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The Last Bastion [HAMMER] flopperr999 HELP NEEDED [bmw]
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flopperr999
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 PostPosted: Tue Aug 03, 2010 7:54 pm    Post subject: Reply with quote Back to top

Okay everyone, I've got this all clipped up, and I've made a Multiplayer Setup File with linked weapon sets, body armor, etc. The trouble I'm having now is getting the BG file and Setup to overwrite a multiplayer level's. If one of you big hackers could explain to me the steps..

Wreck actually PM'd me about it once...I could have sworn I still had it... Embarassed


Last edited by flopperr999 on Wed Aug 04, 2010 3:57 am; edited 1 time in total
 
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EternallyAries
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 PostPosted: Wed Aug 04, 2010 12:04 am    Post subject: Reply with quote Back to top

So you need to replase a level so your level will load with that one rite?

If thats what you need here a fill steps on adding your levels in Goldeneye.

1 Get a Goldeneye 007 Rom.

2 Go to tools and click on preferences.

3 Click on Quick Convert (F5) Rom.

4 Then find your Goldeneye 007 Rom and click on it and click open.

5 Then click ok.

6 Go to tools and click on 21990 (GE) / 39850 (PD) Modification.

7 Then click the tab that say Stage Options.

8 Ok now lets say you replase Archives with your OBJ file and you made the setup and stuff but how wud i babil to play it in Goldeneye well we need to replase a level to do it so click on Archives and start copying ohmost all the stuff to Facility. But be warn do not change the Options im going to list

Setup File

Briefing File

Folder Text

Icon Text

if you do not change thos you will be just fine.

9 Click on Write ROM with 21990 Mods and save it with a new name. The best name to go with is Goldeneye.Rom.Rom.

10 Now test out your rom and see if it works then


Good Luck Flooper999

Oh and if i forgot something pls do tell if i did thank you.
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 PostPosted: Wed Aug 04, 2010 3:15 am    Post subject: Reply with quote Back to top

flopperr999 wrote:
Okay everyone, I've got this all clipped up, and I've made a Multiplayer Setup File with linked weapon sets, body armor, etc. The trouble I'm having now is getting the BG file and Setup to overwrite a multiplayer level's. If one of you big hackers could explain to me the steps..

F7 is the only thing that works for projects.
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bmw
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 PostPosted: Wed Aug 04, 2010 6:39 pm    Post subject: Reply with quote Back to top

flopperr999 wrote:
The trouble I'm having now is getting the BG file and Setup to overwrite a multiplayer level's. If one of you big hackers could explain to me the steps..



Overwriting the setup file is easy - Go to TOOLS - CONVERT ROM - set your temp working directory to the directory where your setup file is saved, select your setup file (it should appear in the white box if you have the correct directory selected), click WRITE ABOVE FILES IN MAIN FOLDER TO ROM.

BG and clipping files are pretty easy to do to (just make sure that they're not bigger than the files you're overwriting!) - Facility is the best level to use for your bg, clipping, and setup files, for both reasons of size and texture allocations.

Anyways, go to TOOLS - CONVERT ROM, then use the drop-down box at the very bottom of the window - the very first set of entries is for bg data, clipping is about 3/4 the way down the list (tbg files). Anyways, the method is the same for overwriting both clipping and bg files, you simply select from that drop-down box the bg or clipping file you want to overwrite, then click the button at the very bottom (ADD UNCOMPRESSED..... ) - then after clicking that button you'll have to choose 3 files in this order - first your bg or clipping file, then your original rom (or rather, not necessarily the original rom, but the one you last modified, like if you had already applied a setup file overwrite, use the rom which has that written to it - or if you have written a setup and a bg, choose that rom to do your clipping application), then finally the name of the rom you want the changes written to.
 
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flopperr999
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 PostPosted: Wed Aug 04, 2010 7:34 pm    Post subject: Reply with quote Back to top

bmw wrote:
flopperr999 wrote:
The trouble I'm having now is getting the BG file and Setup to overwrite a multiplayer level's. If one of you big hackers could explain to me the steps..



Overwriting the setup file is easy - Go to TOOLS - CONVERT ROM - set your temp working directory to the directory where your setup file is saved, select your setup file (it should appear in the white box if you have the correct directory selected), click WRITE ABOVE FILES IN MAIN FOLDER TO ROM.

BG and clipping files are pretty easy to do to (just make sure that they're not bigger than the files you're overwriting!) - Facility is the best level to use for your bg, clipping, and setup files, for both reasons of size and texture allocations.

Anyways, go to TOOLS - CONVERT ROM, then use the drop-down box at the very bottom of the window - the very first set of entries is for bg data, clipping is about 3/4 the way down the list (tbg files). Anyways, the method is the same for overwriting both clipping and bg files, you simply select from that drop-down box the bg or clipping file you want to overwrite, then click the button at the very bottom (ADD UNCOMPRESSED..... ) - then after clicking that button you'll have to choose 3 files in this order - first your bg or clipping file, then your original rom (or rather, not necessarily the original rom, but the one you last modified, like if you had already applied a setup file overwrite, use the rom which has that written to it - or if you have written a setup and a bg, choose that rom to do your clipping application), then finally the name of the rom you want the changes written to.



Ive just sat here for about 2 hours trying to do what you said, unfortunately though I've had no luck. It either keeps crashing or doesn't load at all. Is there any way we could perhaps meet in the Java Chat sometime to sort this out?
 
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bmw
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 PostPosted: Thu Aug 05, 2010 5:55 pm    Post subject: Reply with quote Back to top

I've taken a thorough look at his map and have almost definitively narrowed the problem down to the bg file. Even with just 3 clipping tris and in-game original textures applied in the texture file and a setup file with nothing more than 1 preset as a spawn point over that clipping, the level still won't load (and I know that everything was written to the rom correctly because he sent me all the source files and I went through step by step and wrote everything to the rom myself using methods that I know work).

The behavior is as follows - when I try to load the level, the screen goes to black and the menu music continues to play to infinite, the cpu usage fluctuates between 0 and 10 percent but the emulator never crashes.

Any ideas? Its a rather large room, is it possible the room is just too big to load? I know for optimal gameplay it will have to be broken into multiple rooms anyways, but for testing purposes, does the game have a polygon limit for individual rooms?
 
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EternallyAries
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 PostPosted: Fri Aug 06, 2010 1:41 am    Post subject: Reply with quote Back to top

I got to ask how big is this level flopperr999 and BMW. And how much rooms are thar to?

Well if the level is way to big maybe you sud edit the -mt in 21990

I wud start the number at 7 and work up to the hi number till it wont load at all thats your best shot.
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bmw
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 PostPosted: Fri Aug 06, 2010 4:02 am    Post subject: Reply with quote Back to top

Its not a texture issue, there's only 11 or 12 different textures used for the entire level.

While large, the whole level is certainly not too large to load. I just need to know if there's a size limit for individual rooms since this whole level is not currently broken up into rooms (its just 1 room) - for right now we're just trying to get it to load in-game for testing purposes before spending a bunch of time breaking it into smaller rooms.

Anyways I'll check back on this next week, I'm gonna be out of town for the next 3 days. Any information will be appreciated.
 
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EternallyAries
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 PostPosted: Fri Aug 06, 2010 2:02 pm    Post subject: Reply with quote Back to top

Well sent thar is only 11 to 12 texter then maybe its the polygons like you sed on your last post.

I think the polygon limet is 2000 to 3000 polygons. And i dont think the rooms dus not matter of how much polygon thar is in the room. But it dus matter how much polygons thar is in the level.

So how much polygon are thar in this level?
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 PostPosted: Fri Aug 06, 2010 10:36 pm    Post subject: Reply with quote Back to top

Sorry I haven't had a chance to respond to this. I'm not at home, so I don't have access to all of my usual files and programs, either. I do imagine that there is a limit to how large a room can be. When you look at the room file, each vertex is stored in a 0x10 chunk. The file itself, probably won't extend past 0xFFFF. So, if my math is correct, you can only have 4095 (0xFFF) vertices. If it goes beyond that, there is a chance that the game will crash. The indices would be trying to pull data from an invalid location, which could potentially confuse the game and cause it to fail on loading. Check to see how large the vertices file is. If it's any higher than 0xFFFF, it could be the issue.

Oh, I also must say that I am happy to see that this is being completed. It looked really nice, and it'd be a shame to let it go to waste. Great to have you back, Floppy. Smile
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flopperr999
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 PostPosted: Sat Aug 07, 2010 8:28 am    Post subject: Reply with quote Back to top

Hola Wreck, glad to be back working on this. I recall you sent me a PM once about inserting a BG, clipping, and a multi setup with the 21990 table. BMW showed me how using the Convert ROM tool, though I couldn't get it. Your method had Stage Mods>swapping a few files around>something to do with Inject File and UPD Tables...

Sorry, I seem to have deleted it for some strange reason.

Hopefully, (if you aren't a sentbox clean-freak) Wink, it could still be in there somewhere..
 
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Wreck
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 PostPosted: Sat Aug 07, 2010 9:29 am    Post subject: Reply with quote Back to top

I have had to delete a lot of messages in order to keep new ones coming in / going out, so there's a good chance that it's gone. I can try to give you a recap.

Open up the "21990 Modifications" menu.
Choose the ROM that has your custom textures (if that is the case).
Go to "Stage Options".
There, you can choose a stage and see what files it uses.
If you want to replace Facility, you'll see its files have an "ark" codename.
There is a scrollable list lower down to the left, where you can choose a file.
Locate each of the files listed for the stage, and inject your level files.

[may not be exact names, but pretty close]
bg/bg_ark.seg (Background)
bg_ark_tilesZ (Clipping)
Usetup_arkZ (Mission Setup)
Ump_setuparkZ (Multiplayer Setup)
LarkE (Text)

Once everything is in, choose to save your new ROM. You may also have to click the "Delete Debug Data (and J text)" button to free up some space. After saving it, load it up in your emulator of choice. Choose the Facility from either mission or multi, and keep your fingers crossed that it works.

Hopefully BMW will be able to figure out the issue which is preventing this map from loading. If the room is just too big, it'll need to be cut into sections. Kind of a pain, I know, but it might be the only solution.
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bmw
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 PostPosted: Sun Aug 08, 2010 2:04 pm    Post subject: Reply with quote Back to top

Yeah, the file is way too big - more than 3x the legal limit, so I'd bet money thats why its crashing. So this will have to be broken down into at least 4 separate rooms before testing can even begin.

I'm pretty good at cutting up rooms in hammer and doing it optimally, flopper, if you want to email me your hammer files (I think all I'll need is the .rmf file and the .wad file with your custom textures) I'll at least take a look at it. I may even be able to fully break it up for you, but I make no time guarantees on how long that will take me to do.
 
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flopperr999
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 PostPosted: Sun Aug 08, 2010 5:08 pm    Post subject: Reply with quote Back to top

bmw wrote:
Yeah, the file is way too big - more than 3x the legal limit, so I'd bet money thats why its crashing. So this will have to be broken down into at least 4 separate rooms before testing can even begin.

I'm pretty good at cutting up rooms in hammer and doing it optimally, flopper, if you want to email me your hammer files (I think all I'll need is the .rmf file and the .wad file with your custom textures) I'll at least take a look at it. I may even be able to fully break it up for you, but I make no time guarantees on how long that will take me to do.


That would absolutely fantastic. I have tried to split maps into rooms in the past with unreleased projects, but I have never once succeeded. I will email you my .rmf, though inconveniently the map uses more than one .wad file. I will be sure to include them all though. Take your time, I am in no hurry. I must warn you, the map gets a bit complicated with the architecture, especially around the pillars, though I'm pretty certain most of the blocks are necessary for the map to look "complete".

Email Sent!
 
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Wreck
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 PostPosted: Sun Aug 08, 2010 10:58 pm    Post subject: Reply with quote Back to top

I'd almost recommend that you manually delete everything past the limit from the GoldenEye files and test that out in-game. If it loads, than we know for absolutely certain that it's the size (which I'd bet it is, anyway). But if it doesn't, it could be tied to a bad texture. Might be worth a test, just to see.
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