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GoldenEye Setup Editor Feature Requests List/Bugs
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SubDrag
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 PostPosted: Tue Jul 09, 2024 2:46 pm    Post subject: Reply with quote Back to top

Hmm not happening for me. Can you give me exact steps? I patched Soguns' version 6. Exported bunker (some kind of pilot wings level). Opened vanilla GE, deleted debug data, imported bg template to Bunker, which reloaded/wrote ROM with images, and wrote ROM. Didn't have any issues.

I can't reproduce the incorrect bounding box colors, so not sure what to make of that.
 
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 PostPosted: Tue Jul 09, 2024 3:23 pm    Post subject: Reply with quote Back to top

All I did was patch v6 console version, opened in Game Configs, went to 0C Egypt (Targitzan Temple), exported BG template, closed, opened another ROM, went to 0C Egypt, imported BG template, attempted to save new ROM, and crash. I tried original game and modded.
 
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SubDrag
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 PostPosted: Wed Jul 10, 2024 3:12 pm    Post subject: Reply with quote Back to top

You do need to delete debug data before importing. But I can't reproduce it - works perfectly, hmm. After import, but before writing ROM, does it edit in visual properly?

If you are getting it to import + write image ROM, then doesn't crash before write ROM. Maybe you can just save bgfile, close editor, reopen that ROM and import bgfile? Wonder if that works.
 
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SubDrag
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 PostPosted: Wed Jul 10, 2024 3:33 pm    Post subject: Reply with quote Back to top

Actually think I found something small off, that may have caused crashing - try the beta again.
 
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 PostPosted: Sun Jul 21, 2024 12:21 am    Post subject: Reply with quote Back to top

Just tested out the updated BG Template support, and it did work for the level that kept crashing. Hopefully nothing else pops up with this. Thanks!

It seems like, at least in PD mode, Model Editor mode likes flipping the width and height values around in the texture data section of the file header. Say for example you save out a head file from the Game Configurations menu, and you export that same model again from the Model Editor menu, when you direct compare them, those values are swapped around. 32x64 becomes 64x32, etc.
 
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SubDrag
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 PostPosted: Sun Jul 21, 2024 1:30 pm    Post subject: Reply with quote Back to top

Guess at some point we had realized height/width were opposite. It's fixed, the export was what was backwards.
 
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 PostPosted: Tue Jul 23, 2024 9:34 am    Post subject: Reply with quote Back to top

Unable to right-click on surfaces, No pop up menu while in Edit Room Positions & Edit BG/Portal, EDIT: Menu does appear, but nothing is selected, doesn't highlight triangles... Also, left-clicking while in those modes does not provide any info above the edit/rotation tools. Only thing that works for me is clicking on Objects & clipping. I opened a vanilla level and the same thing happens.
 
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 PostPosted: Tue Jul 23, 2024 10:26 am    Post subject: Reply with quote Back to top

PS3 God wrote:
Unable to right-click on surfaces, No pop up menu while in Edit Room Positions & Edit BG/Portal, EDIT: Menu does appear, but nothing is selected, doesn't highlight triangles... Also, left-clicking while in those modes does not provide any info above the edit/rotation tools. Only thing that works for me is clicking on Objects & clipping. I opened a vanilla level and the same thing happens.


Can confirm on latest beta that this happens in GoldenEye and Perfect Dark
Unable to select triangles in Edit Room Positions
Unable to right click BG in Edit Portals/BG
Portals are selectable and right clickable
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SubDrag
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 PostPosted: Tue Jul 23, 2024 4:00 pm    Post subject: Reply with quote Back to top

Ah, it worked, but only if you had all rooms shown. Should be normal in beta now.
 
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 PostPosted: Tue Jul 23, 2024 4:29 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Ah, it worked, but only if you had all rooms shown. Should be normal in beta now.


Can confirm I can select things again with Display Full Level enabled. Thanks for the quick fix.
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 PostPosted: Tue Jul 30, 2024 7:58 pm    Post subject: Reply with quote Back to top

On the vault discord, someone was asking about importing backup files back into the Editor. I've figured out how to import the Setup, Portals and the BGData but I could not figure out how to import the clipping backup file.

The filename format goes clippingautobackupXXXXXXXX.bin
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 PostPosted: Wed Jul 31, 2024 3:42 pm    Post subject: Reply with quote Back to top

It's a regular clipping file. Just import like any other binary clipping file.
 
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 PostPosted: Wed Jul 31, 2024 6:58 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
It's a regular clipping file. Just import like any other binary clipping file.


I'm trying to do that using PD's investigation as a test for it by painting part of the clipping pink, but the files I'm getting are wildly different to what a clipping file I get from the Editor usually. For example, Investigation has a 190KB clipping file when exported, where as the autobackup.bin I'm generating is 1320KB. Whenever I import the backup.bin I usually get an Editor "out of memory" error and it hanging or closing.
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 PostPosted: Thu Aug 01, 2024 4:15 pm    Post subject: Reply with quote Back to top

OK sorry you're right. PD/GE have backup clipping format. It's supposed to be in the "Special" menu...for some reason was in GE, but missing in PD. Added in beta.
 
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 PostPosted: Fri Aug 02, 2024 9:29 am    Post subject: Reply with quote Back to top

SubDrag wrote:
OK sorry you're right. PD/GE have backup clipping format. It's supposed to be in the "Special" menu...for some reason was in GE, but missing in PD. Added in beta.


Just updated and tested it, and it works. Thanks again SubDrag.
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