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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  |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Oct 27, 2009 1:27 am Post subject: |
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WHOOOOOOOOOOOOOOOOOOA!!!!
Congratulations on a fantastic work!
I will sure want to have some elevators in my levels, like the elevator in the vault at fort Knox.
What are the limitations to this?
Can the elevators have other shapes? can the speed be regulated?
How about stopping at different levels? |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Tue Oct 27, 2009 3:13 am Post subject: |
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Sweet! Great work TimEh! _________________ 304 HP |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Tue Oct 27, 2009 3:23 am Post subject: |
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Fantastic!!! |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Oct 27, 2009 6:36 am Post subject: |
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Yeah, that's just awesome. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Tue Oct 27, 2009 7:26 am Post subject: |
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You've certainly got me excited, but my curiousity is taking over...
The Riddler in Batman: Forever
"Too many questions... Too many questions..."
The biggest question I have, is once you ride the lift up to the top, is it possible to walk over to either side? I didn't actually see you move off of the elevator and onto one of the side platforms (it almost appeared as though your back was rubbing against an invisible wall for a moment), but did watch as you jumped back off to ground level. It's absolutely a huge accomplishment, to say the least. I think all of us can't wait to pry into this and see how it works and what limitations there may be.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Tue Oct 27, 2009 8:16 am Post subject: |
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Wow, nice. Yes, I'd certainly be interested to hear about the details of this. |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Tue Oct 27, 2009 9:26 am Post subject: |
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Quote: | is it possible to walk over to either side? |
i thought someone would wonder this. im pretty sure right at the beginning of the vid i strafe to either side of the platform showing that this is possible. but oddly enough although the elevator is a tiny bit lower there is a lil pause between hopping on from the top. probably tweeking some values will fix that
and radorns questions:
1. the limitations are pretty huge. Its done pretty much by the way i was talkin about it on here some months ago. When you hit the collision box of the tank, you automaticaly float up to the top. but this doesnt check if your in the box, just if you touch the side, so we modify the tanks bounding box's to something like this
so at all times when we are within the main hull of the tank object, we are hitting some sort of vertical plane in a collision box.
And since this effect doesnt happin going down, all im doing in the video is freefalling the way down. The bummer is that your freefall is slower than the tank float is, so its a balance on which direction will look good. If you make the vertical look smooth and great, the elevator while freefalling will go too fast. But can you change door speed on the fly in the game??? Im sure with warping in 2 seperate doors of different speeds and tweaking the movement values alot more we would have something that looks believable. Good thing is when the (right speed values) are found for the up and down motions there wont be anymore guess work to do. since they are constant and we could all use them.
another limitation is it seems the height cannot be scaled. the width and height can be changed by the resize tools but the height always seems to reset. Mabey this is tru aswell for the length and width and i was just extreemly lucky and the sizes i picked worked first try for my level. so i had to hard code the size of the elevator. but thinking about this now thats not a limitation. creating a box like this would give you more than enough height to work with and would still retain the origin for percice warp placment with presets in the editor
can the speed be regulated??? im afraid that is a no. not to say it cant be done but im not sure how. If the constant for the vertical collide float is found within the assembly than at least the speed can be modified globaly. But my only concern to this is it shares the same value as the float up when walking up stairs. if the float speed is slowed to match your freefall speed, you might walk into the stairs when going up. Like using turbo mode and tny bond.
Other shapes. Well you are limited to collision boxes, which are square. But drawing weird shapes with cubes would work. But Im not sure exactly how the models work or how the tank object works. Since the position part has a rotation value. something like this might be able to be done for a circular elevator. still im not sure how to remove the usless info from the tank file and add a bunch of bounding boxes. is this even possible?
stopping at different levels... hmm... now from the tank object side of things, yes that could work. just warp the elevators to different levels. Having the door stop at different levels im not sure of. But im sure that could be fixed by warp swapping doors or something.
ill release the files after i find out a little more with what i can do with these. but really creating this only took a few hours with the help of this new model editor. And most of the time was with the level and tweeking little values and getting the door to work.
give it a try. just delete all the draw calls from the tank object and resize the tanks collison, then load up runway and test it out. Try a very high height value at first just to see whats happening. Takes no more than a few min to setup.
and since you guys figured out how to create multiple modeled tanks in one level, i guess this could be used in a level with a tank, or even have multiple different shaped elevators objects
so with all the limitations, most of them i feel could be fixed by some sneaky script work and BB modification. |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Tue Oct 27, 2009 9:30 am Post subject: |
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The second I get my new computer built I am definitely going to get back to work on new Perfect Dark CS levels. This computer at home that I've always used for GE/PD on PC and anything falling under that category such as the GoldenEye Setup Editor and things + other sh!t I've downloaded from GoldenEye Vault, Mupen64, and all of that... (Not to mention ROM's and my saved projects, sources, files, clipping files, etc. and anything you could think of that includes my work on PD/GE hacking/modding on the computer and playing these F'ing games on the computer) is always erased!
Damn it all to Hell. I hope I'll soon be able to make more CS levels for Perfect Dark and ultimately come back to the community so I can play some GE/PD online.
These elevators sound like a fantastic accomplishment. I like to make REAL Perfect Dark multiplayer maps for GoldenEye. So we'd mod ammo box textures and doors like we did in Ruins, plus use exact ports of elevators like we would find in PD.
You'll get more support on PD soon because I'm still interested. I am waiting for a refund from Newegg.com because I failed to order the right CPU for my custom built PC. Once I order a compatible CPU and get it installed I'll get some sort of burner drive and use one of our old mouse/keyboards/monitors. This really shouldn't take that much longer so I'll be back as an active user in less than a month. Hopefully...
Take care,
00dark  |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Tue Oct 27, 2009 12:09 pm Post subject: |
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Wow. I am speechless. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Tue Oct 27, 2009 6:12 pm Post subject: |
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TimEh - in order to change bounding box you can use the new model editor and set the bounding box for tank object. I used it in goldfinger video to get in the car properly. It should help making different size elevators (although global).
How have you disabled users from entering tank? That screws up multi. |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Tue Oct 27, 2009 7:35 pm Post subject: |
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Quote: | in order to change bounding box you can use the new model editor and set the bounding box for tank object |
ya thats what i did. and used the editor to null out the tri lists so its invis. But im curious how to remove all the unnessisary tri list enteries all together to add more bounding boxes. as well as remove all the added point parts since all the bounding boxes could be created using only one parent, freeing up space within the model. Does a tank object load without the handle/switch or other mabey neccesary parts. Still not sure what those 05's do and how the whole file works as a whole, or if this rise on collision with the BB is only set for the tank object or can be applied to other objects.
the button for entering the tank on the other hand puzzeled me for a while. And honestly im not sure why or how it works now, or why it wouldnt before. I just set the switch and cam veiw point that they reference as their parent to some crazy far away offset. Some numbers had me entering the tank and warping me to some far away place where the game either crashed or started exloding causing the weird top half armour invincability glitch, which ive seen a few times in other situations including that multi level with the trap explosions. After tryin random numbers i almost gave up but then the next numbers i did worked. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Oct 28, 2009 4:42 am Post subject: |
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I assumed the handle pointed to an internal part, so it probably eventually got some random bit of memory that did nothing?
I haven't supporting deleting parts because I am unsure if it will work - the game has them hardcoded (part #s) in advance, well, at least to the 05s in the beginning, so those need to be valid and correct displaylist type. At some point it's probably worth playing with refining models by adding/deleting. It also will benefit us to learn how switch and model references work, etc. |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Thu Oct 29, 2009 4:06 am Post subject: |
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wow, i'm speechless.
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Thu Oct 29, 2009 6:48 am Post subject: |
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Could we have a "real" test? I could model a low-poly elevator, one that you could get inside, then see if it could move between two levels? |
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