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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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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Wed Mar 16, 2011 9:34 am Post subject: Sogun's Workshop |
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REEDIT
This is quite an old topic with an old name. I'm converting it in a threat where I'll be posting my patches. There aren't many right now but their number will increase...
GOLDENEYE - Spanish Translation (August 1st, 2011)
Download: http://goldeneyevault.com/viewfile.php?id=205
Images: 1 2 3 4
Videos: 1 2 3
Topic
GOLDENEYE - Multi - Kakariko Village (October 2nd, 2011)
Download: http://www.goldeneyevault.com/viewfile.php?id=221
Images: 1 2 3
Videos: 1
Article
PERFECT DARK - Multi - Kakariko Village (Febraury 26th, 2012)
Download: http://www.goldeneyevault.com/viewfile.php?id=227
Images: 1 2
Videos: 1 2
Article
GOLDENEYE - Demo - Jungle (May 2th, 2012)
Download: http://www.mediafire.com/?9s86zy5ajmx355a
Images: 1
Videos: 1
GOLDENEYE: X - Multi - Citadel makeover (September 22th, 2012)
Download: http://www.goldeneyevault.com/viewfile.php?id=202
Images (beta): 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Videos: 1
Article
GOLDENEYE - Multi- Peach's Castle (May 31st, 2013)
Download: http://goldeneyevault.com/viewfile.php?id=278
Images: 1
Videos:
Article
GOLDENEYE - Multi - Rainforest (June 20th, 2013)
Download: http://goldeneyevault.com/viewfile.php?id=281
Images: 1
Videos:
Article
GOLDENEYE - Multi - Forest Temple (July 10th, 2013)
Download: http://www.goldeneyevault.com/viewfile.php?id=278
Images: 1 2 3 4 beta
Videos:
Article
GOLDENEYE - Multi - Blue Resort (August 19th, 2014)
Download: http://www.goldeneyevault.com/viewfile.php?id=278
Images: 1
Videos:
Article
GOLDENEYE - Multi - Holiday Island (August 19th, 2014)
Download: http://www.goldeneyevault.com/viewfile.php?id=278
Images: 1
Videos:
Article
GOLDENEYE - Multi - Big Boo's Haunt (November 5th, 2016)
Download: http://www.goldeneyevault.com/viewfile.php?id=278
Images: 1
Videos:
Article
GOLDENEYE - Multi - Bob-Omb battlefield (November 5th, 2016)
Download: http://www.goldeneyevault.com/viewfile.php?id=278
Images: 1
Videos:
Article
GOLDFINGER 64 (September 15th, 2017)
Download: http://goldeneyevault.com/viewfile.php?id=349
Images: 1 2
Videos: Trailer, Bodega + Cartel (real hardware, Agent), Cartel (emulator, 00 Agent), Bodega (emulator, 00 Agent)
GOLDENEYE - Multi - Icicle Pyramid (March 24th, 2019)
Download: http://n64vault.com/ge-multi-levels:nintendo-classic-maps
Images:
Videos:
Article
GOLDENEYE - Multi - Tawfret Ruins (March 24th, 2019)
Download: http://n64vault.com/ge-multi-levels:nintendo-classic-maps
Images: 1
Videos:
Article
GOLDENEYE - Multi - War Colors (March 24th, 2019)
Download: http://n64vault.com/ge-multi-levels:nintendo-classic-maps
Images: 1
Videos:
Article
GOLDENEYE - Multi - Targitzan's Temple (March 24th, 2019)
Download: http://n64vault.com/ge-multi-levels:nintendo-classic-maps
Images: 1
Videos:
Article
TUTORIALS
Lesson 1a - From AutoCAD to Project 64
Lesson 1b - From Solidworks/3dsmax to Project 64
Usefull topics:
N64 Multi-Part Textures Explained
How to - Env Mapping
Editor features - Brush for vertice coloring,Key changes
GoldenEye Editor Supported Triangle options
GoldenEye Allocations
N64 Textures and TMEM, X trees
Color texture trick (64x64 31 color texture)
Endorphin to GE. Custom animations
Optimal face texture mapping
How to Replace a Character Model
GE Moving + Extending MP / Character Tables...
Extending PD Combat Simulator
Visibility, Fog, Object Bounding Volumes and Fade-in
Alpha vertex gradient, 2, 3
GE How to increase MIDI limits
Monitor animations
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EDIT (31-03-2011)
I'm ready to share the first beta of my map. There are some things that I have to change/fix but the important part is mostly done. Don't be scared of some twisted textures and traversable ceildings/walls. As the map was planned for PD, weapons sets are a bit weird.
Dowload the ips patch from here. Feed back, suggestions and comments are appreciated.
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Hi.
I'm currently working in multiplayer map with Perfect Dark in mind. I've been following this tutorial, based in a previous version of the GE Editor but I supose everything is the same more or less. I have already modelled it but I'm having trouble passing it to the PD Setup Editor (it says there's a problem converting one of the texture files then freezes when loading the .obj file). It freezes in PD Editor but I can go further in the GE Editor. Everything goes well until when RoomIndicesXX.bin should be generated, none of these files are created.
I think it has something to do with texturing or grouping the rooms; or maybe the *.obj file is corrupted someway.
The map has been originally modelled with AutoCAD and exported as a 3ds file to 3DMax and DeleD for grouping and texturing. Then exported again to obj. Too many changes maybe.
I'm asking for someone to fix the *.obj file so I can work with it in the PD Setup Editor. This is my first map and I was probably too ambitious, you will notice that the map is HUGE, that's because it was made with a 4 team Capture the Case match with 8 simulants in mind.
Here are some pics of the map:
http://i1185.photobucket.com/albums/z345/Sogunesp/NoPlace-Floor01info.png
?t=1300234717
http://i1185.photobucket.com/albums/z345/Sogunesp/NoPlace-Floor00info.png
?t=1300234719
And here are the files:
http://www.mediafire.com/?4x5oc64vbu972a2
Thanks for the help.[/b]
Last edited by Sogun on Fri May 29, 2020 11:12 am; edited 40 times in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Wed Mar 16, 2011 2:25 pm Post subject: |
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The mtl file references the .png files but should refer to the .bmp files. Textures must be in same folder as textures.txt (are instead in subfolder). You are missing system.bmp, it's not present or in textures.txt file. Not split into room groups (groups are named Room01, Room02...Room0A, Room0B...Room0F...Room10, etc. |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Wed Mar 16, 2011 4:15 pm Post subject: |
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Thanks, SubDrag.
It was my fault in many cases because I uploaded the wrong *.obj files.
About the references been *.png and not *.bmp files, that's because 3D MAX didn't want to recognize .bmp. Now I've edited the .mtl files and changed the extensions of the files, don't know if that will work.
Textures and files are in the same folder in my computer, just separated them while uploaded the files. In this new .obj files there should be room groups.
I've tried again and everything is the same. PD Editor says there're too many images to be injected in the rom, and GE Editor doesn't create the .bin files and displays nothing when exporting the backgruond file.
Here are the new corrected files.
EDIT: Are the .dwg .3ds and .max files of any use or are you checking only the .obj? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Wed Mar 16, 2011 4:28 pm Post subject: |
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The obj file does not have rooms. They are :
01_pared
1C_techo
They should be Room01
Room02
etc
Obj file is missing mtllib NoPlace (rooms).mtl and also is missing usemtl _______ so it's not using any textures.
Don't put spaces also in any of your filenames.
.mtl file is incorrect when referencing textures. It has:
map_Kd -s 10.0 10.0 1.0 Pared32.bmp
should be
map_Kd Pared32.bmp
The previous file was actually much better and was importable really other than bitmap issue. |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Wed Mar 16, 2011 5:12 pm Post subject: |
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It seems that groups in 3D MAX doesn't export to .obj. I will try tomorrow with DeleD.
I don't know what happened with that .mtl file, is the other right? Because I didn't change any option while exporting.
What about loading everything like one room? How should it look like? I know the map is very big, but compared with Eternally Aries' Super Mario Bros they are about the same number of polygons and that runs smoothly on Project64.
Can you recommend a program to create the .obj files?
Thank you. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Wed Mar 16, 2011 5:23 pm Post subject: |
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I think its too big for one room coordinatewise. No clue on tools - others will need to chime in. |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Thu Mar 17, 2011 12:05 am Post subject: |
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Hm...
Have you try useing 21990 editor for PD.
Sorry if i have forgot the name of it i dont have the PD/GE editor on with me as of now.
But go in it and use a delete a file i forgot the name but it will make room for the textours.
This is what Wreck and other use to make room for the importing level for Goldeneye to PD.
So maybe you may have the same problem so just do that then import your level in your.
And if that did not work.
Try reduseing the polygons in DeleD.
It sud let you Import it then.
If it still dont work.
I may look into it for you but i still got to redownload everything since i got a computer crash.
Let hope my ideas work for you. _________________ There totally nothing to read here. |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Thu Mar 17, 2011 11:24 am Post subject: |
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Hi EtrernallyAries.
I'm going to focus on getting the right .obj and .mtl files before trying to inject them on the PD rom, but I'll take note of your sugestions for the future.
I'm going to retexture and regroup with DeleD since I know playable multi maps were made with it. I will have to fix the polygon mesh, because it's a real mess (some polygons are flipped and some aren't).
So I'll post my doubts in the DeleD CE post and come back here if something is wrong while porting the level to the editor.
@SubDrag
In your second answer you said there were no rooms, but if renamed, could 01_pared, ..., 1C_techo be recongnized by the editor as rooms? I mean, those are actually groups of polys in Autocad.
And for a one [large] room map. There should exist Room01 or can the meshes don't be grouped?
Thank you. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Thu Mar 17, 2011 12:51 pm Post subject: |
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Nah it needs to be more precisely made by you, so you need to name your groups properly. I think DeleD can do it |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Fri Mar 18, 2011 12:56 pm Post subject: |
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Now I can load my map in the GE Setup Editor. Here is some proof of it.
It looks a bit weird but I think it has something to do with the way I applied the textures in DeleD. I'll try to fix that.
Now I have some questions:
-About the portals. I can't place them very accurately. Do they have to be perfectly placed in the joint of the rooms or could they be a little inside the room? What about their size, it's ok if they are bigger than the 'door'?
-How do I save my progress? I can see a lot of options but I can't tell wich is the correct. If I'm in the middle of editing portals and I want to continue later, what do I do?
-I haven't tried the PD Editor yet. Can I pass background, portals, clipping, etc from the GE Editor without much effort?
Thank you. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Mar 18, 2011 4:44 pm Post subject: |
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For portals, you need to export the room positions text file, then export the bgfile (using that text). Otherwise it won't save. Then save as project, and point to your ROM, and each time you change setup or clipping you can save as project again, and open project to see it. Actually save as bgfile + rooms probably will export with portals. |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Fri Mar 18, 2011 5:52 pm Post subject: |
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What about portal position? Should it be very accurate or can I put it so so?
One more question. I want to put ladders in the level. Do I have to model them or the Editor has an option the put them in? |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sat Mar 19, 2011 12:39 am Post subject: |
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You must make a ladder in DeleD in order to do it.
Then after you import it you got to clip it.
And as a reminder the ladder has to be flat. _________________ There totally nothing to read here. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sat Mar 19, 2011 4:04 am Post subject: |
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Portals don't need to be precise they can be larger - but try the autoportal feature. |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Sat Mar 19, 2011 7:50 am Post subject: |
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Auto-portal didn't work well. It spamed some portals in the void but none next to the rooms.
The texture issues have been solved, as I said in the DeleD post.
Here is a pic of the level in Super Mario 64. Just for fun.
Thanks a lot. |
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