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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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zoinkity 007
Joined: 24 Nov 2005 Posts: 1700
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Posted: Tue Dec 03, 2024 6:30 pm Post subject: |
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All R*P settings roll through sequential display lists, something of a quirk here. In a lot of other games they'll branch to a "init" DL blob between things to prevent mistakes.
So yes, each room needs to explicitly set its own settings because you can't be assured which ones are loading in what order. Objects are more predictable, you're (mostly) assured the part rendering order.
In practice primary is always single-sided, because without coercion it gets flattened against the BG color. Secondary is more practical for anything free-standing, but you do need to manually turn culling off for anything two-sided then set it back when done.
You can allow everything to be two-sided, but that's unnecessary expense of memory and computation time. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6147
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Posted: Wed Dec 04, 2024 5:06 pm Post subject: |
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OK, latest beta, now for GE/PD levels only (not objects/guns/weapons, anything in edit model), it should always start a secondary displaylist with a B6...3000 to force it to a clean state. |
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HackBond 007
Joined: 14 May 2009 Posts: 1352 Location: Scotland |
Posted: Wed Dec 04, 2024 5:17 pm Post subject: |
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SubDrag wrote: | OK, latest beta, now for GE/PD levels only (not objects/guns/weapons, anything in edit model), it should always start a secondary displaylist with a B6...3000 to force it to a clean state. |
Thank you, tested it on the level I showed earlier that had the issue, just imported from Visual with the Background and it is fixed. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7220 Location: Ontario, Canada |
Posted: Thu Dec 05, 2024 11:25 pm Post subject: |
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SubDrag: I've sent you an e-mail regarding the latest issue I've encountered, which required I attach a file for you to use yourself to check out. Hopefully you still use that e-mail address. If you did not receive it, please send me a personal message here with your current e-mail, so I can try again there. Thanks. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7220 Location: Ontario, Canada |
Posted: Mon Jan 20, 2025 2:25 am Post subject: |
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I've run into something strange with the clipping for Train in GE-X. For whatever reason, the Editor does not like it, and crashes when you try to open the level in Visual. Also, exporting the file only gives you a small portion of it. It looks to me like room 0x19 is tripping it up. If you apply the newest patch and go to level 0F (ID 23) with the "run" files, you will see what I mean. It works fine in game (I think), so why the Editor does not like it, I'm unsure. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6147
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7220 Location: Ontario, Canada |
Posted: Tue Jan 21, 2025 11:55 pm Post subject: |
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I downloaded your file and looked at it. What is strange is that it seems to have changed the data in each tile from 0x6-0xB (probably things happening in RAM). I can import it fine, but what is more odd, is that if I choose to save out the clipping file again after, it perfectly matches my previous one that was crashing. Which, if imported, will crash the editor on Visual load. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7220 Location: Ontario, Canada |
Posted: Wed Jan 22, 2025 2:50 am Post subject: |
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I have a request, if possible, which would make my life much easier. In the Edit Animations menu for PD, could there be an option to copy current frame X amount of times? If I edit a one frame file manually, to have the proper coordinates and rotation for the intro/outro camera, then import it, I could copy it enough times to play the scene for multiple seconds. My current method is all manual in Hex Edit, and it is too time consuming to copy + paste, and update keyframe number (over two hundred times). These camera animations are much better, and fill out the full screen in 2P modes, and allows for skipping. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6147
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Posted: Thu Jan 23, 2025 10:51 am Post subject: |
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The train compression issue - just slightly tweak maybe some clipping? Whatever zlib is doing, it's not compatible with this version - it seems to be trying to copy 3 bytes, from current spot, which ends up with an error...must be something special in the newer version of ZLib past GE, that they used in PD. I'd change clipping slightly in the room before it, so it changes the offset...and changes compression then to work (maybe room 1A, add a tile, or room 19?).
Wreck wrote: | I have a request, if possible, which would make my life much easier. In the Edit Animations menu for PD, could there be an option to copy current frame X amount of times? If I edit a one frame file manually, to have the proper coordinates and rotation for the intro/outro camera, then import it, I could copy it enough times to play the scene for multiple seconds. My current method is all manual in Hex Edit, and it is too time consuming to copy + paste, and update keyframe number (over two hundred times). These camera animations are much better, and fill out the full screen in 2P modes, and allows for skipping. |
Just do this in obj format. Export Camera to .obj. Open up in notepad. Add a bunch of keyframe #s. Import it back. Copy I don't really show the frames for cameras, so it'd have to add a lot more than just a copy thing, to make it doable in the editor. |
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