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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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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Sun Apr 27, 2025 2:12 pm Post subject: |
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Oops, fixed that. Also added ability to change object to another one (it's very likely won't work in many cases, and object properties get reset to 0000s, and position is left alone because can't change file sizes, so may or may not work). |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Sun Apr 27, 2025 5:01 pm Post subject: |
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I will play around some more. I think type 1F is another kind of portal, from my testing. You can see two of them on the upper balcony in Courier's front lobby.
Is it possible to export the model you click on all by itself to obj? I haven't tested those options, but was interested for potential porting purposes to GE/PD. Been super interested in getting Courier into GE-X at some point. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Sun Apr 27, 2025 5:09 pm Post subject: |
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Without the objects? Yeah there is an option to export as fbx/obj without that, or with them. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Sun Apr 27, 2025 5:18 pm Post subject: |
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What if I only want one thing in particular in the level? Like a door model, or glass window, or filing cabinet, single room, etc? Can I right-click on it and export just that thing? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Sun Apr 27, 2025 5:36 pm Post subject: |
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You can do that in model editor instead if it's its own object. Not single rooms or part of level. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Sun Apr 27, 2025 11:22 pm Post subject: |
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Quick observation, not sure if it works across the board, may just be certain things. When I was going through the models in Model Editor, I came across the "014A Painting" entry. This has 0x7 parts (different paintings). In the Courier setup, the various paintings have values to that seem to match with those, at 0x01 in their block. 0x00-0x07. This must be how it knows which part from the model entry to use? Could just be for stuff included in the list, and not unique things that are not stored that way.
Hmm, it didn't change the model with that modified. Only updating the offset address at 0x24 did. Might it still be related somehow? This may not be a best example to test with.
ALSO: Level 0003 is actually the Courier Outro.
Courier Outro Scene
641450 - 6416F8
641450 Level Geometry [00000000] [0F042C = 63DD3C - Type 46]
641494 Skybox [00080000] [0F05EC = 63DEFC - Type 29]
6414D8 Station Wagon in Background of 3rd Camera Angle [00010000] [0F1A10 = 63F320 - Type 30]
64151C Wheels of Station Wagon [00020000] [0F1BFC = 63F50C - Type 30]
641560 Windows of Station Wagon [00030000] [0F1F50 = 63F860 - Type 32]
6415A4 Other Cars to Right in 4th Camera Angle, and Left in 5th [00040000] [0F3158 = 640A68 - Type 30]
6415E8 Wheels of Other Cars [00050000] [0F3344 = 640C54 - Type 30]
64162C Windows of Other Cars [00060000] [0F35E8 = 640EF8 - Type 32]
641670 Telephone Box on Right [00070000] [0F3B20 = 641430 - Type 18]
6416B4 Telephone Box on Left [00070000] [0F3B20 = 641430 - Type 18]
Last edited by Wreck on Mon Apr 28, 2025 2:25 am; edited 4 times in total |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Mon Apr 28, 2025 12:58 am Post subject: |
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This may require further testing on more objects, but I've found some info out on health and destruction of props. I tested with monitors and fire extinguisher. Bullet counts might be slightly off, as I didn't jot them down.
0x3C seems to be a health modifier.
0000 One shot (P2K round) to break it
0001 Six shots
0002 Eleven shots
0x3E Sets destruction/reaction type.
0000 Nothing
0008 Releases fire extinguishant
0080 Glass shatter
4000 Explodes, removes prop
8000 Explodes, switches to broken version [if none exist, will crash!]
[may also affect shrapnel from shots, but hard to tell] |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Mon Apr 28, 2025 1:52 am Post subject: |
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Also, I believe Type 36 is Door with Portal Close function. TWINE has badly positioned doors, and you can often seen into the next room from an opening in either a side, top, or bottom. Any door that is Type 37, I can see the next room. However, the doors that are Type 36, the area behind is black, until you open it. Both these types swing away from player.
Type 3B doors are for the bathroom stalls. They only appear to open in one direction, but there could be other settings going on to determine that.
The Type A3 doors (security office and vault entrance) also close portals. Those ones cannot be opened/closed by the player, only opened via swipe card reader next to them. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Mon Apr 28, 2025 3:57 pm Post subject: |
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Ah I had wondered what that 8000 was. I guess some manner of a bitflag, but a weird one.
I added individual export, was trivial, but I don't know how useful with me (not centered at all).
Feel free to correct any naming issues...probably are a lot.
https://pastebin.com/rq47WZeR
The dev-twine names though are the actual game names, so should be valid. It has animation names too, but they don't match, are too many names (probably from earlier version, not rebuilt or something). |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Mon Apr 28, 2025 11:56 pm Post subject: |
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I noticed you updated a few things. Just wanted to update one better...
Type 36: Door (Close Portal)
and it appears to have the same settings as Type 37 does.
By the way, I just noticed Merchant MP has navigational pads for the AI to use. Do the missions not have these?
Last edited by Wreck on Tue Apr 29, 2025 3:06 am; edited 1 time in total |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Tue Apr 29, 2025 1:24 am Post subject: |
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The destruction setting does also affect sparks, smoke and shrapnel. I tested these on the four bathroom stall doors, so door types appear to use the same spot as Type 18 objects, as well.
Hit Types / Destruction 0x3E
0000 Sparks (Medium) + Smoke
0001 Sparks (Small)
0002 Sparks (Mixed) + Smoke
0004 Nothing
0008 Release Extinguishant
0010 Big Sparks
0020 Dark Brown Shrapnel
0040 Grey/Brown Shrapnel
0080 Glass Shatter
0100 Green Shrapnel
0200 Glass Fragments
0400 can't tell
0800 can't tell
1000 can't tell
2000 can't tell
4000 Explode, Remove Model
8000 Explode, Update to Broken Model |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Tue Apr 29, 2025 4:44 am Post subject: |
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The navigation seems to be for multi-player only. I don't know what solo does but it may be computed somehow. I don't think they move very far. |
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Morrigan Aensland-Hill Agent


Joined: 09 Mar 2021 Posts: 45 Location: Arlen, Texas  |
Posted: Tue Apr 29, 2025 9:15 am Post subject: |
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Is it possible to erase the text of different languages to free up some space in the ROM for more content?
What's more, selecting a pickup in the Object Editor causes the Setup Editor to crash. _________________ My beauty can overcome brains and brawn!
...Also, my husband sells propane and propane accessories. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Tue Apr 29, 2025 12:21 pm Post subject: |
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You can just add more data--there's nothing enforcing its filesize--but rebuilding this thing and all its crossreferences is a massive pain in the butt. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Tue Apr 29, 2025 3:15 pm Post subject: |
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I'm not sure why those object hit types are a bitflag? Or seemingly. Fixed the crash. |
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