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


GoldenEye Setup Editor Feature Requests List/Bugs
Goto page Previous  1, 2, 3 ... 16, 17, 18 ... 105, 106, 107  Next
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
Trevor
007
007


Joined: 15 Jan 2010
Posts: 926
Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest

 PostPosted: Sat Aug 05, 2017 2:35 pm    Post subject: Reply with quote Back to top

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).


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


Trev
_________________
 
View user's profile Send private message
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7197
Location: Ontario, Canada

 PostPosted: Sat Aug 05, 2017 3:47 pm    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message Visit poster's website
zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1684

 PostPosted: Sat Aug 05, 2017 5:29 pm    Post subject: Reply with quote Back to top

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!
 
View user's profile Send private message Send e-mail
StrikerMan780
Agent
Agent


Joined: 15 Jan 2010
Posts: 18
Location: Nova Scotia, Canada.

 PostPosted: Thu Oct 12, 2017 11:15 am    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1684

 PostPosted: Thu Oct 12, 2017 11:48 am    Post subject: Reply with quote Back to top

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!
 
View user's profile Send private message Send e-mail
StrikerMan780
Agent
Agent


Joined: 15 Jan 2010
Posts: 18
Location: Nova Scotia, Canada.

 PostPosted: Thu Oct 12, 2017 11:50 am    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Thu Oct 12, 2017 12:15 pm    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
StrikerMan780
Agent
Agent


Joined: 15 Jan 2010
Posts: 18
Location: Nova Scotia, Canada.

 PostPosted: Thu Oct 12, 2017 3:06 pm    Post subject: Reply with quote Back to top

Excellent, works perfectly. Thank you.
 
View user's profile Send private message
MRKane
007
007


Joined: 11 Dec 2008
Posts: 1073

 PostPosted: Thu Oct 12, 2017 10:54 pm    Post subject: Reply with quote Back to top

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 Smile
_________________
No Mr. Bond, I expect you to be re-coded!
 
View user's profile Send private message MSN Messenger
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Fri Oct 13, 2017 7:33 am    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
StrikerMan780
Agent
Agent


Joined: 15 Jan 2010
Posts: 18
Location: Nova Scotia, Canada.

 PostPosted: Fri Oct 13, 2017 10:44 am    Post subject: Reply with quote Back to top

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).
 
View user's profile Send private message
CrashOveride
Secret Agent
Secret Agent


Joined: 24 Oct 2016
Posts: 339

 PostPosted: Fri Oct 13, 2017 5:05 pm    Post subject: Reply with quote Back to top

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
 
View user's profile Send private message AIM Address MSN Messenger
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Sat Oct 21, 2017 4:36 am    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
pavarini
00 Agent
00 Agent


Joined: 07 May 2015
Posts: 479

 PostPosted: Tue Oct 24, 2017 6:12 pm    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Wed Oct 25, 2017 12:46 pm    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
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, 3 ... 16, 17, 18 ... 105, 106, 107  Next
Page 17 of 107

 
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 ]