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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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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Tue Feb 04, 2020 8:27 pm Post subject: Oh |
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Explain what textures have these colors so I can look at the bmp files that contain the data. I might be able to correct it if you could elaborate how it works please.  _________________ [img]http://imgur.com/ud785Jq[/img] |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Tue Feb 04, 2020 9:24 pm Post subject: |
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Vertex color is part of the model file, each vertex in a mesh can optionally store a RGB color value, and/or a vertex alpha value. This data is lost on convert because source does not support vertex coloring |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
Posted: Tue Feb 04, 2020 10:14 pm Post subject: |
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I tried out your Jungle maps and I'm still getting 100fps on the "Source" version you made with all the plants, they have no portals so everything is rendered at all times, scale seems to be too big still.
How do you plan on optimizing the N64 ports considering all the gaps and unnecessary brushes they create? I wouldn't enjoy trying to play at those framerates. _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Wed Feb 05, 2020 3:42 am Post subject: 100 fps? |
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Whoa. I didn't realize 100 FPS was bad framerate. The older version of Jungle isn't rendering all at once. The models are all set to fade out at a certain distance. Hint and skip brushes are also optimizing the map similar to portals. Source portals are a tricky beast to even make work at all. I generally never use them because they will just crash the game if the engine decides a brush that is touching a brush isn't touching one and flags it as not doing so. Way to debug that coding Valve
I never made any promises about anything in this mod being perfect. The intent here is to simply move the geometry into an engine it can be enjoyed in that has an easier play ready efficient online multiplayer networking connection. _________________ [img]http://imgur.com/ud785Jq[/img] |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
Posted: Wed Feb 05, 2020 7:09 am Post subject: |
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Given the context yeah, 100fps is very bad. Even on titles from last year it's easy to get past 150-200fps on high-end hardware. But that's not a fair comparison, as modern games utilize modern hardware better than SDK 2007 does.
Now, if we compare those 100fps to the 200-600fps you can get on the official maps in GE:S then it's a fair comparison and shows that it's not optimized.
100fps on a shooter hasn't been okay for anyone with a 144hz monitor (or more than 144hz) since they exist and that's pretty much since shooters are a thing on PC (CRTs were easily over 100hz). SDK 2007 doesn't have raw input which means framerate drops will affect to aiming a lot.
This may not be an issue for you or the average player, but it is an issue and they're not optimized. 100fps feels *terrible* when you're used to higher framerate and it's like playing at 30-40fps.
Portals are very strict on how you place them, sadly these N64 exports keep the gaps the geometry in GoldenEye has so it'll cause issues for Source. That's why I ask on how you expect to optimize the geometry and portals, as the full levels may cause issues - fading objects won't be enough.
Not asking for a perfect thing, but at least playable. Jungle Source version 3 (I believe latest?) isn't playable. _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Wed Feb 05, 2020 8:20 pm Post subject: Oh. I see |
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The geometry will all be static models with brush emulated clipping and materials. So basically it will feel like the real level even though you are inside a series of models pieced together with invisible brushwork assigned corresponding materials. Not sure what the final fps will be but I'm sure it will be efficient for most people that just want to have fun in Multiplayer. But I do understand you getting 200 plus FPS and feeling a severe drop in framerate. Honestly that seems too high for someone like me. I prefer a more film like look. It's like newer TVs that project extra frames per second to make the picture look like a LIVE FEED. Honestly defeats the whole point of the look of a classic game in my opinion. I would have to see what you are talking about to make up my mind about framerates that insanely high.  _________________ [img]http://imgur.com/ud785Jq[/img] |
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