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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: Wed Oct 14, 2009 1:43 am Post subject: |
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This is becoming a really in-depth modification, BMW. I'm very interested to see how this level plays out, since it's such a change from the original map.
Is the metal grating texture (used for the ramps and catwalks) double-sided, or did you just force it to cull from both sides, reducing the number of triangles being drawn? _________________
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Wed Oct 14, 2009 7:30 pm Post subject: |
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Cool Level Bmw. I Love To Play it online!!! _________________ There totally nothing to read here. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Thu Oct 15, 2009 9:42 pm Post subject: |
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Wreck wrote: | I'd probably just take the extra ten seconds to change the values. If you know how many vertices you're using, it isn't hard to replace the original data with new information. It likely won't hurt anything as-is, but if you're as anal as I am about optimization and reduction, you'll do it.  |
Its not as easy as that - problem is, if the vertices you're using don't start at 0 (like, if they start at 5 and go up to C ), reducing that value in this example to 8 doesn't work. So the only way to pull it off is delete vertices from your vertice file and renumber everything. Long story short - its a ROYAL pain.
But I tried it in the room which I made the most modifications. Net effect - ABSOLUTELY NOTHING. Framerates were absolutely identical to before.
So this is good and bad at the same time - bad in that this can't be used for further gain, but good in that I don't have to waste my time doing this to all my rooms. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Thu Oct 15, 2009 11:09 pm Post subject: |
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Hmmm, so it would appear as though the amount of vertices loaded into the RAM doesn't necessarily effect the overall performance (though it'll certainly take up memory space, which is important - the more space you use up, the less can be loaded in [think Blackouts, perhaps?]). I guess the framerate depends moreso on how much is being drawn at a single time. Very good to know. All the time you took deleting and redoing offsets wasn't in vain!  _________________
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Thu Oct 15, 2009 11:29 pm Post subject: |
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I don't think memory will be an issue because I'm already deleting 3/4 of the rooms in this level, so that alone gets rid of some of the textures originally used.
Oh, and here's a concept for aztec multiplayer:
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Thu Oct 15, 2009 11:39 pm Post subject: |
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Yeah, I wouldn't think that the memory would be much to worry about with your Bottling Room map. There aren't a lot of rooms and you've already optimized quite a bit. But in other maps (such as Statue or Silo) where blackouts commonly occur, it'd be wise to actually delete all of the unused vertices and update the indices afterward. That may very well help to get other parts of the stage loading when they should be. How much of a toll they could take on framerate, I couldn't say.
Wow, that certainly made the shuttle launch bay area look a whole hell of a lot bigger! You could store two Moonraker shuttles in there!  _________________
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Fri Oct 16, 2009 10:00 pm Post subject: |
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My bottling room mod is VERY NEAR COMPLETION, but I'm having several clipping issues. I clipped the whole thing from scratch, but I'm still having problems with people walking out of the level in a few trouble spots - in particular, in areas where I have vertical clipping (such as the conveyor belt). I've double checked the areas causing problems and nothing is jumping out at me as being "illegal" - my vertical planes are only 2 triangles in size and are perfect rectangle in shape. If anybody has any ideas post em, or PM me if you want to take a look at the clipping file itself (I'd have to send you both the bg file and the clipping file) |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat Oct 17, 2009 3:35 am Post subject: |
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They need to be counterclockwise, assuming verticals are facing the floor in front of it. It's very tricky. Can you send a screenshot in clipping mode clicked on vertical tri. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Sat Oct 17, 2009 7:09 am Post subject: |
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In that second picture, I think I may have rotated those points once (compared to the original) when I was messing around with it, didn't realize it until after I already took all my screenshots.
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat Oct 17, 2009 7:13 am Post subject: |
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Some of those look the wrong direction, I usually check facility's steps, then compare, the bottom one looks wrong. Also they should all say CCW in editor. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Sat Oct 17, 2009 7:53 am Post subject: |
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Ok, I think I finally got the tile rotations figured out, now it SEEMS to be working fine in this area.
I've never had any problems clipping stairs - the problem arises when a vertical tri is connected to more than 1 vertical tri (the one diagonal to it as well as one 90 degrees to it, like with the edge of the conveyor belt). Is this something that can be fixed in the editor so that the auto-linking works properly?
Its no biggie for now, I can manually fix where I have problems. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat Oct 17, 2009 7:58 am Post subject: |
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Oh hmm, maybe I never encountered that before. That algorithm is quite insane, when you're done or send me level now and clipping and I'll see if I can fix. I think it always assumed was floor to floor or floor to vertical, never vertical to vertical. That algorithm is nuts. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Sat Oct 17, 2009 8:04 am Post subject: |
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And yeah, it was that bottom one that was wrong. But the editor wouldn't let me rotate it the way I wanted - it would only rotate twice, never rotating that red one on the right to turn green. I can't even remember exactly what I did, but I ended up deleting tiles, re-rotating, then adding tiles back in. Finally did get it to look like this:
It was not possible to get that exact rotation by simply rotating the highlighted tile as it was - the blue and green tiles would alternate but the one on the right always stayed red. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat Oct 17, 2009 8:08 am Post subject: |
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If you do swap points 2 and 3 before rotate does that give other option:? It seems impossible to get CW in editor. Hmm
When I did rotate it just goes CCW, doesn't swap any points, just moves, though I thought it rotated whole way. I don't think that even matters, swapping prob would help though.
I wonder if it's determining CCW inaccurately for that one, did it say CCW in end? |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Fri Oct 23, 2009 7:43 pm Post subject: |
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Here's a little teaser shot from the streets multiplayer mod that I'm working on:
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