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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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TimEh Agent
Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada |
Posted: Wed Jul 15, 2009 12:38 pm Post subject: |
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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 |
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TimEh Agent
Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada |
Posted: Wed Jul 15, 2009 12:58 pm Post subject: |
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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 |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Wed Jul 15, 2009 2:26 pm Post subject: |
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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 |
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TimEh Agent
Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada |
Posted: Wed Jul 15, 2009 4:09 pm Post subject: |
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beautifull |
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monkeyface Moderator
Joined: 05 Apr 2008 Posts: 275
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Posted: Thu Jul 16, 2009 2:24 am Post subject: |
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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. |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Fri Jul 17, 2009 7:33 am Post subject: |
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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? |
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r.e.l. 237 Secret Agent
Joined: 12 Mar 2008 Posts: 270
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Posted: Fri Jul 17, 2009 12:15 pm Post subject: |
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Lol, not to go off topic but I've noticed A LOT of people here have slow/unstable computer woes... Oh the good ol' days of 64MB RAM and Windows 98...
Heck, even 512MB & XP systems can get unbearable to use nowadays |
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TimEh Agent
Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada |
Posted: Fri Jul 17, 2009 1:09 pm Post subject: |
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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 |
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HackBond 007
Joined: 14 May 2009 Posts: 1327 Location: Scotland |
Posted: Fri Jul 17, 2009 1:36 pm Post subject: |
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[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 |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Jul 17, 2009 5:04 pm Post subject: |
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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. |
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TimEh Agent
Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada |
Posted: Fri Jul 17, 2009 5:49 pm Post subject: |
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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? |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Jul 17, 2009 6:28 pm Post subject: |
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It's possible as all coordinates must be specified as ints in GE. |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Sat Jul 18, 2009 7:49 am Post subject: |
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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... |
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TimEh Agent
Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada |
Posted: Sat Jul 18, 2009 9:55 am Post subject: |
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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 |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Sun Jul 19, 2009 10:29 am Post subject: |
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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... |
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