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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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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Fri Mar 30, 2007 7:01 pm Post subject: |
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Thinking of alt ideas. maybe you could just add those options to the tools menu or something or just add new menus with those options. for example you could add a new menu called "clipping tools" or "clipping" and add all the clipping tools to that menu. only just do that with all of the visual editor options. but you would only need to do that with the options where you have to click on invisible text (such as clipping). and you wouldn't need to move those options, just duplicate them to new menus. that way it won't be a big change to the people who DO GET THE FONTS in the visual editor. either that or you could just fix the damn glitch so fonts are visible. either way will work. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Mar 30, 2007 8:09 pm Post subject: |
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That's actually a very good idea, could choose mode in the menu. I'll get on that. |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Fri Mar 30, 2007 8:52 pm Post subject: |
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finally!!  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Fri Mar 30, 2007 9:36 pm Post subject: |
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THANKS!!  |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Fri Mar 30, 2007 10:29 pm Post subject: |
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SubDrag wrote: | Not a bad idea for a whole new level. I hope my clipping importer is up to the task though. Your best bet is to make a simple .obj file for platform (bridge could even be same thing), then you need to convert obj to GE room, then export the level as .txt for positioning, then add these platforms in a bunch of spots, then export the bg file, then come back and resize and move all the rooms, export all the rooms separately and the text of sizes, and then finally export this txt file again as bg file. Then export the full bg file as .obj, then import .obj as clipping. There's an example included called I think importwall as folder.
OK, so I am now realizing the setup for making new levels is pretty poor...that needs working on eventually. It's not that hard, just a bunch of weird orders of things. | DAMN!! that sh*t is confusing!! i have no idea what indices and vertices are, let alone obj files, etc. plus when i tried to do stuff like that i spent like an hour scratching my head like brainless ape!! it's all like an alien language to me!! i'm sorry SubDrag, but i think the method for making all new levels DEFINATELY NEEDS TO BE IMPROVED.  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Mar 30, 2007 10:38 pm Post subject: |
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I totally agree, it's still in its infancy. I'm trying to think up new ideas, but the whole process is pretty complicated in general so it is difficult.
.obj files are wavefront objects, you can have any model editor (or most of them) export to this format. However, textures will need to (for now) use the textures in romimagesfull. Vertices are "points" that are used to make triangles. Indices are offsets into those vertice buffers to do points. Ex.
points are 1,1,1 and 2,2,2 and 3,3,3
Indices of 1,2,3 (in .obj format) point to those 3 points to form a triangle. You can't just jump into this stuff. |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Sun May 20, 2007 5:05 pm Post subject: |
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yes! i can finally get back to this level! i finally got the right action block to kill anyone who falls off the cradle platform. see i'm not very good with action blocks, so i'm pretty much clueless when it comes to them. do you know how i found it? i was bored so i looked at the custom levels folder for the editor and saw a folder called CradleMPDeathElevation[Zoinkity]. i was curious so i opened the folder and read the readme notpad that was included and read that there was the right action block included in the setup file! OMG, thanks for this Zoinkity! |
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