casings that are ejected from the guns when firing are not anywhere to be found in the Model Editor lists. I need to export these, but I can't since... well, they're not there. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1688
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Posted: Thu Oct 12, 2017 11:48 am Post subject: |
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They're in the list of 1st person models and there's four of them:
Code: | GcartridgeZ
GcartrifleZ
GcartblueZ
GcartshellZ |
_________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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StrikerMan780 Agent
Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada. |
Posted: Thu Oct 12, 2017 11:50 am Post subject: |
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Those don't show in mine. Using the Beta Editor, btw. Editing GoldenEye.
EDIT: Yeah, they only show up in Perfect Dark, but those aren't the models I'm looking for, they aren't the same. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Thu Oct 12, 2017 12:15 pm Post subject: |
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I will try and add. In meantime, export all those files from Tools->Game Configuration. Go to Tools->Edit Model. Edit Object 00 PalarmZ. Set # Images to 02, # 05s to 00, and # Matrices to 01 in top right, then click Import from file, and do one at a time, import then export obj.
EDIT: I added to beta. |
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StrikerMan780 Agent
Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada. |
Posted: Thu Oct 12, 2017 3:06 pm Post subject: |
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Excellent, works perfectly. Thank you. |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1075
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Posted: Thu Oct 12, 2017 10:54 pm Post subject: |
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I've got one. Could we set the angle somewhere for what the PD clipping import considers a "wall"? Most of the ramps on the dam level I'm working on at the moment get classified as walls _________________ No Mr. Bond, I expect you to be re-coded! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Oct 13, 2017 7:33 am Post subject: |
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OK, maybe I added that. It uses a default angle (from vertical normal of triangle) of 30 degrees. You can edit it manually, by adding an entry in the geeditor.ini under
[VisualEditor]
pdClippingMinHeightVertical=30.0
pdClippingMinVerticalAngle=30.0
The min height vertical makes any triangle of < MaxY-MinY always assume not a wall.
And vertical angle is the normal vector of triangle, angle, compared to up/down, and if less than that, it is a normal walkable, and if angle greater than, it's a wall. |
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StrikerMan780 Agent
Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada. |
Posted: Fri Oct 13, 2017 10:44 am Post subject: |
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Got a request: Make the view window in the Model editor work the same as the one in the Animation editor. The one in the model editor is buggy (cuts off, viewport doesn't fill the full grey space around it, etc...) and annoying to use (the sliders make it a pain to pan/rotate freely, where the animation editor's controls are far more intuitive, and the window updates faster/more smoothly). |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Fri Oct 13, 2017 5:05 pm Post subject: |
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StrikerMan780 wrote: | Got a request: Make the view window in the Model editor work the same as the one in the Animation editor. The one in the model editor is buggy (cuts off, viewport doesn't fill the full grey space around it, etc...) and annoying to use (the sliders make it a pain to pan/rotate freely, where the animation editor's controls are far more intuitive, and the window updates faster/more smoothly). |
Have you tried using the visual window?
The model preview is just for quick reference.[/i] _________________ Playing old, low poly games since 2003 |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat Oct 21, 2017 4:36 am Post subject: |
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StrikerMan780 wrote: | Got a request: Make the view window in the Model editor work the same as the one in the Animation editor. The one in the model editor is buggy (cuts off, viewport doesn't fill the full grey space around it, etc...) and annoying to use (the sliders make it a pain to pan/rotate freely, where the animation editor's controls are far more intuitive, and the window updates faster/more smoothly). |
It's a good idea; as I did animation editor later, I was much more experienced on how to make these things. A bit difficult at the moment but put on the good ideas list. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Tue Oct 24, 2017 6:12 pm Post subject: |
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pavarini wrote: | Wreck wrote: | OK, so your weapons and keys remain in your inventory? What about other pickups? I swear I remember reading that things would disappear from your watch after the warp. Unless that was old tests, and something changed since then? This may not be quite as broken as I first thought. |
If I remember correctly I think that note on the action block refers to bond having to reequip his weapon on warp, not actually losing his items. |
I was incorrect about this, return from camera will make the player randomly loose non-weapons.
Please make check syntax alert the user if return from camera/goto camera does not have 3 03 sleep commands before it. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Wed Oct 25, 2017 12:46 pm Post subject: |
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Quote: |
Please make check syntax alert the user if return from camera/goto camera does not have 3 03 sleep commands before it. |
Is it that, or is it that it needs 3 03s after Hide First Person display? I added that (need 3 03s after ED command and before D5 command) - GE only
Or does this have to do with mid-level cut-scenes? I can't remember how those work. |
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