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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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axdoom Agent
Joined: 28 Sep 2024 Posts: 2 Location: Canada |
Posted: Sat Sep 28, 2024 1:21 pm Post subject: Bug - cannot knife polygons |
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Hi,
I can't split a polygon in the custom level I'm building inside of Complex.
I usually use the knife tool to split polygons along portal edges so I can create more rooms to optimize my levels. I've already successfully split some polygons on the level, even using the same portal shown in the video as a knife, but some polygons such as the ones shown here are refusing to split.
There is no feedback from the editor explaining why it isn't working.
Video: https://streamable.com/8zc9uw |
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HackBond 007
Joined: 14 May 2009 Posts: 1352 Location: Scotland |
Posted: Sat Sep 28, 2024 5:29 pm Post subject: |
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I've ran into a new bug. I cannot open the Vertice Colouring tool after completing a few steps. This happened in the GE side of the editor. I haven't tried the PD side.
- Edit Room Positions, Open Vertice Colouring Tool
- Do not close the Vertice Colouring Tool
- Switch to Edit Clipping and open the Clipping Colour tool
- Do not close the Clipping Colour tool
- Switch back to Edit Room Positions, try to open Vertice Colouring Tool, doesn't work _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6145
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Posted: Sun Sep 29, 2024 4:24 pm Post subject: |
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I fixed the closing and not reopening.
As for the knifing - is it possible is more than one layer of triangles there? Try pressing H to hide, maybe is that?
I did the pillar as Set as Knife YZ, since I don't have a portal there, selected same triangle, and cut it, and it worked ok. I'm not sure what is going on there? Can try that. |
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axdoom Agent
Joined: 28 Sep 2024 Posts: 2 Location: Canada |
Posted: Sun Sep 29, 2024 7:04 pm Post subject: |
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I'll send you a PM with a copy of the ROM. Nobody is able to recreated it in OG Complex. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6145
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Posted: Mon Sep 30, 2024 12:53 pm Post subject: |
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Thanks that helped. Looks to be a rounding issue from the math library I was using. I fixed it in beta. I will note that the portal is not identical plane to the pillars, which did work before (so not sure if that will cause issues with your level). |
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HackBond 007
Joined: 14 May 2009 Posts: 1352 Location: Scotland |
Posted: Fri Nov 29, 2024 5:56 pm Post subject: |
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There is something wrong with how the Editor handles double-sided triangles / CullBoth. They disappear from view at certain angles like the culling activates. It keeps appearing whenever the Editor injects background data including from slightly modified Rare backgrounds and is not easy to fix, requiring people to manually hex-edit the displaylists to fix the issue. Here are screenshots of it in action.
https://imgur.com/a/PX9MghN _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6145
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Posted: Sun Dec 01, 2024 5:09 pm Post subject: |
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What exactly are you hex editing to fix it? You are saying it's losing the cull setting that clears culling for the triangles?
I mean it's clearly working overall so I'd need a very precise example to look over to understand. |
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HackBond 007
Joined: 14 May 2009 Posts: 1352 Location: Scotland |
Posted: Sun Dec 01, 2024 7:37 pm Post subject: |
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SubDrag wrote: | What exactly are you hex editing to fix it? You are saying it's losing the cull setting that clears culling for the triangles?
I mean it's clearly working overall so I'd need a very precise example to look over to understand. |
Sorry let me clarify properly.
Wreck specifically is manually fixing the exported display lists to get around this issue. I assumed this meant hex-editing whenever the display list holds the culling information. The exact methods haven't been described to me. I'll ask Wreck to try and explain it better than I since he is fixing it usually. The problem has always been described to me as the Editor is not saving/applying culling settings properly in some contexts, specifically when the Editor converts files.
I did try that new Background Template option to port Club (the level in the screenshots) to stock GE and the problem didn't appear that time. As soon as I exported the bgfile back to TSWLM (with wrong textures) the problem reappeared. TSWLM isn't alone in dealing with the problem, I've ran into it whenever editing or creating level backgrounds, and Graslu has ran into it. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6145
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Posted: Mon Dec 02, 2024 10:43 am Post subject: |
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I can't really help without specific recreation steps or examples. My guess is that there is a default that is not being reset (which is why editor always resets at end of list) so default is going to cull back instead of no culling. |
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HackBond 007
Joined: 14 May 2009 Posts: 1352 Location: Scotland |
Posted: Mon Dec 02, 2024 12:26 pm Post subject: |
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I have specific examples this time but no method for reproduction. Sorry for the wait. Thanks to Wreck for all the help explaining this to me.
This is the exported Rooms from Club, a level in The Spy Who Loved Me conversion. I've included a patch for the mod so you can view the level in the Editor. The level occupies Bunker 1.
https://drive.google.com/drive/folders/1rHW7y9SuoA6fHaw-mssC5WsUi8rGREZD?usp=drive_link
The problem lies in several rooms, but we will look at Room 0B.
In the primary file (tempRoomIndice1ASVS0B.bin) it has a double-sided cull setting (B6 00 00 00 00 00 30 00) at offset 0x8 and then has a single sided cull setting (B7 00 00 00 00 00 20 00) at offset 0x50
In the secondary file (tempRoomIndice2ASVS0B.bin) the cull setting is completely missing.
If the secondary triangles are viewed in the Editor through the Replace Texture dialog, then it shows that the triangle is set with show both sides despite having no culling setting. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6145
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Posted: Mon Dec 02, 2024 4:01 pm Post subject: |
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It seems to be behaving properly to me:
All rooms clean themselves up automatically back to double-sided, so that it's clean for the next file to turn on whatever it wants, or default, such as with guns.
In your case, file 0B, has at offset 0x00000378, 0xB600000000002000, right before the file ends, which makes it double-sided and clears out cull back. So when it reads secondary, it goes to double-sided. I don't have your original model before you converted it, so not sure intent, but editor is reading at least your completed file properly. It also has MirrorS and MirrorT so seems like something was explicitly set for texture. The materials on import uses the keywords CullBoth (really means Cull None...), or CullFront, defaulting to cull back if not set.
It's also possible at some point someone manually set that texture in the entire level using replace texture dlg to mirrors/t, and cull both, and didn't realize it affected culling too of matching material? That's my guess, and probably have inadvertantly done that on regular levels too.
I exported your Room 0B to obj, removed the CullBoth, then imported, and it is properly showing secondary as Cull Back. I think maybe your import has defined the texture as CullBoth MirrorS MirrorT, which applies to all rooms.
I can't find any editor issues, unless there is a real issue. |
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HackBond 007
Joined: 14 May 2009 Posts: 1352 Location: Scotland |
Posted: Mon Dec 02, 2024 5:36 pm Post subject: |
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SubDrag wrote: | It seems to be behaving properly to me:
All rooms clean themselves up automatically back to double-sided, so that it's clean for the next file to turn on whatever it wants, or default, such as with guns.
In your case, file 0B, has at offset 0x00000378, 0xB600000000002000, right before the file ends, which makes it double-sided and clears out cull back. So when it reads secondary, it goes to double-sided. I don't have your original model before you converted it, so not sure intent, but editor is reading at least your completed file properly. It also has MirrorS and MirrorT so seems like something was explicitly set for texture. The materials on import uses the keywords CullBoth (really means Cull None...), or CullFront, defaulting to cull back if not set.
It's also possible at some point someone manually set that texture in the entire level using replace texture dlg to mirrors/t, and cull both, and didn't realize it affected culling too of matching material? That's my guess, and probably have inadvertantly done that on regular levels too.
I exported your Room 0B to obj, removed the CullBoth, then imported, and it is properly showing secondary as Cull Back. I think maybe your import has defined the texture as CullBoth MirrorS MirrorT, which applies to all rooms.
I can't find any editor issues, unless there is a real issue. |
Thank you for explaining how this works. The texture is supposed to have CullBoth / show both sides. If I can find a method of reproduction that has this behaviour (culling activating at different angles despite CullBoth / show both sides) I'll return. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7215 Location: Ontario, Canada |
Posted: Mon Dec 02, 2024 6:45 pm Post subject: |
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The secondary display list needs to have a cull setting in it. It was not being added. Simply sticking in the standard cull both sides command...
B6000000 00003000
...before the draws corrected the issue. I have had to do this with a few levels in the past, including regular GE maps that were retextured and re-exported by users. Without the setting, it only shows properly from one side, and fights to render from the other. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6145
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Posted: Tue Dec 03, 2024 2:17 am Post subject: |
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Are you saying that secondary is random what cull setting it has and it isn't drawn right after primary? Maybe it's all primary rooms, then all secondary? Not fully sure. Maybe that was more true on props and guns. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7215 Location: Ontario, Canada |
Posted: Tue Dec 03, 2024 4:59 pm Post subject: |
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I would need to confirm, but I am fairly certain that rooms require the cull setting in each primary and secondary display lists. I do know what you mean about other types, though. I think characters that use secondary draws can carry over the last set cull. I would have to look at props and guns.
If you take a level, even say Runway, and simply do Export Rooms to Text File and pop open the secondary files in a Hex Editor, they should set their own cull commands. I will even look later tonight to be certain. |
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