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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: 6215
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Posted: Thu Apr 09, 2026 3:51 pm Post subject: Gauntlet Legends Basic Editor |
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Adding...Gauntlet Legends
Not necessarily fully capable or fully explored, but can do interesting things with enough persistence. You'll want to reuse same # of joints and names for any imports. Supports Image Editor, Model/Animation Editor, Setup/visual editor/clipping/export. This game supports vertex animation + skeletal animation, which can get quite complex, and probably will give trouble. Import of objects automatically removes all tracks for skeletal/texture animations and I didn't provide a way to add texture tracks today, so it won't work on a lot of types like enemies. But characters can be imported, as long as import the dynamic rig too (which is different), but note it affects all characters of that type.
If you find anything interesting/go through all the digits, post your findings.
Sample files for import here linked
https://youtu.be/0nC5rA9FDfA |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1087
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Posted: Fri Apr 10, 2026 12:45 am Post subject: |
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ZOMFG this is one of my favorite games! My flatmate and I have spent a crazy amount of time playing this!!!
To be honest I should see about rattling a cage or two to see if we can get a high-def mode for this on original hardware  _________________ No Mr. Bond, I expect you to be re-coded! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7273 Location: Ontario, Canada  |
Posted: Fri Apr 10, 2026 12:55 am Post subject: |
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I vaguely remember renting this game when I was young. I didn't mind it, though. But what I do know is that it uses the same product ID code I originally wanted to use for GoldenEye X (NGXE).  |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1754
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Posted: Fri Apr 10, 2026 6:33 am Post subject: |
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| MRKane wrote: | | high-def mode |
In particular, would be nice to have a little more resolution so the camera can hang back a bit more.
Ditto, the game's great fun ;*) |
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Morrigan Aensland-Hill Agent


Joined: 09 Mar 2021 Posts: 49 Location: Arlen, Texas  |
Posted: Fri Apr 10, 2026 4:45 pm Post subject: |
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That's another game added to the Setup Editor family! Now we are able to mod Gauntlet Legends such as importing levels from other N64 games, outfitting the Yellow Archer/Valkyrie/Warrior/Wizard with boots, swapping their familiars around and/or replacing the body parts of the 4 main classes with those of the 4 secret classes(Minotaur, Falconess, Tigress and Jackal) you unlock from collecting the required amount of special coins. _________________ My beauty can overcome brains and brawn!
...Also, my husband sells propane and propane accessories. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1087
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Posted: Tue Apr 14, 2026 2:37 am Post subject: |
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Thinking about this a bit further: at what point do you want to say "no" to adding more games to the setup editor? It's already got a massive suite of games supported!
All of that said: I wonder if we could get levels from Medieval into this?  _________________ No Mr. Bond, I expect you to be re-coded! |
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Morrigan Aensland-Hill Agent


Joined: 09 Mar 2021 Posts: 49 Location: Arlen, Texas  |
Posted: Thu Apr 23, 2026 7:01 am Post subject: |
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Hmm... I attempted to import the custom model I made in Blender into the game, but the error message shows up and says the model must have the exact same number of joints on that model. Subby was successful in his attempt to import a custom character model, but didn't leave instructions on how to do that. _________________ My beauty can overcome brains and brawn!
...Also, my husband sells propane and propane accessories. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6215
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Posted: Thu Apr 23, 2026 10:45 am Post subject: |
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Use my example to see how to do it.
Basically export model and shared rig. Keep all the same object names and joint names and amounts. You can move joint positions but make sure shared one has the same positions. But note shared joints have a different skeleton so it's not 1:1 for joint names/numbers and hierarchy. My example should show you though. |
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