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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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sun Mar 02, 2008 7:59 pm Post subject: |
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Looks like you're right, BMW.
It does appear as though many of the portals are linking incorrect room ID's. I'll try to fix it up tonight and check it out in-game. Hopefully that'll correct the fun old "projectiles pass through the stage" problems I'm having.
Another bit of fun, the G5 Building's secondary indices aren't all accounted for. Many of the stairs are missing, which makes it incredibily frustrating to even bother working on clipping them. Until I get those going, I'll probably just make quick ramps over the stairwells, so that I can atleast navigate the whole level.
Edit: I've gotten most of the clipping finished up, but haven't touched either the portals or secondary indices. What's weird, is that the portals which are set for lower room numbers work, and then stop at a certain point. I'm almost wondering if maybe a room model was skipped during porting to GoldenEye, or put in the wrong order. I'll have to look into it some more tomorrow. Until then, here's an early screenshot of the map in solo mode...
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Mon Mar 03, 2008 5:04 am Post subject: |
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Hmm, Wreck, just realized something. Remember we made the G5 + Chicago attempt? Some of G5s rooms were ignored, then the rest used. Still I think Chicagos were lower so wouldn't explain it. You using the raw bgfile no changes? I can try running it again. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Tue Mar 04, 2008 12:22 am Post subject: |
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If you could convert the G5 Building original BG File from Perfect Dark, that'd be most appreciated. It does seem like something is missing from the map, though I haven't check into what. There even seems to be a portal that wasn't included, as there's an extra one in the index file from PD. However, it may have even gone unused in PD. I'd have to look at a savestate from the level to know. All I know right now, is that at some point, the room portals stop working. The rooms must've been shifted up or down. Hopefully a fresh conversion will fix this.
Remember the secondary indices, how we needed to make "exceptions" for certain maps? I think it was mainly Chicago, Car Park and maybe even G5 CS. Well, this stage has the same problem. Many stairs are missing, as so are a few railings. Once I look into it better, I'll see what exception will need to be made to correct it.
Edit: I've just completed one of the staircases, since it actually contained all of the secondary indice data already. I'll do the upper floor staircase next. The tiles needed a little tweaking to their Y-Coordinates, as the vertical parts of each stair were shorter and didn't quite reach the horizontal tiles below them. Here's a picture of it in multiplayer. Don't mind the big black square on the wall. That's actually a piece of another outside room model sticking through the wall, as I've temporarily turned off the portals to see the entire stage at once.
Kode-Z:
By the way, if you'd like me to post this stuff in another thread, I don't mind doing so. I figured that since this thread was about PD maps currently being worked on, that I'd put mine in here, as well. _________________
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Tue Mar 04, 2008 7:59 pm Post subject: |
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No problem, Wreck. Post your progress here! We have similar problems with these maps anyway. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Wed Mar 05, 2008 6:03 am Post subject: |
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Alright, cool.
I wasn't sure whether or not I was intruding on your thread.
Most of the G5 Building is now traversable, with the exception of the basement stairwell. Part of that is missing from the secondary indice, so I've only clipped what was currently there. I'll need to make some modifications to certain tiles, like those underneath stairs. The Stage Scale may require increasing, as even Bond seems to hit his head off the odd ceiling in multiplayer. I can't imagine how much of Jaws would be popping out. The other thing I have to consider, is the overhanging walkway that leads to the opening where you'd use the Spy Cam to view the conspirator's meeting. The low openings that require you to crouch, may be too small for GE. Though I have yet to check it in-game. I guess that'll give me a better judgement call.
Oh, and the silly map that I'm working on, just got a little more interesting. I continued on the clipping yesterday, and was able to work something neat out with it. It's only a matter of deciding if I want more in the setup or not. As well, I'd like to get this image hit type problem solved before releasing it. Not that this stage seems to be affected, thankfully, after removing unnecessary data from the 21990 Main Index image table. Still, other maps do suffer, so I'd rather hold off until it is corrected. It isn't anything great, but it's something.  _________________
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Wed Mar 05, 2008 11:17 am Post subject: |
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I want to note something about the recent Villa patch...
Clipping doesn't just define the playable area, but also includes a lightmap. When you walk around you, (usually) the objects in the location, and your held weapon are all affected by the color of the tile.
Villa doesn't have a complete lightmap. Large areas that should be colorized are left black. Eventually it will need to be corrected, but more importantly we'll need to make sure other stages take it into account. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Wed Mar 05, 2008 11:42 am Post subject: |
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I'd noticed that when using the Editor to convert room tiles to clipping tiles. Some of them would be white, some grey, and some black. The odd time, certain tiles were blue. It must take the RGB colours used on the texture from the Vertice point table, and apply it to the clipping. However, they'd need modifiying in order for it to light the playable area properly. Most emulators don't seem to render this, so it isn't a big deal on a PC. But for those who are lucky enough to have a backup device, or if possible future upgrades to emulators handle it, the lighting needs to be take care of. I'll have to go over the G5 Building and touch up the colourations once it is near completion.
By the way, that is the one thing I had noticed about the Silo video from the Xbox 360 upgrade. The first-person models weren't being lit from the clipping, but used a static value. Maybe it was just a test version. Hopefully, if the game does get released, they'll have it working the way it should be. If not, that's pretty damned sad a 360 game wouldn't have it. _________________
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Wed Mar 05, 2008 12:08 pm Post subject: |
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It seems like the beta PJ64 1.7 plugins supposedy allow it.
Citadel didn't account for it at all. Never knew what they did back then, so sort of ignored it. Man, that stage's clipping is terrible. Totally horrid. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Mar 05, 2008 1:12 pm Post subject: |
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I was curious what the color of the clipping tiles was for, modifying them didn't seem to make any changes with either plugin I use.
On the subject of lighting, how feasible would it be to add an edit lighting mode to the visual editor? That may be the only way we'll get decent lighting in the Hammer-created maps, Crafty doesn't export anything related to lighting in the .obj model, probably because Half-Life uses dynamic lighting. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Wed Mar 05, 2008 1:20 pm Post subject: |
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Something along the lines of, when in Room Positions mode, right-click on a tile, select RGB Lighting from the window list, and set the values you want for the texture in a box? Then you could export the modified room vertice for your background file. That'd be pretty handy, giving even more life to the plain maps made in Hammer. I'm not sure how difficult that would be, but it'd be a great new option. _________________
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Fri Mar 07, 2008 1:16 pm Post subject: |
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How do you change the color of the clipping tiles? I noticed this while doing the Villa port, and figured it would be correctable later on. I wondered why it seemed darker in places... |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Fri Mar 07, 2008 1:23 pm Post subject: |
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Right click on one or more selected tiles, and you have an option for Color - R, G, or B. You can choose between 0 -> F. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Fri Mar 07, 2008 5:22 pm Post subject: |
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Did a little more work to the clipping today, but there isn't a whole lot left that I can do with the background file as is. Some of the stairs are missing, so I'd have to guestimate where to place the tiles. I could probably cheaply ramp over them for now, but I couldn't keep it like that. Anyways, spent a little time remaking the Reconnaissance mission. Got pretty much all of the guards in place, and paths setup. Only exception is in the basement, where not all of the clipping is finished on the stairs. I actually had a guy follow me from the very beginning of the map through to the upstairs fire escape. It was really neat to see how well the PD pad network still operates in GE. Here's a screenshot of the current G5 Building...
 _________________
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Fri Mar 07, 2008 5:28 pm Post subject: |
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Looking good, Wreck! Can't wait to see it evolve! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Fri Mar 07, 2008 5:47 pm Post subject: |
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Wow G5 looks great! Remember how we fixed the other levels like Car Park? Did you notice the "weird values" that I would search for to ignore and keep going so we can get the staircases? |
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