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


[Work in Progress] Return to Byelomorye Dam
Goto page 1, 2  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: Tue Feb 05, 2008 1:26 pm    Post subject: [Work in Progress] Return to Byelomorye Dam Reply with quote Back to top

Some early screenshots of my Dam mission:






Last edited by Dragonsbrethren on Tue Mar 11, 2008 11:28 pm; edited 1 time in total
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6125

 PostPosted: Tue Feb 05, 2008 3:18 pm    Post subject: Reply with quote Back to top

I'm intrigued.
 
View user's profile Send private message
zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1687

 PostPosted: Tue Feb 05, 2008 5:53 pm    Post subject: Reply with quote Back to top

Neat sky! (maybe red on blue though? gotta love red skies)

Looking forward to it!
_________________
(\_/) Beware
(O.o) ze
(> <) Hoppentruppen!
 
View user's profile Send private message Send e-mail
bmw
Hacker
Hacker


Joined: 04 Jan 2006
Posts: 1366
Location: Michigan

 PostPosted: Tue Feb 05, 2008 8:27 pm    Post subject: Reply with quote Back to top

Being such a huge, diverse stage, the dam should make for a great mission.

What are you gonna do with the docks areas?
 
View user's profile Send private message Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7198
Location: Ontario, Canada

 PostPosted: Wed Feb 06, 2008 12:28 am    Post subject: Reply with quote Back to top

Certainly sounds good, so far. Keep us posted. Smile

I see an objective labelled "prevent any vehicles from escaping" in the mission briefing. Perhaps that would include boats, too? That'd make good use of the docks. I guess it all comes down to texture space, for what can fit into the stage. But tossing timed mines inside of soviet boats would lead to some smashing good fun.
_________________

YOUTUBE | 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: Wed Feb 06, 2008 5:21 am    Post subject: Reply with quote Back to top

Actually, I've wanted to put boats at the docks since I started this but the setup editor won't let me move them out over the water (I'm guessing because there's no clipping there).
 
View user's profile Send private message
bmw
Hacker
Hacker


Joined: 04 Jan 2006
Posts: 1366
Location: Michigan

 PostPosted: Wed Feb 06, 2008 9:24 am    Post subject: Reply with quote Back to top

Yep, its because of no clipping.

But with the newest version of the setup editor, that is VERY easy to add. Simply switch to MODIFY ROOM POSITIONS mode, then right-click on any of the areas where you want to put a boat. Choose CONVERT TRIANGLE TO CLIPPING. When you've done that, output clipping file.

The only problem is that this will make your clipping file too large. You can either delete a tile somewhere else in the stage for every tile you add, or you can replace another stage's clipping file which has a larger one than the dam and then redirect to it in the 21990 table.

I've gotten back to work on my old, abandoned runway mission, playing with clipping and room mods. I'm not gonna give away any of what I'm doing until I actually post the final mission. All I'll say is that runway is loaded with possibilities for modifications.
 
View user's profile Send private message Visit poster's website
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6125

 PostPosted: Wed Feb 06, 2008 3:19 pm    Post subject: Reply with quote Back to top

Or you can just inject it in the 21990 editor so it can take up more space! But quick convert no longer will work. I put a boat on the docks in Nighthawk's Dam solo island one.
 
View user's profile Send private message
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7198
Location: Ontario, Canada

 PostPosted: Thu Feb 07, 2008 6:22 am    Post subject: Reply with quote Back to top

I've been having some difficulty with the Room Positions: Convert Triangle to Clipping Tile option. I'm currently working on a small stage modification myself, but the clipping keeps encountering a problem after converting a triangle. Sub mentioned that it may have something to do with it auto-reclipping. Not sure whether or not the Dam will come across a similar issue, so recheck the clipping before releasing anything. Hopefully, it all get sorted out soon.

Edit: Hmm, I just tried adding a tile in the Tile Dialogue window, and it caused the same problem as with Convert Triangle to Clipping Tile. It seems as though simply adding an extra tile is causing trouble in another part of the stage...
_________________

YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
bmw
Hacker
Hacker


Joined: 04 Jan 2006
Posts: 1366
Location: Michigan

 PostPosted: Thu Feb 07, 2008 9:33 am    Post subject: Reply with quote Back to top

I had problems like that before, but the newest version of the editor seems to have corrected most of those problems.

Specifically, what problem are you having? There are still occasional randomly disappearing tiles, which for me usually happen when I turn the level on and off OR when I try to resize or move a tile while another tile is currently highlighted.
 
View user's profile Send private message Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7198
Location: Ontario, Canada

 PostPosted: Thu Feb 07, 2008 11:11 am    Post subject: Reply with quote Back to top

Sorry for going off topic, DB, but I'm sure you'd agree that it's important for us to address any and all problems we've found while using the GoldenEditor.

I've also found that some clipping tiles disappear while performing certain operations, such as those you've listed. But the issue I'm currently stuck on is adding new tiles. Whether I Convert Triangle to Clipping Tile in Room Positions mode, or Add Tile in Dialogue, a tile in another room screws up. To be more specific, when I add a new tile in Room 1D of Complex, Room 02 suffers. I'm hoping SubDrag looks into it to see what's going wrong. Until then, I've e-mailed Zoinkity, requesting his assistance in fixing the clipping and texture positioning for my project. It's already come along pretty well, so it shouldn't take much longer to complete.
_________________

YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
bmw
Hacker
Hacker


Joined: 04 Jan 2006
Posts: 1366
Location: Michigan

 PostPosted: Thu Feb 07, 2008 11:36 am    Post subject: Reply with quote Back to top

Did you STAN CONVERT before adding new tiles? I think that function converts all 4+ point tiles to 3-point tiles. Otherwise you may have linking problems.
 
View user's profile Send private message Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7198
Location: Ontario, Canada

 PostPosted: Thu Feb 07, 2008 12:24 pm    Post subject: Reply with quote Back to top

I just gave your suggestion a try, but ended up with a linking problem in the same spot. Though slightly less bothersome than my other attempts, it's still sending me out of bounds. Room 02 is being a huge pain in the butt.
_________________

YOUTUBE | 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: Thu Feb 07, 2008 2:43 pm    Post subject: Reply with quote Back to top

Wreck wrote:
Sorry for going off topic, DB, but I'm sure you'd agree that it's important for us to address any and all problems we've found while using the GoldenEditor.


Of course, I don't mind at all. I'm still having trouble adding clipping to the shaft above the generator room, I got it to work partially one time but other than that I haven't had any luck with it. Either I can't fall down the hole or the stage won't load at all after making changes. Reading bmw's post, I think I'll try using stan convert first next time, maybe that will help.
 
View user's profile Send private message
Kode-Z
Hacker
Hacker


Joined: 09 Nov 2007
Posts: 1142
Location: London, England

 PostPosted: Thu Feb 07, 2008 2:55 pm    Post subject: Reply with quote Back to top

Like the new level! Can't wait to play it!
 
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 1, 2  Next
Page 1 of 2

 
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 ]