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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: 6124
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Posted: Tue Mar 27, 2018 3:11 pm Post subject: |
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Actually GoldenEye already does do the list dynamically (this was used heavily for GF64), but Perfect Dark does not (and it should). I will add this and post here when I have it done. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6124
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Posted: Tue Mar 27, 2018 4:29 pm Post subject: |
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It should be in latest beta for PD. ROM must be written, then when you load it in project mode or Tools -> Game Configuration, then Edit Solo in Visual, the actions and insert menus should appropriately show the isHead flag from Tools -> Game Configuration for each model (0x4000 flag in PD). GE already supported this and should still work |
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StupidMarioBros1Fan Agent
Joined: 07 Dec 2017 Posts: 41
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Posted: Wed Mar 28, 2018 10:30 pm Post subject: |
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Thanks, would you be able to do the same for the Multiplayer tab so the Head Spots and Body Spots can use the edited files accordingly?
Also could you make the Body Type feature be available for all Guards? That way edited head files can use non-human animations.
If not a work around would be swapping what file# certain guards have then editing levels, but wanted to ask if you could make that feature work with the head files. _________________ Stupid Mario Brothers is a YouTube series, get asked about my username a lot. |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 332 Location: N.J. |
Posted: Wed Mar 28, 2018 11:43 pm Post subject: |
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StupidMarioBros1Fan wrote: | If not a work around would be swapping what file# certain guards have then editing levels, but wanted to ask if you could make that feature work with the head files. |
Aren't there a few hardcoded values for the skedar? I don't think it'll be as simple as setting body types for copies, there's also the three IDs under Sun/Bodies tab of 39850? I'd guess two of them set up their voices?
Edit after a night's rest: One of the IDs is for the Skedar-to-Mr.Blonde checks Counter-Op does, so that certainly complicates things. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
Last edited by Lazlo52 on Thu Mar 29, 2018 11:49 am; edited 1 time in total |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6124
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Posted: Thu Mar 29, 2018 11:18 am Post subject: |
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StupidMarioBros1Fan wrote: | Thanks, would you be able to do the same for the Multiplayer tab so the Head Spots and Body Spots can use the edited files accordingly?
Also could you make the Body Type feature be available for all Guards? That way edited head files can use non-human animations.
If not a work around would be swapping what file# certain guards have then editing levels, but wanted to ask if you could make that feature work with the head files. |
I believe I've updated the remaining spots that I missed in latest beta.
The body type defaults to human, if not in the list. It's a table that Rare cut off to the range specified. If you really wanted, a custom ROM could be made, moving that table to an unused spot and making it bigger. It's probably easier to move humans outside the range (since table defaults to human), and use body type for non-humans in the existing range. If it's too big a task, let me know, and I can figure out how to make the table a different spot, enlarge it, and have the editor read it. There are some Skedar hardcodes as well (as mentioned by Lazlo), so there may be more to it. |
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StupidMarioBros1Fan Agent
Joined: 07 Dec 2017 Posts: 41
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Posted: Thu Mar 29, 2018 6:58 pm Post subject: |
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Ah thanks for the info, I only needed it for a few models so I can just swap some humans with the extra Skedar models. _________________ Stupid Mario Brothers is a YouTube series, get asked about my username a lot. |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Fri Apr 06, 2018 4:56 pm Post subject: |
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I noticed some of the joint names for bipeds in PD for guards are different to GE's matrix editor.
Could you make it so the sames are the same for PD as well? thank you. _________________ Playing old, low poly games since 2003 |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6124
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Posted: Sat Apr 07, 2018 3:25 am Post subject: |
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Siul wrote: | I noticed some of the joint names for bipeds in PD for guards are different to GE's matrix editor.
Could you make it so the sames are the same for PD as well? thank you. |
Are you sure? They seem the same other than PD's differences. Also, remember the commands are offset by 1 in PD.
GE:
if (command == 0x1) modelPartName = "Hip (complete body)";
if (command == 0x2) modelPartName = "Waist (complete upper body)/autoaim spot";
if (command == 0x3) modelPartName = "Head + collar";
if (command == 0x4) modelPartName = "R Shoulder";
if (command == 0x5) modelPartName = "L Shoulder";
if (command == 0x6) modelPartName = "R Elbow";
if (command == 0x7) modelPartName = "L Elbow";
if (command == 0x8) modelPartName = "R Wrist";
if (command == 0x9) modelPartName = "L Wrist";
if (command == 0xA) modelPartName = "L Thigh";
if (command == 0xB) modelPartName = "R Thigh";
if (command == 0xC) modelPartName = "L Knee";
if (command == 0xD) modelPartName = "R Knee";
if (command == 0xE) modelPartName = "L Ankle";
if (command == 0xF) modelPartName = "R Ankle";
PD:
if (command == 0x0) modelPartName = "Hip (complete body)";
if (command == 0x1) modelPartName = "Waist (complete upper body)/autoaim spot/ai aim spot";
if (command == 0x2) modelPartName = "Head + collar/char select zoom (y)";
if (command == 0x3) modelPartName = "R Shoulder";
if (command == 0x4) modelPartName = "L Shoulder";
if (command == 0x5) modelPartName = "R Elbow";
if (command == 0x6) modelPartName = "L Elbow";
if (command == 0x7) modelPartName = "R Wrist";
if (command == 0x8) modelPartName = "L Wrist";
if (command == 0x9) modelPartName = "L Thigh";
if (command == 0xA) modelPartName = "R Thigh";
if (command == 0xB) modelPartName = "L Knee";
if (command == 0xC) modelPartName = "R Knee";
if (command == 0xD) modelPartName = "L Ankle";
if (command == 0xE) modelPartName = "R Ankle"; |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Fri Apr 13, 2018 2:26 pm Post subject: |
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Hi, I tried to update the beta recently and I am getting an error 'not a valid win32 application'. It worked previously so I don't know why this error has appeared. I have tried downloading directly from the site and it has the same problem. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6124
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Posted: Fri Apr 13, 2018 3:57 pm Post subject: |
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Ack thanks for letting me know, it seems I only partially uploaded it, ftp timed out or something. It's fine now. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sat Apr 14, 2018 5:41 pm Post subject: |
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Thanks, it's working now. Unrelated, but are there any plans to properly support models with embedded textures? |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6124
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Posted: Sun Apr 15, 2018 2:48 am Post subject: |
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They should be supported for import, but I wasn't planning them for import. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sat Apr 21, 2018 1:38 pm Post subject: |
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SubDrag wrote: | They should be supported for import, but I wasn't planning them for import. |
Exporting the legal screen outputs corrupted textures. Adding a new DL to the model also corrupts the embedded textures. I tried to do this to avoid importing/exporting the original DL, while importing a new mesh to the model.
Another issue, exporting the heli model will result in different alpha settings for the glass, and break the rotor blade. https://i.imgur.com/ozCwLgz.gif All I did was export/import FBX.
Edit - Massive explosion bitflag for drone guns will set it to rotate like the dish on surface (and disable firing). Setting drone guns to preset FFFFFFFF will make it target 360 degrees. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Apr 30, 2018 1:33 am Post subject: |
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I recently had to fix this in two multiplayer setups that were crashing on console, so I thought I should see if it may still be an issue worth addressing.
When adding object "004C Hanging Monitor Rack", it should be type 0C, and not 03 Standard. It is a special object model type, and reacts badly on hardware when the game attempts to show it on screen. So if you could give it specific defaults when a user adds it to their level, that would be great.
Object: 004C Hanging Monitor Rack
Type: 0C Hanging Monitor Rack
Size: 0100
Health: 03E8
Bitflags: In-Air Upside Down
I must warn people that using this in your setup can cause the same floating projectiles glitch that occurs in both Bunker missions. But hey, that was kind of fun, no? |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1074
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Posted: Mon Apr 30, 2018 3:00 am Post subject: |
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Actually is anyone using the editor successfully on Windows 10? I seem to have run into a plethora of different issues _________________ No Mr. Bond, I expect you to be re-coded! |
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