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


GoldenEye Setup Editor Feature Requests List/Bugs
Goto page Previous  1, 2, 3 ... 18, 19, 20 ... 105, 106, 107  Next
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
pavarini
00 Agent
00 Agent


Joined: 07 May 2015
Posts: 479

 PostPosted: Sun Nov 19, 2017 6:32 pm    Post subject: Reply with quote Back to top

As a test, select all triangles for a level, then open the UV editor, set scale to 2, select all points and click scale. It will take a while but do this a few times and the visual window will error and say 'out of memory'.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6121

 PostPosted: Mon Nov 20, 2017 2:20 pm    Post subject: Reply with quote Back to top

For the cycle type, it doesn't appear that the behavior has changed. But you are right, generally Not Set is fine, but editor forces to 1 or 2 cycles when importing a new one. It must have been safer bet and simpler, since I'm not actually 100% sure whether it defaults to 1 or 2 cycle for guards or heads (though it doesn't seem to make a huge difference). At least can keep it that way for the moment until you find an issue.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6121

 PostPosted: Mon Nov 20, 2017 2:29 pm    Post subject: Reply with quote Back to top

I fixed the UV Editor memory leak in beta - so sorry about that. It was bad. I guess that hasn't been used with so many tris selected before, where it was noticed (I was only doing a couple tris normally at a time).
 
View user's profile Send private message
pavarini
00 Agent
00 Agent


Joined: 07 May 2015
Posts: 479

 PostPosted: Mon Nov 20, 2017 2:44 pm    Post subject: Reply with quote Back to top

Thank you. Pheonarx has encountered an issue with the visual editor - https://files.catbox.moe/4dcwvm.mov

He says this happens every launch, and he can only move the camera while moving the mouse.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6121

 PostPosted: Mon Nov 20, 2017 3:32 pm    Post subject: Reply with quote Back to top

It looks like he's on fly mode? Press tab to exit. Check tools preferences for his fly mode controls, maybe aren't wasd?
 
View user's profile Send private message
pavarini
00 Agent
00 Agent


Joined: 07 May 2015
Posts: 479

 PostPosted: Mon Nov 20, 2017 3:55 pm    Post subject: Reply with quote Back to top

He can move, but only when moving the mouse https://files.catbox.moe/n8hgro.mov
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6121

 PostPosted: Mon Nov 20, 2017 4:09 pm    Post subject: Reply with quote Back to top

I don't think I understand what is happening. Is he trying to be in fly mode or not? Can he backup, then clear his geeditor.ini and try again? Maybe his move speed is low or something.
 
View user's profile Send private message
pavarini
00 Agent
00 Agent


Joined: 07 May 2015
Posts: 479

 PostPosted: Mon Nov 20, 2017 4:31 pm    Post subject: Reply with quote Back to top

He says that he can only move the camera (with WASD) while there is mouse input (movement/scrolling). If he leaves the mouse still, the camera will not move.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6121

 PostPosted: Mon Nov 20, 2017 4:51 pm    Post subject: Reply with quote Back to top

Does movement work without fly mode, in normal mode? It's like input is not being received till mouse event. Did this just start? Or has it always happened. I'm assuming no one else has this problem.

Also, silly question - can he try a different mouse and keyboard? I wonder if it is firing off some kind of message and causing the editor to get in some kind of loop until it hits a mouse event.


Last edited by SubDrag on Mon Nov 20, 2017 5:55 pm; edited 1 time in total
 
View user's profile Send private message
CrashOveride
Secret Agent
Secret Agent


Joined: 24 Oct 2016
Posts: 339

 PostPosted: Mon Nov 20, 2017 5:24 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
For the cycle type, it doesn't appear that the behavior has changed. But you are right, generally Not Set is fine, but editor forces to 1 or 2 cycles when importing a new one. It must have been safer bet and simpler, since I'm not actually 100% sure whether it defaults to 1 or 2 cycle for guards or heads (though it doesn't seem to make a huge difference). At least can keep it that way for the moment until you find an issue.

I have a problem with cycle.
I imported to replace Room18 on GlaserZ firstperson, assigned this:
https://files.catbox.moe/upki7d.png
and broke on LLE/console

_________________
Playing old, low poly games since 2003
 
View user's profile Send private message AIM Address MSN Messenger
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6121

 PostPosted: Mon Nov 20, 2017 5:32 pm    Post subject: Reply with quote Back to top

That looks ok Siul, what is your model type in edit model for the displaylist? If it's 0 that is wrong.
 
View user's profile Send private message
CrashOveride
Secret Agent
Secret Agent


Joined: 24 Oct 2016
Posts: 339

 PostPosted: Mon Nov 20, 2017 7:33 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
That looks ok Siul, what is your model type in edit model for the displaylist? If it's 0 that is wrong.

it was originally 0300 but changing it made no difference.

should look like this
_________________
Playing old, low poly games since 2003
 
View user's profile Send private message AIM Address MSN Messenger
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6121

 PostPosted: Tue Nov 21, 2017 3:01 am    Post subject: Reply with quote Back to top

If you pm me your model I'll take a look. Usually it's model type on display list, compare that to another guns.
 
View user's profile Send private message
pavarini
00 Agent
00 Agent


Joined: 07 May 2015
Posts: 479

 PostPosted: Tue Nov 21, 2017 3:35 am    Post subject: Reply with quote Back to top

I did a round trip for the PP7 and it had the same issue. To recreate follow these steps:

Open the model editor and select weapon 04 PP7. In the tree view, select displaylist 26 and click 'export OBJ original order' and save as a FBX file. Then click 'import rom obj if already added textures' and select the saved FBX file. The palm will appear black in-game, and removing the cycle information and setting cycle type to 'not set' fixes said issue.
 
View user's profile Send private message
Trevor
007
007


Joined: 15 Jan 2010
Posts: 926
Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest

 PostPosted: Tue Nov 21, 2017 4:07 am    Post subject: Reply with quote Back to top

You forgot to mention you altered Node 9 (part/room 4) as well.

When you import a new part you need to check a few things for guns.
First, if the part is on a new node, make sure that node is set to Type 0300
Then open the node in visual and select all tris of same texture and as you have done for posting the screenshot go to replace texture.

Go to "Cycle Type" and use "Not Set"

Untick combiner and untick rendermode.

you should be ready to go, do this for all textures on part.

The reason for this is that GE uses small "Setup" blocks - defined by model type.
These set different settings depending on whether your in watch of first person.

if you want a specialist part, say a glowing reticule that will glow always then you can use something like:
1Cycle, Combiner(Shade), Rendermode(No Fog)

As an example, this is how guns render with modeltype 3 in first person.

Cycle Type: 2 cycle
Combiner: TRILERP + MODULATERGB2 (Note: your current settings are wrong for even the preset you have selected, to show this the preset name should have blanked out)

Rendermode :AA Opaque + FOG
except CLR_FOG * A_SHADEis replaced with CLR_FOG * A_FOG which uses the STAN colours.

Hope this helps, I had to rewrite when I remembered about the setup blocks.

Trev
_________________
 
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department All times are GMT - 8 Hours
Goto page Previous  1, 2, 3 ... 18, 19, 20 ... 105, 106, 107  Next
Page 19 of 107

 
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 ]