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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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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Tue Jan 29, 2008 11:03 pm Post subject: How are stages ported? |
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EDIT: OMG, I was messing around editing this topic and accidentally deleted what I posted. 
Last edited by 00Dark on Mon Feb 18, 2008 2:01 am; edited 3 times in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jan 30, 2008 5:06 am Post subject: |
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There is no quick start tutorial for new levels because it is neither quick nor easy. The PD stages are converted by taking the actual PD files, and through manipulation with a tool automatically, converted into GE's format (since they are pretty similar). I've done all that for you though, with the new PD installer pak. Now clipping is more tedious work, you need to convert the PD clipping to .obj file, then import it as .obj file, then delete all the tiles GE doesn't use (like vertical ones), though I made helper functions to do that in clipping. The tool to do the clipping conversion is not released.
Now, for other levels, you would do the following:
Create the level in Blender and separate into rooms by groups called Room01, Room02, etc (in hex numbers). Then create a "floorplan", which is only the places you can walk. Then convert the level as .obj (and import textures by a textures.txt file) to room files, then export to bgfile, then import the clipping as .obj, then make setup files.
It's all tough to do, but once you know what you're doing not so so bad. |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Wed Jan 30, 2008 9:11 pm Post subject: |
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Aren't the level backgrounds for other games grabbed during gameplay on some kind of emulator? I mean can you open up The Legend of Zelda: Ocarina of Time and use an emulator control to grab its background file for, say, Kokiri Forest? (just like when you grab coorinates from Project 64 on the setup editor) I thought that's how you guys did it.  |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Thu Jan 31, 2008 4:55 am Post subject: |
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Well, I've been lifting the original display lists via hacking or trickery, converting them slightly to GE's format, then reinserting them that way. That's what the unreleased PD convert functions do as well.
There are a few problems with the whole thing though. Only PD stages have been sucessful for a few rather technical reasons. It mostly has to do with the display lists. Although the format itself is fine and can be exported nicely, there are limits on how textures can be placed in GE, and certain things like lighting has to be removed from the DL as these are caught in seperate loops calling the GE rooms DLs.
GE rooms are only part of a longer display list. Each is called in a loop of stuff that is then processed and plastered on-screen. The trouble is that it expects that certain things are already set, that you won't reset others, etc.
For instance, if you port an object from other N64 games, chances are it will cause the room you are in to either appear black or bright white. This is because it calls a fog merge or other funny lighting issue, replacing the one for the room!
Although you *could* output a VRML copy of another game's stages, convert it to .obj, then import, the import probably won't work. At the least it won't work right. Plus, you lose a lot of data in the conversion. It's a nightmare right now. Wait until we have half a clue how the heck you're supposed to write this nonsense out. Seriously. The few stages that have been made barely run on emulators. On console and some of the more accurate emulation modes it dies. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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eshocker6 Agent

Joined: 29 Apr 2007 Posts: 27
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Posted: Mon Feb 18, 2008 9:54 am Post subject: |
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... Did 00dark get his account hacked or something? I don't remember him acting so... strange  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Mon Feb 18, 2008 9:27 pm Post subject: |
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LOL
I posted an overfrustrated rant message last night because I have no idea how to even use a Hammer. I used the huge size text and cussed a whole bunch. It wouldn't let me delete my own post for some reason, even though I was logged in. I tried to delete the ranting post I made, but since it wouldn't let me I just edited it and put "hi" because of the message
Your post must contain a message. But I accidentally edited the wrong one at the top! So then I edited the other ranting one and put some sort of message since it said I had to!
Hehe, I was not hacked. That is what happened though.  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Tue Feb 19, 2008 2:28 am Post subject: |
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00dark wrote: | I posted an overfrustrated rant message last night because I have no idea how to even use a Hammer. |
It isn't that difficult...
You hold the handle firmly in your hand, and strike down at the object using the flat headed side of the hammer. Sometimes nails will start going in crooked, so you may need to tap at it from the side to straighten it back out. Becareful not to hit your fingers. That'll muck them up and make it harder to type.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Tue Feb 19, 2008 5:44 pm Post subject: |
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No I was talking about the Valve Hammer Editor! I shouldn't have put the letter "a" in front of the word Hammer. It was a common error.
I want to do Icicle Pyramid from Diddy Kong Racing as a multiplayer map! |
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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
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