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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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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Apr 08, 2010 5:23 pm Post subject: |
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0C3 = 17D Brick Wall (Darker, Grittier)
0C9 = 000 Round Light Fixture - Bluish White
0CE = C29 Multiple Bullet Holes
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I think that's it for tonight. The brick wall is a bit darker in PD, and should probably be replaced by the GE texture, unless the original happens to be lurking in there somewhere. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Thu Apr 08, 2010 5:42 pm Post subject: |
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Yeah, I'm probably going to move onto something else, as well. We did a nice job tracking a bunch down, though. I want to figure out the hit types, so we can properly set the newly imported textures. _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Apr 10, 2010 10:19 pm Post subject: |
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Found some more...
026 = BB3 Shotgun Shell
0A0 = 643 Sink / Urinal
0AD = 137/1F6 Seat Cover
0AE = 137/1F6 Seat Cover
109 = 1F5 Swivel Chair Spine
27E = BB5 RC-P90 Magazine
28E = 00E Window Glass (default)
2FB = CC9 Sniper Rifle Barrel
2FE = CC8 Body Armour / Weapons
5B4 = 644 Sink / Urinal
5FB = 98A Wood (weapons)
6BD = CCA 1x1 Solid _________________
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Apr 12, 2010 7:46 am Post subject: |
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5B8 = 745 Complex Vent Cover
You know, I thought this was in PD, but I wasn't sure. The editor shows some corruption on the GE texture in the image tools, which threw me off. In-game it matches the PD texture, though. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Apr 12, 2010 6:43 pm Post subject: |
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I've noticed that some of the images that the GE Image Tools and Visual Window can display properly, end up as the red X on the PD side. I don't know why that would be, though.
Also, some images between games are the same, but different dimensions. I've noticed this at least twice during comparisons. Unfortunately, we can't utilize them, since they use the U/V coords setup for a different size. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Apr 12, 2010 11:19 pm Post subject: |
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Made some updates to the Reserved list. It now includes (mostly) both the new PD ID's, and the original GE ID's. This should help to clear up some confusion when sharing images between models. If not... I tried. _________________
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Apr 16, 2010 8:24 pm Post subject: |
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Actually, you're probably better off leaving the finalized textures to me. You can put them wherever you like during your tests, but they'll need to be placed strategically in the new GE:X build. It's easy to update the BG file and swap it out later, so there's no worry of that.
Oh, by the way, that's a cool avatar you've got. _________________
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue Sep 28, 2010 1:22 am Post subject: |
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BIG update to the first post texture list. I added in all of the textures that already existed in PD, as they should have been in there long ago. Because of that error in judgment, I'm betting there are a couple of duplicate images in the ROM. Hopefully no more will slip by me.
I still need to include the forty-something images brought in for Facility, as well as a few remaining muzzle flare textures I haven't added to the list yet.
Edit: Facility images added. _________________
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HackBond 007
Joined: 14 May 2009 Posts: 1325 Location: Scotland |
Posted: Mon Jun 13, 2011 10:14 am Post subject: |
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Im bumping this cause it took me 10 minutes to find it on its own. Needs to be a sticky. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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HackBond 007
Joined: 14 May 2009 Posts: 1325 Location: Scotland |
Posted: Wed Jun 15, 2011 10:49 am Post subject: |
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I have a suggestion for this thread. You could have the bmp's uploaded to a website, and a link displayed next to each texture, so we know whats what (incase a texture we need is elsewhere) _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Jun 18, 2011 10:34 pm Post subject: |
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At first, I made this thread thinking that other people were going to be injecting textures themselves. But after doing so much myself, it's more a log of my own changes. Others can use it as reference, though most files will probably come from me.
I already have all of the textures in for Silo, and a BG file exported, so I'll zip up everything you need and have it off to you in a bit. _________________
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