ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


Tutorials needed? Editor suggestions?
Goto page Previous  1, 2, 3, 4, 5, 6, 7  Next
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Thu Dec 11, 2008 6:36 am    Post subject: Reply with quote Back to top

Another minor suggestion, since the 21990 editor can already load the fonts, would a visual text editor be possible? It would be great for dialogue in missions, where it can be hard to get the spacing right. It could also be useful for pickup and watch menu text. It wouldn't be very useful for briefings, since those automatically word wrap, so I wouldn't bother adding support for those to it.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6179

 PostPosted: Thu Dec 11, 2008 6:08 pm    Post subject: Reply with quote Back to top

Hmm, probably, though it's on the bottom of my list, I'll add it. Currently:
Holiday Todo
Shader for points, drag and drop, also for clipping mode
Mass ips patcher
Realtime Text viewer for briefings
g XXXX RoomXX XXXX support

(one thing I can't remember also, anyone remember?


Last edited by SubDrag on Sat Dec 13, 2008 6:13 am; edited 1 time in total
 
View user's profile Send private message
monkeyface
Moderator
Moderator


Joined: 05 Apr 2008
Posts: 275

 PostPosted: Fri Dec 12, 2008 6:58 am    Post subject: Reply with quote Back to top

How would the mass-patcher work like? Let's say you created 5 maps and worked with five different .ROMs, could you insert all five into the same ROM? What would happen if two of the maps worked with the same original map, such as facility, would it crash?
 
View user's profile Send private message Send e-mail MSN Messenger
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Fri Dec 12, 2008 6:25 pm    Post subject: Reply with quote Back to top

The mass patcher would be like the patcher for the PD pack, it would just output a ROM for each patch, not patching multiple patches to the same ROM:

http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=3253
 
View user's profile Send private message
radorn
007
007


Joined: 23 Sep 2007
Posts: 1424

 PostPosted: Sat Dec 13, 2008 5:06 am    Post subject: Reply with quote Back to top

SubDrag wrote:
(one thing I can't remember also, anyone remember?


Something to do with OBJ importing, maybe?
 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Sat Dec 20, 2008 11:11 pm    Post subject: Reply with quote Back to top

I hate to keep piling on the requests, but I tend to forget these ideas I get if I don't post them right away. It would be nice if Project Mode could also inject text files, briefing files, and (maybe) modified 21990 files.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6179

 PostPosted: Sun Dec 21, 2008 6:15 am    Post subject: Reply with quote Back to top

21990 wouldn't really make sense I think, since you've made a ROM anyways with new images, but text/briefing surely could be added
 
View user's profile Send private message
GERage
00 Agent
00 Agent


Joined: 18 Nov 2007
Posts: 471
Location: Facility vents

 PostPosted: Sun Dec 21, 2008 4:50 pm    Post subject: Reply with quote Back to top

A tutorial on making secondary indices from a Hammer level would be nice; having an option to have the editor convert between primary/secondary would also be good.
 
View user's profile Send private message
monkeyface
Moderator
Moderator


Joined: 05 Apr 2008
Posts: 275

 PostPosted: Mon Dec 22, 2008 4:06 am    Post subject: Reply with quote Back to top

GERage wrote:
A tutorial on making secondary indices from a Hammer level would be nice; having an option to have the editor convert between primary/secondary would also be good.


I second this. It would be great if you could create railings and such, it would just look snazzier.
 
View user's profile Send private message Send e-mail MSN Messenger
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7254
Location: Ontario, Canada

 PostPosted: Mon Dec 22, 2008 1:31 pm    Post subject: Reply with quote Back to top

Hehe, I'm guessing that this is probably my area, then? I know I was supposed to write up a tutorial on how to utilize secondary textures in Hammer built maps a while back. It's definitely something I need to work on, especially considering how many more users are getting involved in the scene.

Making secondary stuff is fairly simple. It's getting them to display correctly in-game that's the harder part.
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Mon Dec 29, 2008 9:42 pm    Post subject: Reply with quote Back to top

I would like an option, if it's not too much trouble to implement, to insert an intro/ending camera preset with its positioning and rotation automatically set based on the current visual editor view. This would save a ton of time trying to get them lined up correctly. Maybe this could be extended to all objects, but I don't see it really being useful for anything except cameras (and maybe guards).

Edit: While on the subject on intro cameras, it would be great if you could add an option to copy a swirling intro camera from another setup. I just copy mine from Rare's stages, I've tried creating my own but I can never get them as good as the originals. Being able to simply select another setup to copy from would save me from having to copy down each value for each camera point, then copy those into my setup.

In addition to that, adding the ability to quickly multiply the offsets would be really useful too. I copied the swirling intro from Aztec into my new mission, but I needed to double all of the values to get it far enough away from Bond (because of differences in stage scale, I'm guessing). Maybe just have a "multiply by" field where you could enter a value and the offsets would be automatically updated.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6179

 PostPosted: Tue Dec 30, 2008 6:33 am    Post subject: Reply with quote Back to top

I think the "current view" thing might be possible. You can copy/paste anything including I believe intro cameras from one level to another by Control-C, V, but not sure about the multiplier. I'm not going to get to any of this stuff for at least a month, but I am keeping a list of things to do when I get any time at all.
 
View user's profile Send private message
DK25
00 Agent
00 Agent


Joined: 08 Dec 2007
Posts: 455
Location: Denver, CO

 PostPosted: Tue Dec 30, 2008 9:47 am    Post subject: Reply with quote Back to top

maybe a minimize button on the visual editor because i dont like opening and closing the visual editor over and over again.
 
View user's profile Send private message Send e-mail Visit poster's website
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6179

 PostPosted: Tue Dec 30, 2008 12:34 pm    Post subject: Reply with quote Back to top

Heh, the funny part is, that's actually tougher than it sounds, though I sympathize. You can at least move it "down" so it's mostly off screen. It's because it loses the DirectX handle, and you have to restart it all. I'll look again eventually, but it was a big deal.
 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Tue Dec 30, 2008 8:58 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
You can copy/paste anything including I believe intro cameras from one level to another by Control-C, V, but not sure about the multiplier.

I'll have to give copying them a try the next time I work on something, I never thought to try that before.
 
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4, 5, 6, 7  Next
Page 6 of 7

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]