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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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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Feb 17, 2008 5:06 pm Post subject: [PATCH] Cuba Fix (1 of 2)... |
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If you can remember back when we were trying to get Cuba to run in multiplayer, we had hit two snags. The first of which, was a type of ghosting. The background model was appearing overtop of the characters, making it difficult to see them. Most of the time, you could only spot their head, upper body, or even just a small fragment. The second problem was an object overlap. Props would act in a similar fashion to that of the background, appearing ontop of anyone infront of them. These two issues put Cuba out of the running from being a great multiplayer map.
Recently, I've been getting into background modification. As my knowledge of it has increased, I decided to take a look into the Cuba background. Through some testing, I have been able to rid the map of any ghosting. Characters are displayed correctly, without being blocked out by the room model.
However, the object overlap still exists. It's *possible* that it may still have something to do with the BG file, though I doubt it. I'm not sure how to go about fixing this, but it's nice to have atleast one of the two problems solved.
Cuba Multi Before...
Cuba Multi After...
Replacement Indice File for Cuba (UsetuplenZ - 6EC8E8.bin)
http://www.battlefieldforever.com/hackers/misc/ge/patches/6EC8E8_replacement.bin
Replacement Background File for Cuba (UsetuplenZ - 6EBBF0.bin)
http://www.battlefieldforever.com/hackers/misc/ge/patches/6EBBF0_replacement.bin _________________
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Feb 17, 2008 7:18 pm Post subject: |
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What did you figure out to make it work better? The level should still be drawn always before characters? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Feb 17, 2008 8:34 pm Post subject: |
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In the Indice header, the "B9" command was as follows...
B9 00 03 1D 0C 18 41 C8
They then switched it at 0x0338 to...
B9 00 03 1D 0C 18 20 48
I changed the first (and removed the second) into...
B9 00 03 1D 0C 18 20 78
That seemed to take care of the problem with the background appearing over top of the characters. Atleast, as far as I could tell. Could I say what I did technically? Nope, not really. Most of the stuff in the docs written by Zoinkity is a little complex, hehe. The "look and compare" method is more my style. _________________
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Sun Feb 17, 2008 11:50 pm Post subject: |
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The object overlap problem may have something to do with the objects themselves - and even more specifically, with plant life. I ran into that problem in both jungle and in statue when I tried adding plant life. While I'm not positive if this is the problem or not, I supect it may have something to do with placing plantlife (or any other object for all I know) on a clipping tile that is not perfectly horizontal (the 3 points have different y-values). I could be wrong on that, just a theory. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Tue Feb 19, 2008 8:06 am Post subject: |
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There isn't a problem placing objects on slanted or even vertical planes.
There is an option flag that forces an object's precedence so it appears in front of anything else on screen. It is very rarely used, obviously.
The above hack unsets a rendering priority flag. It was probably the code between them that was visible, no? Cool hack. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Tue Feb 19, 2008 10:30 am Post subject: |
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With my experience, at least in the Statue (and jungle), plants didn't always render properly, depending on their exact locations within the map. Sometimes things in the distance were visible through them, sometimes not, seemed to depend on nothing more than the position within the stage. |
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00Dark 007
Joined: 21 Nov 2006 Posts: 637
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Posted: Mon Jun 23, 2008 8:50 pm Post subject: |
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Try *slightly* tweaking data lines on the plant models themselves!
Wreck, please fix 2 of 2 errors!
Cuba is an accomplishment!
Fix it or else perish before weakness!
Damn you! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Tue Jun 24, 2008 4:39 am Post subject: |
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My best advice- export to .obj file. Then import it back. It'll prob fix that rendering issue. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue Jun 24, 2008 6:53 pm Post subject: |
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I can't remember, but does every object model overlap the characters in Cuba, or is it only certain ones? It could be something to do with the transparency of the plantlife that's causing a fuss. Maybe I'll look back into it.
00dark, it may be better to ask a little more politely next time. _________________
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