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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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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Tue Apr 14, 2009 1:01 pm Post subject: |
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I'm so impressed with these PD objects in GoldenEye!!!
What's the plan when most/all of them are ported? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Tue Apr 14, 2009 11:23 pm Post subject: |
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Hehe, I don't really have a plan. I've just been porting things here and there, trying to see what's currently possible. The biggest issue lies with the textures. Those used for the props would all need to be appended to the end of the ROM. That's not a big deal, since there's still a good amount of space leftover. However, they'd need to be ordered somehow, and each object modified to match. It gets even more complicated when you factor in that the PD maps also require many textures. So, for now, I'm simply porting random stuff, as well as certain requests. If you need something done for one of your projects, I could help you out there. Otherwise, it may just be a few IPS Patches with different themed objects for specific maps, atleast until something better is decided upon.
Thanks, guys.
I'm glad everybody is enjoying seeing more PD in GE.  _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Wed Apr 15, 2009 5:00 am Post subject: |
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You should really keep adding to the same ROM, so image indexes go up (or can be shared), and we can later append PD maps to it. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Wed Apr 15, 2009 4:28 pm Post subject: |
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Wreck wrote: | So, for now, I'm simply porting random stuff, as well as certain requests. If you need something done for one of your projects, I could help you out there. Otherwise, it may just be a few IPS Patches with different themed objects for specific maps, atleast until something better is decided upon. |
Would it be possible to do the Attack Ship door so I can add it to my Attack Ship multi map please? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Wed Apr 15, 2009 6:16 pm Post subject: |
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Kode-Z:
I'll take a look at that when I get back home. Most, if not all doors, should definitely be portable at this time. I'm not sure if PD had any crazy multi-part doors that were a single object, like how GE had the Eye-lid and Iris doors in Caverns. Those could be a little trickier.
I could also add in the PD ammo crate, if you'd like. It's just a matter of taking the model Zoinkity ported and update the texture ID's.
SubDrag:
Yeah, that probably wouldn't have been a bad idea. But since all this stuff is already ported and saved onto my hard drive, it'll only require that I modify what texture ID's are used. That shouldn't be too bad, and I can also check to see if the same texture is used for more than one prop, thus avoiding duplicates. _________________
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Apr 16, 2009 4:58 pm Post subject: |
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Wreck: Definitely the ammo boxes!! I almost forgot about those - I would like to use those too!
By the way, have you tried porting any PD drone guns/CCTV cameras yet? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Thu Apr 16, 2009 5:03 pm Post subject: |
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No, not yet. I definitely planned on attempting the PD CCTV Camera, but wasn't sure about the autoguns. Two of those are actually hand-me-downs from GoldenEye, anyway. That'd only leave maybe three, possibly four, extras to do. Some of those were of alien technology and shot different kinds of ammo. I'm just not sure if they're designed the same way or not. If they are, it'll be much easier. Even the windmill propellar from Carrington Villa - much like the satellite in Surface - is an autogun. That would need to be ported too, I suppose.
I may also port the beta body armour, which was never utilized in the final game. A shield doesn't make much sense in GoldenEye, so the bulletproof vest would be a better choice. _________________
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Fri Apr 17, 2009 9:19 am Post subject: |
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is there any chance of importing characters from PD?
EXAMPLE: Trent Easton
nothing too complicated like the Skedar. |
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PS3 God Agent

Joined: 10 Mar 2009 Posts: 87
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Posted: Fri Apr 17, 2009 9:22 am Post subject: |
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Wreck are you going to release a patch with all of the stuff u are importing  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sat Apr 18, 2009 12:26 am Post subject: |
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DK25: Heads will probably be a lot easier to get going. I know that Zoinkity ported Elvis' head once, but didn't make a big release for it. The body models are a bit more complex, if I remember correctly. It's something else I'll be looking into.
PS3 God: I will release something, once there's enough to put out. It might be different themed packs. I may even go as far as to put every object that was featured in the mission / Combat Simulator setup into a single patch, along with the ported background. That way, you'll have all the doors, glass, crates, and anything else that you'd need to properly fill it up. _________________
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PS3 God Agent

Joined: 10 Mar 2009 Posts: 87
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Posted: Sat Apr 18, 2009 12:30 am Post subject: |
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Wreck:u are saying that u are going to release them one by one.All different patches  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sat Apr 18, 2009 12:40 am Post subject: |
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I'll probably release different patches as "sets"...
One patch would include everything that was in the Villa mission, as well as the Carrington Villa background. It'd give you all the plants, couches, chairs, doors, etc. Anything that was put in the stage in PD, all together in one patch.
Another patch would be for Chicago. The shutters, dumpsters, barrels, and other props, all together in a single patch. Same for other missions, as well.
But otherwise, there are a lot more props in PD than there are in GE. I'd have to pick and choose which ones to include, while also being cautious about texture space. It's a project that would take time and consideration. _________________
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PS3 God Agent

Joined: 10 Mar 2009 Posts: 87
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Posted: Sat Apr 18, 2009 12:49 am Post subject: |
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Well said Wreck.Hope to see it soon... |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Thu Apr 23, 2009 1:37 am Post subject: |
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Back at home and added a new object.
I'll be trying a few more shortly, so keep an eye out for updates. _________________
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r.e.l. 237 Secret Agent

Joined: 12 Mar 2008 Posts: 270
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Posted: Thu Apr 23, 2009 8:59 am Post subject: |
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So each patch set could be used for the corresponding ported level? |
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