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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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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Tue Jul 22, 2008 12:48 pm Post subject: |
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The others are better than the first one. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Tue Jul 22, 2008 3:16 pm Post subject: |
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Ok time for a more advanced question.
How do I create a secondary bg tile? I'm trying to put a grating over the opening in my vent system. It appears properly in the visual editor but shows PRIMARY. Then in-game, the texture doesn't appear correctly at all. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue Jul 22, 2008 4:48 pm Post subject: |
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In the .obj file, I believe you say g primary for primary, and g secondary for secondary. That's below each g Room01, etc. I honestly don't know if it really works right, but it theoretically does. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Tue Jul 22, 2008 5:13 pm Post subject: |
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You completely lost me there.
Here is my object file (some parts cut out with ...) - what would I type where if I want material 1 to be a secondary material?
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# OBJ File Exported By Crafty (c) 2006 Ryan Gregg
# http://nemesis.thewavelength.net/
mtllib room2.mtl
v 288.000000 66.000000 160.000000
v 384.000000 66.000000 160.000000
...
v -3.000000 66.000000 148.000000
vt 4.421875 1.031250
...
vt -0.046875 2.890625
g BSP_Object.model_0
usemtl material_0
f 4/4 3/3 2/2 1/1
f 8/8 7/7 6/6 5/5
f 12/12 11/11 10/10 9/9
f 16/16 15/15 14/14 13/13
f 20/20 19/19 18/18 17/17
f 24/24 23/23 22/22 21/21
f 28/28 27/27 26/26 25/25
f 32/32 31/31 30/30 29/29
f 36/36 35/35 34/34 33/33
f 40/40 39/39 38/38 37/37
f 44/44 43/43 42/42 41/41
f 48/48 47/47 46/46 45/45
f 52/52 51/51 50/50 49/49
f 57/57 56/56 55/55 54/54 53/53
f 63/63 62/62 61/61 60/60 59/59 58/58
f 67/67 66/66 65/65 64/64
f 71/71 70/70 69/69 68/68
f 76/76 75/75 74/74 73/73 72/72
f 82/82 81/81 80/80 79/79 78/78 77/77
f 86/86 85/85 84/84 83/83
f 90/90 89/89 88/88 87/87
f 94/94 93/93 92/92 91/91
f 100/100 99/99 98/98 97/97 96/96 95/95
f 106/106 105/105 104/104 103/103 102/102 101/101
usemtl material_1
f 110/110 109/109 108/108 107/107 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue Jul 22, 2008 6:35 pm Post subject: |
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You have it split up by rooms, right? Like g Room01? Oh wait, did you just convert them one by one? There's also a room mode that takes one .obj file, but I'm guessing you just export them one by one and convert them one by one?
Your file would be (assuming it works and I didn't just implement this for Level conversion mode)
mtllib room2.mtl
g primary
v 288.000000 66.000000 160.000000
v 384.000000 66.000000 160.000000
...
v -3.000000 66.000000 148.000000
vt 4.421875 1.031250
...
vt -0.046875 2.890625
g BSP_Object.model_0
usemtl material_0
f 4/4 3/3 2/2 1/1
f 8/8 7/7 6/6 5/5
f 12/12 11/11 10/10 9/9
f 16/16 15/15 14/14 13/13
f 20/20 19/19 18/18 17/17
f 24/24 23/23 22/22 21/21
f 28/28 27/27 26/26 25/25
f 32/32 31/31 30/30 29/29
f 36/36 35/35 34/34 33/33
f 40/40 39/39 38/38 37/37
f 44/44 43/43 42/42 41/41
f 48/48 47/47 46/46 45/45
f 52/52 51/51 50/50 49/49
f 57/57 56/56 55/55 54/54 53/53
f 63/63 62/62 61/61 60/60 59/59 58/58
f 67/67 66/66 65/65 64/64
f 71/71 70/70 69/69 68/68
f 76/76 75/75 74/74 73/73 72/72
f 82/82 81/81 80/80 79/79 78/78 77/77
f 86/86 85/85 84/84 83/83
f 90/90 89/89 88/88 87/87
f 94/94 93/93 92/92 91/91
f 100/100 99/99 98/98 97/97 96/96 95/95
f 106/106 105/105 104/104 103/103 102/102 101/101
usemtl material_1
g secondary
f 110/110 109/109 108/108 107/107 |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Tue Jul 22, 2008 7:13 pm Post subject: |
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Nope that didn't work. In fact, with that "g secondary" line of code, the texture completely disappeared and didn't show up in editor.
Wouldn't this be a fairly simply feature to add to the editor? Where does the editor read in the primary/secondary data from? I'd be nice to be able to (in room positions mode) right-click a tile and change it from primary to secondary. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Jul 22, 2008 7:30 pm Post subject: |
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Wreck was helping me out with some secondary-related things but he never really explained what he was doing on his end so I can't walk you through it exactly. All I did was make my room with all my primary textures and compiled it by itself. Then I added in the secondary textures, and applied the null texture on the rest of the level architecture. When that was compiled I'd end up with nothing but the secondaries in that file and send them both off to Wreck so he could get them displaying right in game. Did a railing, some posters, and a hanging lamp. We were having problems with oddly sized textures though, like this one poster that kept flipping itself and repeating for no apparent reason. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Tue Jul 22, 2008 8:50 pm Post subject: |
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I suppose I can deal with that later. For now, here is what is hopefully the final texture revamp...
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Wed Jul 23, 2008 4:23 am Post subject: |
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Switching from primary <> secondary, deleting tris, etc, its actually tricky due to them being displaylists. Hopefully I'll get to it at some point. Btw - being secondary just means you can shoot through it, it doesn't make it transparent. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Wed Jul 23, 2008 7:14 am Post subject: |
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So what's the trick to making an image transparent? In the editor, I can see through the bars on that image. Just not in-game. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Wed Jul 23, 2008 2:23 pm Post subject: |
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I believe the first byte of the image in ROM tells what kind it is. Set yours to the same one as one of the ones with transparency (you may need to manually do this in the .rom). Also, I'm not sure if any draw commands need to be changed for transparency - if so I'm not sure what to do then. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Wed Jul 23, 2008 3:15 pm Post subject: |
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I'm not appending the rom with any new images - I'm actually modifying the texture file and simply changing the presets to those which point to the rom images - so that part is already done.
Apparently there's more to it.
DB - you say wreck had some luck with secondary textures - did he get transparency to work properly? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Jul 25, 2008 4:15 am Post subject: |
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Yeah, we had transparency working fine, Wreck modified the files for that. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Sun Jul 27, 2008 8:02 pm Post subject: |
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This project is temporarily on hold due to the fact that my external hard drive where I have ALL MY GE-related files is on the verge of crashing. Nothing like hard drive failure being eminent and the fear of losing gigs on top of gigs of files.
So I guess I wait for my new hard drive to arrive and hope that this thing works long enough to transfer all the files off it. For the time being, it is sitting powered off in storage.
btw - wreck has provided me with some info on getting secondary textures to work. The process looks rather tedious but if I get it figured out I may attempt to write up a tutorial on the subject. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Mon Aug 04, 2008 12:50 pm Post subject: |
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This is in the very early developmental stages, but I'm working on an outdoors section for this stage as well.
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