 |
 |
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
 |
 |
 |
 |
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6178
 |
Posted: Sat May 23, 2009 7:56 pm Post subject: Fix to Convert .obj to GE Level /XDelta support/ 2.3 Release |
 |
|
Also, I now support XDelta patching in the editor. All patches can now be submitted in either ips or xdelta. XDelta usually results in a smaller format, since it has a "copy" feature, instead of actually copying the bytes.
It was a subtle, but key fix - when calculating room centers during conversion, it did not round. But most levels the avg vertice would not round nicely, so if so, you will get ever so slightly out of place rooms, and clipping is more painful, and it looks imperfect. I think people noticed it before, but Dragonsbrethren sent me a sample and I instantly realized it, and trivially fixed it.
Anyone converted levels with rooms (such as using DeleD) using the Convert .obj to GE Level *must* redownload the editor full installer (backup data), or the beta.
Make sure you editor says version 2.3.00 or higher in installer/about.
http://goldeneyevault.com/viewfile.php?id=37
Also, as an added bonus (thanks to some help from Runehero), there is a *preview* of the midi import capability to GoldenEye. It's in 21990, under model options. It currently does *not* map instruments, and GE uses very different instruments, so your input may or may not work, and will certainly sound different.
Here's an example:
http://vgmusic.com/music/console/nintendo/n64/mp_saria.mid
It sounds fantastic, but need to convert instruments. |
|
|
|
|
|
 |
 |
 |
 |
 |
monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
 |
Posted: Sun May 24, 2009 5:05 am Post subject: |
 |
|
That's great, though I'm not sure if I understand the XDelta feature. The .midi importer really has me intrigued. Tried it now and it works really well. Here, I recorded it from the computer, this is exactly how it sounded. Sorry about the stuttering, that's the work of the audio plug-in. http://www.upload-mp3.com/pfiles/5440/sariagoldeneye.mp3
Also, I have to say, the song is really disturbing after being treated with the Goldeneye instruments. And the gun shot in the beginning even more so, as if Saria got shot. |
|
|
|
|
|
 |
 |
 |
 |
 |
radorn 007


Joined: 23 Sep 2007 Posts: 1424
 |
Posted: Sun May 24, 2009 5:20 am Post subject: |
 |
|
Great. As always, thanks for your work, SubDrag.
monkeyface, Xdelta is a patch format. It's purpose is the same as IPS, but it's a better technology in many aspects, including that resulting patch files are dramatically smaller compared to IPS.
It's also great to see some music editing for GE.
Some new songs could be very nice. Someone could compile a soundfont with GE's samples that mapped correctly to it's instruments
Ahh, I wish I'd know music composition. |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6178
 |
Posted: Sun May 24, 2009 6:51 am Post subject: |
 |
|
I'm working on mapping the instruments so it sounds better, it's just a beta with no instrument translation. But they still sound pretty good, some midis. |
|
|
|
|
|
 |
 |
 |
 |
 |
radorn 007


Joined: 23 Sep 2007 Posts: 1424
 |
Posted: Sun May 24, 2009 7:05 am Post subject: |
 |
|
a soundfont would still be nice so musicians can hear how it will sound in the game while they are editing, instead of having to compile it all so they can hear the results, but of course, if you are still mapping stuff, it should be done after that's finished. |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |
|
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
|
|
|
 |