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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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HackBond 007
Joined: 14 May 2009 Posts: 1321 Location: Scotland |
Posted: Wed Mar 30, 2022 7:06 am Post subject: |
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Lazlo52 wrote: | HackBond wrote: | Values are now completely different (it is using the next IDs (0001 Glass Shatter) original values) |
Isn't that because those UP/DN buttons are intended for moving the current sound to a different entry? I remember clicking that on accident once and being confused by the sounds being jumbled around. (Though, I think a copy-paste function would be easier to manage) |
Ah, I figured it was for just going through each entry rather than moving the entry up or down. Thanks for the clarification. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7197 Location: Ontario, Canada |
Posted: Sat Apr 02, 2022 8:41 pm Post subject: |
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I have a question about the AI Path Network editing, as I'm not actually sure if it checks this or not. It does look to see if the sets are connected both ways (set 00 -> 01, and 01 -> 00), but does it also check for each pad? I prefer to make these sets manually using Notepad, and there are times where I have accidentally forgot to link certain pads both ways (like pad 0067 -> 0069, and 0069 -> 0067). This may lead to crashing when a character reaches the area.
Does it check these? I'm not sure that it does, since I have had issues in the past, that I need to identify and correct by looking through the text file. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Sun Apr 03, 2022 12:51 pm Post subject: |
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It seems to do some kind of check (on save of setup file). Do you have an example that is not checking right? |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1073
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Posted: Wed Apr 13, 2022 9:29 pm Post subject: |
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I've a little feature request! I've been working on a "cartoon mod" for Goldeneye (well it was Perfect Dark) and so I've been zealously bashing 64x64 textures on models. Of course these have no mipmaps.
To display correctly as an object, or character, or character head, I need to go into the model and set "no mipmaps" on for every single texture that I use which is 64x64. Would it be possible for the editor to detect that the texture has no mips when importing an object, or possibly add another pragma so I can save myself some legwork while iterating with things?
Cheers!
Also: Loving that addition of "save project and inject into rom" which has become something I'm using a lot now! _________________ No Mr. Bond, I expect you to be re-coded! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Thu Apr 14, 2022 2:07 am Post subject: |
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It should already? If it exceeds the size plus mipmap I thought. |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1073
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Posted: Thu Apr 14, 2022 4:17 pm Post subject: |
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No, it doesn't seem to be working as such, so I've still got to go through and set them all correctly with each import.
I also can't seem to get images to work as I had taken a simple screen grab showing that the imported model hadn't had it correctly set (but I figure you know what that looks like!).[/img] _________________ No Mr. Bond, I expect you to be re-coded! |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7197 Location: Ontario, Canada |
Posted: Fri Apr 22, 2022 11:05 pm Post subject: |
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Do we know where the POV height for the mission character is stored? We can modify the Tiny Bond cheat option height, but not the default one. If you make your starring character short, the intro swirl wants to complete above their head. This might be a nice option to add to the Game Configuration menu, perhaps in Model Details under the "Cuffs" section, for anyone who is working on a mod that features a playable character who is taller or shorter than Bond. |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 331 Location: N.J. |
Posted: Sat Apr 23, 2022 10:27 am Post subject: |
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Wreck wrote: | Do we know where the POV height for the mission character is stored? We can modify the Tiny Bond cheat option height, but not the default one. If you make your starring character short, the intro swirl wants to complete above their head. This might be a nice option to add to the Game Configuration menu, perhaps in Model Details under the "Cuffs" section, for anyone who is working on a mod that features a playable character who is taller or shorter than Bond. |
That stupid Mario Bros. fan (name's based off a series on YouTube) lists this for the Mario Characters mod:
"Custom POV for Single Player by Carnivorous"
Sounds like that former-snake-now-GrubHub-guy-eating-a-burger has the answer to this riddle. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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HackBond 007
Joined: 14 May 2009 Posts: 1321 Location: Scotland |
Posted: Sat Apr 23, 2022 10:44 am Post subject: |
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Lazlo52 wrote: | Wreck wrote: | Do we know where the POV height for the mission character is stored? We can modify the Tiny Bond cheat option height, but not the default one. If you make your starring character short, the intro swirl wants to complete above their head. This might be a nice option to add to the Game Configuration menu, perhaps in Model Details under the "Cuffs" section, for anyone who is working on a mod that features a playable character who is taller or shorter than Bond. |
That stupid Mario Bros. fan (name's based off a series on YouTube) lists this for the Mario Characters mod:
"Custom POV for Single Player by Carnivorous"
Sounds like that former-snake-now-GrubHub-guy-eating-a-burger has the answer to this riddle. |
An old message in the Vault discord revealed the location of the POV for the single player characters, thanks to CrashOverride for posting it and 00action for digging it up
Quote: | GE Singleplayer POV is at 800552FC, or 3456C if looking at 21990 in a hex editor
POV is in float so you must convert it in data converter before editing
This is a master value for all characters, multiplayer POV values simply add or subtract to it.
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_________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7197 Location: Ontario, Canada |
Posted: Sat Apr 23, 2022 9:15 pm Post subject: |
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Interesting. So you'd need to adjust the MP list accordingly, should your mod want to utilize it. A character at 1.0 would end up equal to whatever you set the master POV to, so you'd have to increase it to make them taller. 2BFE in every setup to set it might allow more flexibility, but that would need testing. Thanks for the info, fellas. |
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StupidMarioBros1Fan Agent
Joined: 07 Dec 2017 Posts: 41
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Posted: Sun Apr 24, 2022 1:51 pm Post subject: |
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Well this is a funny coincidence, I also wanted to ask if the Single Player POV Height could be added to the Editor. Recently I went back through my old Discord messages with Carnivorous to find the info on the POV Height (same as what was previously posted) and I've been using that RAM address with the Memory Peek/Poke function in the Footsteps Patch.
There's a few more things I want to test later today, so I'll make a separate post about the POV Height sometime today or tomorrow as it isn't a request/bug with the Editor.
A bug/question I do have is regarding the Data Extension feature, is the Gun Chunk Extension option cut off or can you only rename the file? If there's supposed to be a scroll option, it's not showing up for me.
Also, can anyone here reupload the Sample Name text files? The links I found on the forums are broken since the GoldenEye Vault we know is gone.
_________________ Stupid Mario Brothers is a YouTube series, get asked about my username a lot. |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1073
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Posted: Mon Apr 25, 2022 3:44 pm Post subject: |
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Hey Sub, got a video of what I was talking about before with setting the mipmaps on models. Hopefully this explains better than I could how I'd like to ask if there's a way to set the mipping on model surfaces when there's a texture that has no mipmaps
https://youtu.be/NntubFZFd3Y _________________ No Mr. Bond, I expect you to be re-coded! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Tue Apr 26, 2022 2:47 pm Post subject: |
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Not sure if that texture qualifies but can you post the sample files |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1073
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Posted: Wed Apr 27, 2022 3:10 am Post subject: |
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Given the cartoon nature of Dark Noon I've found that I can really get away with 64x64 4-bit textures such as this one:
https://ibb.co/Sv7SgnR
I understand they cannot have mipmaps, and the editor treats them as such. It's these such textures that I've got to turn the mips off on models with, and it's a pretty constant task that I'd really appreciate getting automated _________________ No Mr. Bond, I expect you to be re-coded! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Thu Apr 28, 2022 3:08 pm Post subject: |
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Doesn't pretty much everything in characters not normally mipmap? Like heads are 32 x 64 CI8 which shouldn't mipmap either. But they never turn on the no mipmap command, just normal. I'm assuming that's why the editor does it this way. |
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