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

Joined: 11 Dec 2008 Posts: 1076
 |
Posted: Sun Jan 02, 2022 1:18 pm Post subject: |
 |
|
SubDrag wrote: | MRKane wrote: | Hang on: animations are optimised with frame compression if it's the same frame? Oh this has just made my life a heap easier as I won't have to optimise my animations as much before export and code around that! |
If they are in a row the format supports repeating identical frames. The minimum run was maybe 2 frames or 4, can't remember. |
Ok, so I've hit my first caveat with how I planned on doing things: I've changed the "style" of my PD mod to make my life easier, and I'm now leaning heavily into the "cartoon" aesthetic and doing more of a Bayonetta style for clip scenes. This means long periods of paused animations and sharp changes. There seem to be lots of issues and glitches with doing things this way.
So I had been using the animation frames to time the animations and sounds (thanks to Wreck) and it worked perfectly, but with the shorter animation durations that's all out the window. Also there seems to be a cerp or something between keyframes that cause funny visual glitches with the animations.
So the question here is: Is there any way to import animations without compression, and what do we know about how to denoise the interpolation systems in PD?
All help appreciated, and I can link builds as requested
Ok, I've looked into this further and there really does seem to be something screwy going on here as the "compressed" animations with lots of duplicated frames appear to be playing at a different rate to a copy that has some motion in it to prevent frames from being compressed. When you're back from holiday punch me through a message and I can provide some examples for you  _________________ No Mr. Bond, I expect you to be re-coded! |
|
|
|
|
|
 |
 |
 |
 |
 |
Aeronie Agent

Joined: 29 Dec 2021 Posts: 6 Location: Spain  |
Posted: Tue Jan 04, 2022 9:26 am Post subject: |
 |
|
Carnivorous wrote: | This already exists in the editor. Check key combinations for these two options.
Quote: | this has a more frequent use in Perfect Dark, i am wondering if GE & PD treat the script differently, because enemies flying back from magnum shots seems less frequent in GE as far as i can remember... |
They're handled the same. |
Hi.
It was in GoldenEye Editor > Tools > Preferences > Editor Key Mapping.
A lot of thanks!!!!
Regards. _________________ Frontman in GoldenEye Back Project (WIP):
https://discord.gg/YYT6DBt2
YouTube Channel:
https://www.youtube.com/channel/UCK1oEOKJYY4W6DpOps0Fs3Q |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
 |
Posted: Tue Jan 04, 2022 5:34 pm Post subject: |
 |
|
MRKane wrote: | SubDrag wrote: | MRKane wrote: | Hang on: animations are optimised with frame compression if it's the same frame? Oh this has just made my life a heap easier as I won't have to optimise my animations as much before export and code around that! |
If they are in a row the format supports repeating identical frames. The minimum run was maybe 2 frames or 4, can't remember. |
Ok, so I've hit my first caveat with how I planned on doing things: I've changed the "style" of my PD mod to make my life easier, and I'm now leaning heavily into the "cartoon" aesthetic and doing more of a Bayonetta style for clip scenes. This means long periods of paused animations and sharp changes. There seem to be lots of issues and glitches with doing things this way.
So I had been using the animation frames to time the animations and sounds (thanks to Wreck) and it worked perfectly, but with the shorter animation durations that's all out the window. Also there seems to be a cerp or something between keyframes that cause funny visual glitches with the animations.
So the question here is: Is there any way to import animations without compression, and what do we know about how to denoise the interpolation systems in PD?
All help appreciated, and I can link builds as requested
Ok, I've looked into this further and there really does seem to be something screwy going on here as the "compressed" animations with lots of duplicated frames appear to be playing at a different rate to a copy that has some motion in it to prevent frames from being compressed. When you're back from holiday punch me through a message and I can provide some examples for you  |
Not really sure specifics, but if by compressed you mean repeat frames, then just disable them before import, uncheck "Allow Repeat Points on import". There may be some limitations, but they seem ok on Rare's repeats and on how it looks in editor? |
|
|
|
|
|
 |
 |
 |
 |
 |
MRKane 007

Joined: 11 Dec 2008 Posts: 1076
 |
Posted: Tue Jan 04, 2022 7:10 pm Post subject: |
 |
|
Ok, so my editor was out of date there (I could have saved wasting your time!) but for whatever reason things seem to be working pretty reliably now that the animation is imported in it's completion. I'll continue to assemble the revised ending cinematic for the first level and see what I trip over next. I guess this is another one of those "PD is hell" things that bit me in the ass.
Happy new year! _________________ No Mr. Bond, I expect you to be re-coded! |
|
|
|
|
|
 |
 |
 |
 |
 |
Aeronie Agent

Joined: 29 Dec 2021 Posts: 6 Location: Spain  |
Posted: Wed Jan 05, 2022 7:14 am Post subject: |
 |
|
Aeronie wrote: | Carnivorous wrote: | This already exists in the editor. Check key combinations for these two options.
Quote: | this has a more frequent use in Perfect Dark, i am wondering if GE & PD treat the script differently, because enemies flying back from magnum shots seems less frequent in GE as far as i can remember... |
They're handled the same. |
Hi.
It was in GoldenEye Editor > Tools > Preferences > Editor Key Mapping.
A lot of thanks!!!!
Regards. |
No work. I need help. _________________ Frontman in GoldenEye Back Project (WIP):
https://discord.gg/YYT6DBt2
YouTube Channel:
https://www.youtube.com/channel/UCK1oEOKJYY4W6DpOps0Fs3Q |
|
|
|
|
|
 |
 |
 |
 |
 |
Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Thu Jan 06, 2022 12:40 am Post subject: |
 |
|
Hold the hotkey down, click a point on the triangle you wish to move, click the destination triangle you wish to snap to then let go of the hotkey. It should snap the point on the second click. |
|
|
|
|
|
 |
 |
 |
 |
 |
HackBond 007


Joined: 14 May 2009 Posts: 1361 Location: Scotland  |
Posted: Mon Jan 17, 2022 11:39 pm Post subject: |
 |
|
Is there a possibility to stop the action block editor refreshing whenever you are currently typing? Typing comments and such when the blocks get large enough causes a pause to happen in between typing characters that eventually gets to the point that I don't want to type the comment anymore. It is alleviated by pasting the line into the comment but I would prefer not having to type everything into a text editor first. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
|
|
|
|
|
 |
 |
 |
 |
 |
Uufje Agent

Joined: 26 Feb 2007 Posts: 69
 |
Posted: Sat Jan 22, 2022 7:31 am Post subject: |
 |
|
Is it possible for the PD lighting OBJ import to have it import the light normals as well? Right now they're all pointing west on import, it would be nice if it instead took the normals of the geometry as the in-game light direction. _________________ Oofjay |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
 |
Posted: Sun Jan 23, 2022 5:36 pm Post subject: |
 |
|
Uufje wrote: | Is it possible for the PD lighting OBJ import to have it import the light normals as well? Right now they're all pointing west on import, it would be nice if it instead took the normals of the geometry as the in-game light direction. |
What did you have in mind? I guess it could try and find coplanar triangles, and use that normal, but if there's no triangle, it has as 50/50 shot of the right normal? |
|
|
|
|
|
 |
 |
 |
 |
 |
Uufje Agent

Joined: 26 Feb 2007 Posts: 69
 |
Posted: Mon Jan 24, 2022 7:09 am Post subject: |
 |
|
A light should consist of two triangles forming a rectangle, so I guess it could try and use the normal of that? I'm not sure if that's how it works, but I designed each light rectangle in the OBJ to point in the direction I want in-game. _________________ Oofjay |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
 |
Posted: Mon Jan 24, 2022 4:41 pm Post subject: |
 |
|
Uufje wrote: | A light should consist of two triangles forming a rectangle, so I guess it could try and use the normal of that? I'm not sure if that's how it works, but I designed each light rectangle in the OBJ to point in the direction I want in-game. |
OK should be updated in beta. At least export/import obj round trip seemed to show good normals. |
|
|
|
|
|
 |
 |
 |
 |
 |
Uufje Agent

Joined: 26 Feb 2007 Posts: 69
 |
Posted: Wed Jan 26, 2022 6:20 am Post subject: |
 |
|
It works partly now for my level. For many of my lights it is pointing in the opposite direction though (it has many light pointing downwards in the OBJ, which are pointing upwards in the editor). I've included the OBJ here if you want to take a look.[/url] _________________ Oofjay |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
 |
Posted: Wed Jan 26, 2022 4:06 pm Post subject: |
 |
|
Uufje wrote: | It works partly now for my level. For many of my lights it is pointing in the opposite direction though (it has many light pointing downwards in the OBJ, which are pointing upwards in the editor). I've included the OBJ here if you want to take a look.[/url] |
Ah you were using triangles. I hadn't really checked it out for that, just quads. It should be fixed in beta now (all the lights pointed down in your example?). |
|
|
|
|
|
 |
 |
 |
 |
 |
Uufje Agent

Joined: 26 Feb 2007 Posts: 69
 |
Posted: Thu Jan 27, 2022 8:54 am Post subject: |
 |
|
That works great, thanks a lot  _________________ Oofjay |
|
|
|
|
|
 |
 |
 |
 |
 |
Uufje Agent

Joined: 26 Feb 2007 Posts: 69
 |
Posted: Tue Feb 01, 2022 6:36 pm Post subject: |
 |
|
I think I've found a bug... I cannot get an object to work for the life of me. I had no problems making previous objects, but with the latest editor version I seem to have problems importing new object into PD. For some odd reason, it seems to be stuck to guards?
This is what happens:
https://streamable.com/dtuq5p
Like what. I first thought it had to do with my updated elevator model I imported, but all the subsequent models I import into different objects also get broken like this. _________________ Oofjay |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |
|
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
|
|
|
 |