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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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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Dec 11, 2008 6:36 am Post subject: |
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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. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Thu Dec 11, 2008 6:08 pm Post subject: |
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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 |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Fri Dec 12, 2008 6:58 am Post subject: |
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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? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Dec 13, 2008 5:06 am Post subject: |
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SubDrag wrote: | (one thing I can't remember also, anyone remember? |
Something to do with OBJ importing, maybe? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Dec 20, 2008 11:11 pm Post subject: |
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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. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sun Dec 21, 2008 6:15 am Post subject: |
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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 |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Sun Dec 21, 2008 4:50 pm Post subject: |
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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. |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Mon Dec 22, 2008 4:06 am Post subject: |
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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. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Mon Dec 22, 2008 1:31 pm Post subject: |
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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 |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Dec 29, 2008 9:42 pm Post subject: |
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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. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue Dec 30, 2008 6:33 am Post subject: |
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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. |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Tue Dec 30, 2008 9:47 am Post subject: |
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maybe a minimize button on the visual editor because i dont like opening and closing the visual editor over and over again. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue Dec 30, 2008 12:34 pm Post subject: |
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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. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Dec 30, 2008 8:58 pm Post subject: |
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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. |
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