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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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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Wed Feb 02, 2022 6:30 am Post subject: |
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The matrix for your model is invalid, open the model and go to matrix mode, and set all triangles to matrix 0 (red). |
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Uufje Agent
Joined: 26 Feb 2007 Posts: 69
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Posted: Wed Feb 02, 2022 10:08 am Post subject: |
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I have no idea what a matrix is, but I made them all red and it worked D
Thanks a lot, that was quite the nightmare. _________________ Oofjay |
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HackBond 007
Joined: 14 May 2009 Posts: 1345 Location: Scotland |
Posted: Sun Feb 06, 2022 7:41 am Post subject: |
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Is it possible to be allow to enable Embedded Mipmaps for RLE compressed images? The multiplayer ? portrait (presets 0A7A to 0A7D) seems to uses these settings but the editor locks me out if I select RLE. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape
Last edited by HackBond on Sun Feb 06, 2022 9:16 am; edited 1 time in total |
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Will6546 Agent
Joined: 14 Jan 2022 Posts: 70 Location: In the Cold Time of-Northern, Mitten: State: area |
Posted: Sun Feb 06, 2022 8:33 am Post subject: |
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Very cool to know you guys! Thanks HB good week ahead here. Bummer, about being locked out that area on that. Program.
@ Carnivorous , I really like your funny trippy Avitar 😅😎 |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6140
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Posted: Sun Feb 06, 2022 4:42 pm Post subject: |
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HackBond wrote: | Is it possible to be allow to enable Embedded Mipmaps for RLE compressed images? The multiplayer ? portrait (presets 0A7A to 0A7D) seems to uses these settings but the editor locks me out if I select RLE. |
Just replace it by double clicking and should offer you the choice? |
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HackBond 007
Joined: 14 May 2009 Posts: 1345 Location: Scotland |
Posted: Sun Feb 06, 2022 6:46 pm Post subject: |
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SubDrag wrote: | HackBond wrote: | Is it possible to be allow to enable Embedded Mipmaps for RLE compressed images? The multiplayer ? portrait (presets 0A7A to 0A7D) seems to uses these settings but the editor locks me out if I select RLE. |
Just replace it by double clicking and should offer you the choice? |
I do, and if I select RLE as the compression it blanks out the Embedded Mipmaps toggle. The editor is auto-selecting Huffman Pre-Processed when I use the auto-select, which causes artifacts on the multiplayer ? portrait specifically.
The rest of the mp portraits use Huffman, I don't know why the ? is different.
Edit: some images
I cannot enable mipmaps for RLE images (bottom left) despite this one having it enabled in the original ROM. (top left) _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6140
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Posted: Mon Feb 07, 2022 3:55 am Post subject: |
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You don't need to use RLE. Just change to another compression in that dialog. |
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HackBond 007
Joined: 14 May 2009 Posts: 1345 Location: Scotland |
Posted: Mon Feb 07, 2022 5:33 am Post subject: |
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SubDrag wrote: | You don't need to use RLE. Just change to another compression in that dialog. |
Alright, I'll chalk the issue up to something else then. I thought it would be nice to try and be 1 to 1 with the original ROM. Thanks. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1076
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Posted: Sun Feb 20, 2022 3:47 pm Post subject: |
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Hope this message finds you all well!
So I've stumbled across what I'd guess is actually a good suggestion as it's something that I've been running into a bit.
Could you make it so that advanced options for the texture settings remembers the state that the user selects? I guess I'm one of those guys who'd appreciate it always being open.
At present I've shifted Dark Noon from PD to GE as I've found that Perfect Dark is simply too difficult and time consuming to work with and I'd like to actually finish this project. I've been using a lot of 64x64 textures with no mipmap levels, but whenever a model or background is imported the materials aren't always setup correctly in the editor. Would it be possible to resolve this by adding a "nomips" tag or similar so we could just code them as such, as I expect that having the editor check on import would be a nightmare of a task.
Also: Having finally got well into model editing I've got to say that the way you've setup handing the object nodes is brilliant, and it's something that I wish more programs used - in fact I used its flexibility in a discussion about improving our propriety software here at work a week or so ago too! _________________ No Mr. Bond, I expect you to be re-coded! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6140
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Posted: Mon Feb 21, 2022 5:26 am Post subject: |
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I don't really understand what is meant by remembering the state? It just shows the current values. Can you provide an example? |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1076
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Posted: Tue Feb 22, 2022 1:06 am Post subject: |
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Sorry - I really should write things like this when I've had more sleep! What I mean is:
In the visual editor when you open up the texture settings dialogue to have the editor remember if you select/deselect the "advanced options" checkbox, but that's really a "nice to have".
I'd still make use of a "nomips" texture flag too _________________ No Mr. Bond, I expect you to be re-coded! |
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ShoHidari Agent
Joined: 11 Mar 2022 Posts: 1
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Posted: Fri Mar 11, 2022 1:20 pm Post subject: |
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Is there a way to export levels as .obj files? |
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HackBond 007
Joined: 14 May 2009 Posts: 1345 Location: Scotland |
Posted: Fri Mar 11, 2022 2:42 pm Post subject: |
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ShoHidari wrote: | Is there a way to export levels as .obj files? |
Yes there is, change your "mode" to Edit Room Positions and right click anywhere in the level, and Export Full Level as .obj and Export Full Level Scaled as .obj should be in that list. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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HackBond 007
Joined: 14 May 2009 Posts: 1345 Location: Scotland |
Posted: Mon Mar 28, 2022 4:37 pm Post subject: |
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Using the UP/DN buttons to cycle through SFX in the Sound/Music tab of Game Configuration does not update any of the ADSR values, and if you do cycle using UP/DN and then select another sound through the dropdown, the sound/values appear to desync by 0x01 sound ID.
Steps to recreate
Open a GE rom in Game Config and go to Sound/Music
Change a value for the Rocket firing (I changed decay time from E3FC6 to E3FC5)
Click DN a few times (I did it until 000A)
Use drop down and go back to Rocket firing
Values are now completely different (it is using the next IDs (0001 Glass Shatter) original values) _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 336 Location: N.J. |
Posted: Tue Mar 29, 2022 8:18 am Post subject: |
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HackBond wrote: | Values are now completely different (it is using the next IDs (0001 Glass Shatter) original values) |
Isn't that because those UP/DN buttons are intended for moving the current sound to a different entry? I remember clicking that on accident once and being confused by the sounds being jumbled around. (Though, I think a copy-paste function would be easier to manage) _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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