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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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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sat Feb 19, 2022 1:54 am Post subject: Model Texture Import Suffixes |
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Hello all! Now I remember reading (years ago) a list of suffixes we could put on textures to control how they're setup in the editor. I can remember a couple, but for the life of me cannot get 64x64 no mipmaps textures importing with the correct settings on my models for both the level geometry and props.
I can remember
ClampS/ClampT
MirrorS/MirrorT
Transparent
NoMips (maybe?)
Also: is there an order that they have to go in for the system to recognise them? I'm wondering if that's what I'm doing wrong.
Cheers! _________________ No Mr. Bond, I expect you to be re-coded! |
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Uufje Agent

Joined: 26 Feb 2007 Posts: 69
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Posted: Sat Feb 19, 2022 3:03 am Post subject: |
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I'm pretty sure the order doesn't matter. There's also TopFlag and EnvMapping. _________________ Oofjay |
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 336 Location: N.J.  |
Posted: Sat Feb 19, 2022 11:58 am Post subject: |
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Do you mean settings as in the 4609, etc. in the header? 'Cause l was having a texture import wrong in-game, but it worked when l re-exported my custom image as binary, hex edited the header to have the 6, and re-imported the binary. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sat Feb 19, 2022 12:06 pm Post subject: |
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I forgot those two! Hopefully Sub will give us a full list here as I'm sure there were more, or I've got the names wrong  _________________ No Mr. Bond, I expect you to be re-coded! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Feb 19, 2022 4:08 pm Post subject: |
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You can also set # levels for Mipmaps in the Image Editor right-click menu. I think importing often sets colour images to zero, but you can change to six (common setting) afterward. I feel like 64x64 no Mipmaps colour would show as 400A (or 410A) type? I know there are multiple used in the Labyrinth map in comp pack multiplayer, from Zoinkity. You could check that. |
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00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
Posted: Sun Feb 20, 2022 2:53 am Post subject: |
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This question was asked in the Discord a long time ago and Carnivorous posted this so i saved it....
TopFlag
Transparent
Decal
CullBoth
CullFront
EnvMapping
ClampS
MirrorS
ClampT
MirrorT
TexScaleS
TexScaleT
I believe Decal sets TopFlag and Transparent.
Hope it helps. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sun Feb 20, 2022 12:58 pm Post subject: |
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Perfect 00Action - we need to pin that somewhere! I feel that we could do with a "nomips" one too as I'm hitting that a lot at the moment (for whatever reason), so might suggest that on the GEEditor thread.
Thank you so much, they're going to help me right off the hammer! _________________ No Mr. Bond, I expect you to be re-coded! |
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