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


VIDEO TUTORIALS!
Goto page Previous  1, 2, 3  Next
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling
View previous topic :: View next topic  
TimEh
Agent
Agent


Joined: 08 May 2009
Posts: 187
Location: oakville. ONT, Canada

 PostPosted: Wed Jul 15, 2009 12:38 pm    Post subject: Reply with quote Back to top

ya its seems with more look into the matter this is what ive found

Code:
________________________________________________________________________________________________________
--------------------------------------------------------------------------------------------------------
//
//B9 - ??
//
B9 00 03 1D 0C 18 F1 F2
 \_____________/   |--|--Flags
       |->always these


Flag 1

Bit       Hex
00000000 - 0   - ??
00000001 - 1   - ??
00000010 - 2   - ??
00000100 - 4   - ??
00001000 - 8   - ??
00010000 - 10   - ??
00100000 - 20   - Disable Black Alpha
01000000 - 40   - Disable Black Alpha
10000000 - 80   - ??


Flag 2

Bit       Hex
00000000 - 0   - ??
00000001 - 1   - ??
00000010 - 2   - ??
00000100 - 4   - ??
00001000 - 8   - ??
00010000 - 10   - Correct Z-depth (needed to tris dont overlap Primary Tris)
00100000 - 20   - Correct Z-depth (needed to tris dont overlap Secondary Tris)
01000000 - 40   - Blends Alpha/Solids
10000000 - 80   - ??


What makes me wonder is that in all the levels with seethrough stuff such as a railing, and you look with more than one railing over lapping each other, some will get drawn in front of others when they shouldnt

now if in the B9 you set 0x8 to 03(both z fixes) it wil render the seethrough objects properly, with no overlap. Why they never used it on them makes no sence to me. One reason mabey its too costly. The other is if you add the '40' to it.. that would make '70'. the tris get renderd properly, but the part that blurs out will still block some behind tris. I guess rare felt the misorderd tris were better than covering up some
 
View user's profile Send private message
TimEh
Agent
Agent


Joined: 08 May 2009
Posts: 187
Location: oakville. ONT, Canada

 PostPosted: Wed Jul 15, 2009 12:58 pm    Post subject: Reply with quote Back to top

and also i think every secondary tri is set to double sided as default.
B7 ?? ?? ?? ?? F1 F2 ??

when Flag 2 is set to :
binary........Hex
00100000 - 20 - Backface Culls a secondary tri
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Wed Jul 15, 2009 2:26 pm    Post subject: Reply with quote Back to top

Have you seen Zoinkity's model document?


B7 rsp_uc05_setgeometrymode
when following bitflags set, attributes applied to surfaces

lower word
0x00000001 zbuffer
0x00000002 texture
0x00000004 shade
0x00000200 shade smooth
0x00001000 cull front
0x00002000 cull back
0x00010000 fog
0x00020000 lighting
0x00040000 texture gen
0x00080000 texture gen lin
0x00100000 lod

B9 rsp_uc05_setothermode_l
upper word
xxxx00xx alpha compare
xxxx02xx z source select
xxxx03xx render mode
xxxx16xx blender

lower word
alpha compare 0x00000000 none
0x00000001 threshold
0x00000002 ?
0x00000003 dither
z source sel 0x00000000 pixel
0x00000004 prim
render mode 0x00000008 antialias
0x00000010 z compare
0x00000020 z update
0x00000040 im_rd
0x00000080 clear on cvg
0x00000100 cvg distance warp
0x00000200 cvg distance full
0x00000400 z inter
0x00000800 z xlu
0x00001000 cvg x alpha
0x00002000 alpha cvg sel
0x00004000 force blend
0x00008000 texture edge
blender 0x00010000 blend 1 machine
0x00020000 blend a memory
0x00040000 blend 1
0x00080000 blend 0
0x00100000 blend clear in
0x00200000 blend clear memory
0x00400000 blend clear bl
0x00800000 blend clear fog
0x01000000 blend a in
0x02000000 blend a fog
0x04000000 blend a shade
0x08000000 blend 0
0x10000000 blend 1 machine
0x20000000 blend a memory
0x40000000 blend 1
0x80000000 blend 0
 
View user's profile Send private message
TimEh
Agent
Agent


Joined: 08 May 2009
Posts: 187
Location: oakville. ONT, Canada

 PostPosted: Wed Jul 15, 2009 4:09 pm    Post subject: Reply with quote Back to top

beautifull
 
View user's profile Send private message
monkeyface
Moderator
Moderator


Joined: 05 Apr 2008
Posts: 275

 PostPosted: Thu Jul 16, 2009 2:24 am    Post subject: Reply with quote Back to top

That's not beautiful, it's just incomprehensible numbers and letters! You're all mad.
Glad to hear about the implementations in the next version, looking forward to it.
 
View user's profile Send private message Send e-mail MSN Messenger
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Fri Jul 17, 2009 7:33 am    Post subject: Reply with quote Back to top

While trying to delete unwanted polygons in XSI 7.5, the modeler acts as if the .obj is "grouped" (hammer terminology). How do I un-"group" the obj to be able to select and delete individual polygons?
 
View user's profile Send private message
r.e.l. 237
Secret Agent
Secret Agent


Joined: 12 Mar 2008
Posts: 270

 PostPosted: Fri Jul 17, 2009 12:15 pm    Post subject: Reply with quote Back to top

Lol, not to go off topic but I've noticed A LOT of people here have slow/unstable computer woes... Laughing Oh the good ol' days of 64MB RAM and Windows 98...

Heck, even 512MB & XP systems can get unbearable to use nowadays
 
View user's profile Send private message
TimEh
Agent
Agent


Joined: 08 May 2009
Posts: 187
Location: oakville. ONT, Canada

 PostPosted: Fri Jul 17, 2009 1:09 pm    Post subject: Reply with quote Back to top

Quote:
That's not beautiful, it's just incomprehensible numbers and letters! You're all mad.

lol

Quote:
While trying to delete unwanted polygons in XSI 7.5, the modeler acts as if the .obj is "grouped" (hammer terminology). How do I un-"group" the obj to be able to select and delete individual polygons?

if what ur sayin is what i think is happening...

Select the group(either click select objects in the top right or in modexplorer window) then while the object is highlighted click raycast select ploy/edge/point to edit that group. select multiple groups to edit multiple ones


Quote:
Lol, not to go off topic but I've noticed A LOT of people here have slow/unstable computer woes...

time for you guys to upgrade. im runnin a quadcore 2.4 with 4gb ram and a weak Radeon HD 2600 pro. didnt cost me much at all. Even still im thinking about upgrading
 
View user's profile Send private message
HackBond
007
007


Joined: 14 May 2009
Posts: 1321
Location: Scotland

 PostPosted: Fri Jul 17, 2009 1:36 pm    Post subject: Reply with quote Back to top

[quote="TimEh"]
Quote:

time for you guys to upgrade. im runnin a quadcore 2.4 with 4gb ram and a weak Radeon HD 2600 pro. didnt cost me much at all. Even still im thinking about upgrading


Im upgrading in 2 days.

Old specs
Intel Celeron 2.4Ghz
128mb Nvidia Geforce FX 5500
512mb RAM
Xp Pro
_________________
Also known as Spyster or Nyxem
[Youtube]

[Decoy] Antenna | Control | Silo | Escape
 
View user's profile Send private message Visit poster's website
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Fri Jul 17, 2009 5:04 pm    Post subject: Reply with quote Back to top

I fixed clipping import not importing rooms properly. Was some very odd bad statement on my part that only imported first room #. It should be fixed in latest beta.

Also room alignment looks good, and in editor, so very odd not good in-game.
 
View user's profile Send private message
TimEh
Agent
Agent


Joined: 08 May 2009
Posts: 187
Location: oakville. ONT, Canada

 PostPosted: Fri Jul 17, 2009 5:49 pm    Post subject: Reply with quote Back to top

it seemed the smaller i made a map in XSI and the smaller i made the scale, the larger the gaps between the rooms were. could it be that there is some float to int decimal data loss during the conversion?
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Fri Jul 17, 2009 6:28 pm    Post subject: Reply with quote Back to top

It's possible as all coordinates must be specified as ints in GE.
 
View user's profile Send private message
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Sat Jul 18, 2009 7:49 am    Post subject: Reply with quote Back to top

TimEh wrote:


Quote:
While trying to delete unwanted polygons in XSI 7.5, the modeler acts as if the .obj is "grouped" (hammer terminology). How do I un-"group" the obj to be able to select and delete individual polygons?

if what ur sayin is what i think is happening...

Select the group(either click select objects in the top right or in modexplorer window) then while the object is highlighted click raycast select ploy/edge/point to edit that group. select multiple groups to edit multiple ones



I selected the group, but How do I click Raycast select poly/edge /point? Sorry if im being difficult...
 
View user's profile Send private message
TimEh
Agent
Agent


Joined: 08 May 2009
Posts: 187
Location: oakville. ONT, Canada

 PostPosted: Sat Jul 18, 2009 9:55 am    Post subject: Reply with quote Back to top

Quote:
I selected the group, but How do I click Raycast select poly/edge /point? Sorry if im being difficult...


i use version 6 but i doubt theres been lots of changes since then. all the selection types should be in the top left corner. all i can say to elaborate is just watch the video, see what the mouse is doing. i avoided using hotkeys to illustrate the actions im doing. just find a part that your trying to do in the video and keep repeating it. freeze frame it if you need to. if your still havin trouble with it after that well ill look more into it. ill pm you with the step by step actions
 
View user's profile Send private message
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Sun Jul 19, 2009 10:29 am    Post subject: Reply with quote Back to top

I studied your video, but still no luck. I'm going to download version 6 and see what I can do with that, hopefully I'll be able to do what I need to do...
 
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling All times are GMT - 8 Hours
Goto page Previous  1, 2, 3  Next
Page 2 of 3

 
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 ]