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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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EternallyAries 007
![007 007](templates/Cobalt/images/rank_4.gif)
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas ![](templates/Cobalt/images/spacer.gif) |
Posted: Sun Aug 15, 2010 7:02 pm Post subject: Ok guys im going to take on aztec and port it over to PD. |
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I just need some help on this thu.
Is it posubil to import this level with all the texter at one time? _________________ There totally nothing to read here. |
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radorn 007
![007 007](templates/Cobalt/images/rank_4.gif)
![](http://www.xente.mundo-r.com/radorn/firma_150.jpg)
Joined: 23 Sep 2007 Posts: 1424
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Posted: Sun Aug 15, 2010 7:29 pm Post subject: |
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I don't think it's possible.
In GE and PD all of the game's textures are stored in a single place, each with an unique ID. In more modern games each level is more self contained, containing all the textures and other stuff in the same file/folder, and making as few references to outside resources as possible. Converting a level in such environments requires less work since you only need to care for the level you are working on each time, but in PD you need to think of the whole game.
Limiting our talk to textures, the textures you import for one level can affect the rest of the game.
Theoretically it would be possible to make very complex code to take care of it all in an automated fashion, but it would probably involve tons of work for SubDrag to get it working flawlessly in order to afford you comparatively very little work.
And anyway, after you import the level, and texture it, the texture IDs would need to be changed by Wreck in order to integrate it in the main ROM he's working on.
Last edited by radorn on Mon Aug 16, 2010 2:35 am; edited 1 time in total |
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EternallyAries 007
![007 007](templates/Cobalt/images/rank_4.gif)
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas ![](templates/Cobalt/images/spacer.gif) |
Posted: Sun Aug 15, 2010 8:38 pm Post subject: |
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Hm i see but when i import one at a time it look werd like it dus not fit what so ever. Let say in Goldeneye Aztec the tiles in it is strets and it looks normel but in PD when i import the texter for the tiles it look like its in 32 bit and not strets thats my porblem. _________________ There totally nothing to read here. |
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Wreck Administrator
![Administrator Administrator](templates/Cobalt/images/rank_4.gif)
![](http://www.vancouvernightmarket.ca/goldeneye/profiles/wreck_shines.png)
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada ![](templates/Cobalt/images/spacer.gif) |
Posted: Sun Aug 15, 2010 11:05 pm Post subject: |
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I'll be heading back home on Tuesday and getting down to business with GE:X. I can try to help you out in a few days, and hopefully get the ball rolling with the Aztec. It'll be nice having another person pitching in, so I look forward to seeing what you can do. ![Smile](images/smiles/icon_smile.gif) _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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EternallyAries 007
![007 007](templates/Cobalt/images/rank_4.gif)
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas ![](templates/Cobalt/images/spacer.gif) |
Posted: Sun Aug 15, 2010 11:41 pm Post subject: |
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Thanks Wreck ill love to have some help. _________________ There totally nothing to read here. |
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00action 00 Agent
![00 Agent 00 Agent](templates/Cobalt/images/rank_3.gif)
![](http://goldeneyevault.com/golden00action/00actionavatar.jpg)
Joined: 21 Feb 2007 Posts: 445 Location: UK ![](templates/Cobalt/images/spacer.gif) |
Posted: Mon Aug 16, 2010 6:39 am Post subject: |
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glad to see another level in the works.
the texturing isn't a problem, here is what you do:
1. open up the textures editor in PD editor.
2. at the bottom left theres a button to import GE textures, press it.
3. choose the Textures.bin file that was processed when you converted the background (should be in same folder as background file)
4. save out the new rom
5. now save the project and when it asks for you to select your base rom, select the one you have just created.
6. now close your project and reopen it.
all textures should now be in place, now dont worry if there are some textures that dont look rite or some objects that have strange texture issues because wreck will sort that out when he puts your level in the the main GE:X rom
hope this helps _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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EternallyAries 007
![007 007](templates/Cobalt/images/rank_4.gif)
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas ![](templates/Cobalt/images/spacer.gif) |
Posted: Mon Aug 16, 2010 11:50 am Post subject: |
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Ok i import the BG file and i cant find the Textures.bin. I wonder why it did not import?. _________________ There totally nothing to read here. |
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HackBond 007
![007 007](templates/Cobalt/images/rank_4.gif)
![](http://i.imgur.com/YWB7iMQ.gif)
Joined: 14 May 2009 Posts: 1325 Location: Scotland ![](templates/Cobalt/images/spacer.gif) |
Posted: Mon Aug 16, 2010 3:05 pm Post subject: |
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-snip- _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape
Last edited by HackBond on Tue Aug 17, 2010 12:57 pm; edited 1 time in total |
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acceptable67 007
![007 007](templates/Cobalt/images/rank_4.gif)
![](http://68.56.95.111/images/me_4.jpg)
Joined: 16 Jan 2010 Posts: 1738 Location: US ![](templates/Cobalt/images/spacer.gif) |
Posted: Mon Aug 16, 2010 3:39 pm Post subject: |
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Shame. :/ _________________
Rare wrote: | Perfect Dark Forever. |
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EternallyAries 007
![007 007](templates/Cobalt/images/rank_4.gif)
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas ![](templates/Cobalt/images/spacer.gif) |
Posted: Mon Aug 16, 2010 6:36 pm Post subject: |
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Why are you in Shame? _________________ There totally nothing to read here. |
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radorn 007
![007 007](templates/Cobalt/images/rank_4.gif)
![](http://www.xente.mundo-r.com/radorn/firma_150.jpg)
Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Aug 17, 2010 3:52 am Post subject: |
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possibly because his post is pointless and his avatar too big.
I'd be ashamed too.
Last edited by radorn on Wed Aug 18, 2010 8:02 am; edited 2 times in total |
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HackBond 007
![007 007](templates/Cobalt/images/rank_4.gif)
![](http://i.imgur.com/YWB7iMQ.gif)
Joined: 14 May 2009 Posts: 1325 Location: Scotland ![](templates/Cobalt/images/spacer.gif) |
Posted: Tue Aug 17, 2010 3:55 am Post subject: |
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EternallyAries wrote: | Ok i import the BG file and i cant find the Textures.bin. I wonder why it did not import?. |
Aries, when you export the BG from the GE side, save it in a different folder than everything else, like a folder named BG Data.
Then you'll see texture.bin _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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EternallyAries 007
![007 007](templates/Cobalt/images/rank_4.gif)
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas ![](templates/Cobalt/images/spacer.gif) |
Posted: Tue Aug 17, 2010 12:46 pm Post subject: |
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Ok ill do that Spyster.
Oh and that wus a funny what you sed Radorn lol. _________________ There totally nothing to read here. |
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EternallyAries 007
![007 007](templates/Cobalt/images/rank_4.gif)
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas ![](templates/Cobalt/images/spacer.gif) |
Posted: Tue Aug 17, 2010 9:59 pm Post subject: |
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Ok i did what you sed Spyster. And it still did not import the Textures.bin.
Maybe a vary Detel Faq or Vid? _________________ There totally nothing to read here. |
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HackBond 007
![007 007](templates/Cobalt/images/rank_4.gif)
![](http://i.imgur.com/YWB7iMQ.gif)
Joined: 14 May 2009 Posts: 1325 Location: Scotland ![](templates/Cobalt/images/spacer.gif) |
Posted: Wed Aug 18, 2010 7:03 am Post subject: |
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its very simple, All you do is rescale the bg and export it like DB's tutorial. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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