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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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HackBond 007


Joined: 14 May 2009 Posts: 1395 Location: Scotland  |
Posted: Wed May 12, 2010 6:56 am Post subject: |
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Its my computer, and I checked to see if I'm administrator, and I am. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Wed May 12, 2010 10:34 am Post subject: |
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You may need to reinstall the Editor Spyster _________________ There totally nothing to read here. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu May 13, 2010 12:35 am Post subject: |
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| Spyster wrote: | | Its my computer, and I checked to see if I'm administrator, and I am. |
Having an administrator account and running with administrator privileges aren't the same thing on Vista/7. You need to right click on the program and choose to run it as an administrator. If that solves the issue you can go into properties and enable the option permanently in the compatibility tab. |
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HackBond 007


Joined: 14 May 2009 Posts: 1395 Location: Scotland  |
Posted: Sat Jun 19, 2010 1:14 pm Post subject: |
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Editor crashes when Objective Modifier and Briefing Text editors are up. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Sun Jul 04, 2010 3:36 am Post subject: |
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| There's a strange editor output bug that mixes up ammo crates and weapons in Perfect Dark. I've made an updated setup for dataDyne Central multiplayer and I'm 100% sure that the weapons are correctly assigned their ammunition crates. However, when injected it simply shuffles some of them so that if you pick up say, a DY357 Magnum, you get shotgun cartidges from the ammo crates lying next to it and vice versa for the Shotgun in the map. It a little messed up. Please try to fix this one so I can release more Combat Simulator levels. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6216
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Posted: Sat Oct 02, 2010 4:01 pm Post subject: |
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There was a bug in importing sets that Wreck found, where it only successfully worked for Sets 00 - 0F, any higher and you had issues (silly logic mistake). It should be fixed now in beta, and full installer will be uploaded in an hour or so.
Also added "Input additional clipping" for PD, which lets you import more than one file and append clipping, just in case need to do that. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1756
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Posted: Sun Oct 03, 2010 6:48 am Post subject: |
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Okay, here's a funny proposal.
I'm assuming you're converting models when they appear in the editor into directx format, correct? Have you ever concidered outputting this as a .x file? Well, I'm really aiming at inputting them as such, since the format has literally every feature we're looking for: vertex colors, merging groups, etc. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sun Oct 03, 2010 2:19 pm Post subject: |
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hmm, but what uses .x files?
I have heard of them but never seen one...
It would be nice to use the model editor/viewer without opening the visual editor (which still crashes (illegal Op) for me)
If this still didnt work, i would have to try, then from within a menu interface could I click for example Export>as .obj> xxx
thanks,
Trev _________________
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sun Oct 03, 2010 4:00 pm Post subject: |
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I dont know how hard it wud be to add to the editor but.
Ok wud you mind if you can add a thing to open the rom up and have all the object on a level set.
Like let say that i download a level from your site and when i open it only has a ips file and no setup file.
So i can't edit it what so ever.
So if you add somthing that let you open a level like dam and then load a rom in the editor then the object will be in place.
I hope you understand what i mean. _________________ There totally nothing to read here. |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Fri Oct 08, 2010 8:07 am Post subject: |
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Err, I dont know if this has been done but, for exporting levels as obj couldnt you have the rooms as seperet groups. also have non-attached faces (like road markings) as seperet meshes (hence group for room).
I was trying to edit a level and am starting to find it frustraiting having to keep starting all over because a line in the road got a point missing or something, due to being unable to move it.
Also to copy a building I am having to butcher an enire copy of the level instead of just a room.
I was also going to ask why there are so many copies of materials but I think I worked it out... the only problem here is deciding which one to use
(its to do with static shadowing isnt it)
Probably editor/modeler specific but it would sure be easyer if it was just textures and shadowing could be done seperetly ...
Oh, If these features have been added already then can someone send me Dam
Thanks,
Trev _________________
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Fri Oct 08, 2010 2:08 pm Post subject: |
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I got a bug, which may have been mentioned before,
Whenever I try to import a newly made texture the editor crashes.
What is up here? _________________ Who? |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Fri Oct 08, 2010 4:04 pm Post subject: |
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| Quote: | I got a bug, which may have been mentioned before,
Whenever I try to import a newly made texture the editor crashes.
What is up here? |
Well what kind of texture are you porting in the Goldeneye editor?.
One of the best size to go with is 32X32 and the texture must be 256 bit. _________________ There totally nothing to read here. |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Fri Oct 08, 2010 4:25 pm Post subject: |
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| EternallyAries wrote: | | Quote: | I got a bug, which may have been mentioned before,
Whenever I try to import a newly made texture the editor crashes.
What is up here? |
Well what kind of texture are you porting in the Goldeneye editor?.
One of the best size to go with is 32X32 and the texture must be 256 bit. |
I fixed the problem, it was the basic size(which is 32x48 if you are importing/editing guard,weapon,door,etc. textures.) Because I'm using Windows Vista it makes things way more complicated then it needs to be.
Just ran it as admin. _________________ Who? |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Fri Oct 08, 2010 11:49 pm Post subject: |
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Cool glad you fix your problem.
Oh and i did not even know that you can use a size 32x48. It seems like you learn something new every day.  _________________ There totally nothing to read here. |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sat Oct 16, 2010 4:57 am Post subject: |
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Not to be a pain but any info on exported meshes?
Im sorta waiting for something before continuing to build...
thanks,
Trev _________________
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