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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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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Aug 30, 2009 11:46 am Post subject: Import new tanks and cars! |
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Thanks for MrKane's grunt work, I've got tanks *automatically* importing into the editor. Jeeps are coming but I am having some issues with the wheels with graphical errors/crashing, so still working.
Expect much more to come, and for helping Goldfinger project See video below.
http://www.youtube.com/watch?v=ZirL3hiQr3Y |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sun Aug 30, 2009 12:47 pm Post subject: |
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LOL, borg assimilation tank. That's more dangerous than the goldeneye satelliite, man. |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Sun Aug 30, 2009 12:51 pm Post subject: |
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That RC plane took flight! Incredible stuff. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sun Aug 30, 2009 11:37 pm Post subject: |
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Hey, that's some pretty cool stuff!
That little plane really did catch some air time.  _________________
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Mon Aug 31, 2009 3:29 am Post subject: |
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sweet! i think i might be able to put together a makeshift elevator now. Quick question. How does the collison work for the tank. Is it based off the original tris, have its own collision modal, or just a bounding box around each collidable sub-modal of the tank? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Mon Aug 31, 2009 1:19 pm Post subject: |
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It's the new bounded submodel for the tank (ie smaller collision range). Each submodel does bound but the tank on import is reduced to 1 for simplicity in my conversion. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Mon Aug 31, 2009 2:47 pm Post subject: |
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I should've done this ages ago my recompiler is working very well!!!
Plane works perfectly!!!! Only jeep is giving issues, will come back later, due to wheels.
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Mon Aug 31, 2009 2:59 pm Post subject: |
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Hmm issue doesn't seem to be with wheels, just frame of jeep...kept wheels and frame still causes the graphics issue.
Figured it out - error in reading transparent indices - we're in business! Although it's very apparent secondary indices are off (or at least Rares objects sec indices don't get in right) or not exported right or imported right
Hrmm edit again, wheels are trouble again, had to make them super teeny, then seems maybe ok. Well I'll watch for it |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Mon Aug 31, 2009 8:32 pm Post subject: |
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This puts us on the track to creating new drivable vehicles, wheeled vehicles (static or path-enabled), and even aircrafts? That'd be incredibly helpful for the Goldfinger project, as well as other mods.
I wonder something, though...
Would it be possible to create brand new object types, using those that aren't utilized at all in the game? Like if we wanted to keep the traditional tank, but also have the Aston Martin DB5, without forcing the tank rounds to be enabled while inside of it. It'd also allow us to set the speeds, viewing ranges, sound effects, and whether or not it'd kill an enemy when they're struck. I know Zoinkity has a mod for that already, so it isn't a huge deal. But it still may be very helpful for certain applications. And it is nice to have defaults set, though the Editor could surely handle that, anyway.
Edit: There are three object types that I believe are completely unused and appear to do nothing at this time...
0F
10
29
It'd be interesting to try and utilize these three object types, if possible. Type 29 comes just after Wheeled Vehicle and Aircraft, which makes you wonder if any other vehicles had been planned. (Perhaps the motorbike or even the elevator may have once been slated for, or tested on, 29?) Creating unique types for different drivable vehicles would be very handy for a mod looking to have more than one. _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Tue Sep 01, 2009 5:17 pm Post subject: |
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This absolutely is key for goldfinger project or just general fun (try it in beta, then inject into model - keep images # same for now). You'd have to see if Zoinkity can play with it - at least jeeps/chopper should be able to make lots of object types be valid so no real loss - just tank has that issue. |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Tue Sep 01, 2009 5:23 pm Post subject: |
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This is awesome! So will you be able to actually fly a plane in-game? _________________ 304 HP |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Tue Sep 01, 2009 5:34 pm Post subject: |
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"Fly" is a strong word. You can use a "tank" plane and go over clipped areas (which can be in the sky). |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Tue Sep 01, 2009 5:42 pm Post subject: |
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Well i knew it would limited somehow, but there really isn't any other word to use than fly haha _________________ 304 HP |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Wed Sep 02, 2009 12:52 am Post subject: |
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Yeah, the wheeled vehicles and aircrafts should all be possible. Vehicles would just need the four wheels, and aircrafts their rotors. Drivable vehicles have already been proven possible by MRKane, but it's the matter of how the game configures that vehicle that I'm concerned about.
With Zoinkity's "Tank!" mod, you can set most of the data the object requires within the block itself. Speeds, viewing ranges, sound effects, weapon attached, etc. I know he had more in mind to include, as well. If all important aspects of the vehicle could be controlled within the object block, that'd be excellent. It may even be better than actually creating an entirely new object type just to handle another drivable vehicle. I do like the idea of that, though Zoinkity's already given us an excellent (and already available) alternative. _________________
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Wed Sep 02, 2009 2:43 am Post subject: |
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Wheels! Ok I've had a few headaches with these as well.
I'd be inclined to say: Build the wheels as part of the base, not on four axes like with the actual jeep model. As a player you won't see them turn so it's not a major. Secondaries can be handled easily because there's room for a spare 05 call after the main poly drawing call (least that's how I did it for my jeep and bike). Anything called from this slot seems to become a secondary (I forget the offset, but you'll probably see what I'm talking about) combiners can also be used to force things into shape.
As for that aeroplane...you're going to have to get inventive reguarding how things work. I did wonder about assigning it to the barrel (so looking up made it seem to climb) but it's just a gimmick.
I'm seriously impressed you've managed to isolate the bounding boxes! That's a huge step! Clipping and player positions would be an amazing step forward also. In the end, multi support for tank objects would be the ultimate.
Finally: A tanks a tank. Any changes are purley cosmetic (unless the polygons prevent enemy fire from collecting the player), getting the tank to handle like a real car would be very difficult.
Keep up the work and I look forward to the results! Because my method is a bitch! _________________ No Mr. Bond, I expect you to be re-coded! |
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