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Hertog
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Joined: 02 Oct 2012
Posts: 7
Location: The Ass Of The World

 PostPosted: Tue Oct 02, 2012 8:51 am    Post subject: My First Post Reply with quote Back to top

Hey guys.

Loved the anti-spam kitties when registering.

Anyways!

I used the Editor before with success, but then stopped having time to deal with it, and now I'm looking into this whole thing once again. I'm reading the tutorials, but remember most of the basics anyhow. This thing is awesome.

I hope that sometime I can get an Everdrive 64 or something to play this on the console. I live on a very backwards place, so I only found one place that sold it and the price was over the top.

I have a problem. Should be simple.
I also have a question or, if you will, a "request".
And then I will state my goal.

Okay.
When I was busy dealing with Dam and Runway, I noticed that after adding a given amount of objects, some textures would become replaced by wrong ones. This happened first in the sky.

Unless if it is an emulator glitch, I think that the simple reason why this might happen is because probably the game simply doesn't have enough memory to stuff in all the graphics for the different things. Removing some complex objects such as Tanks ussually worked.

The thing is I never know which object will be the one to get past this invisible limit. Is there any way to keep track of these resources? Or is this an actual error? What do you recommend?

Then: Is there a tutorial to take resources from PD into GE and viceversa?
In particular, I'd love to be able to take GE and "put" it into PD, as PD allows for more freedom. This can't be easy, but at least being able to use things such as Sounds and Guards would be nice. For example, Soviet Guards with GE Rocket Launchers protecting the Villa, where the Politburo is meeting.

Lastly:

What I aim to do is to make GE levels that have a competely different philosophy behind them. In GE, you ussually make things work, often using logic, and play "nice". I want to make levels in which you simply destroy everything and everyone. If a door is closed, you blow it up. Civilian casualties? A must. A "berserker" goldeneye.

I want it to be a kind of remix in the sense that I want to make a "different" way of playing GE. Something so simple as starting a level from a different spot can make a big difference. It's easy to do for a newbie, but, because of the fact that GE is such a good game, the final result can still make me happy.

Take care!
 
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SubDrag
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Joined: 16 Aug 2006
Posts: 6171

 PostPosted: Tue Oct 02, 2012 11:07 am    Post subject: Reply with quote Back to top

Welcome aboard! Yeah, if you use too much variety of models/textures, you will get that effect. You can slightly increase values in 21990 editor, but usually it's near the limit and will just crash if values set too high. There's no real way to know (and Rare didn't have a good way either), basically you just do it until too high, and then lower.

There's not that easy a way to go between PD and GE, some props can be auto-ported using PD's edit model tools, but for most part it has to be crafted like Wreck did in GE:X.

Look forward to what constructs you make.
 
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Wreck
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Joined: 14 Dec 2005
Posts: 7247
Location: Ontario, Canada

 PostPosted: Tue Oct 02, 2012 3:56 pm    Post subject: Reply with quote Back to top

Welcome to Shooters!

Like SubDrag said, you need to be careful with the variety of objects and characters you place in a level. Characters take up a fair amount of textures, as do various vehicles. You usually want to try and limit those as much as possible. If you go into the 21990 Modifications Menu and choose the level you are modifying in the Stage Options section, you can increase the texture memory (labeled -mt) slightly. It should allow you to buy some more space, but you can only go so far. Adding 50-100 is a good start.

As for importing things from GoldenEye into the Perfect Dark ROM, it is a case-by-case process. Not only do you need to convert the model files, but also bring in the textures it requires. For any character, prop or weapon you would want in your customized PD ROM, you can save it from the newest GoldenEye X release. Just load it into the 39850 Modifications Menu, select the file you need, and hit the Save File button. You'll still need the textures, and to update the texture IDs in the model file. If there are specific things you require, I might be able to help you out. Just so long as there isn't a lot of stuff, of course.
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SilverEye
Secret Agent
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Joined: 21 Jul 2012
Posts: 360

 PostPosted: Wed Oct 03, 2012 7:18 am    Post subject: Reply with quote Back to top

Hey mister Hertog! Welcome!
Your ideas for levels do really interest me. So I can say I look very forward to your levels! I've alsways found it annoying you had to avoid civilians in the streets. They just ran into your fire Laughing
Good luck editing(that texture things is a very big problem when editing, it comes very often when you are in the rough stadium of your level) and have fun Very Happy
 
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Hertog
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Joined: 02 Oct 2012
Posts: 7
Location: The Ass Of The World

 PostPosted: Wed Oct 03, 2012 7:30 am    Post subject: Reply with quote Back to top

Thanks!

I'll begin serious work soon when I'm done with finals and the such.
In the meantime I am "studying" the whole tool and system.

The idea is that the player won't be a "spy" or "secret agent", rather a ruthless stormtrooper-like-commando and a terrorist all combined. Bond was a scalpel, this guy will be a hammer.

If the texture issues is related to memory, is there a chance that some emulator with a debug function may be able to keep track of the memory being used so as to have some clue?
 
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zoinkity
007
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Joined: 24 Nov 2005
Posts: 1729

 PostPosted: Wed Oct 03, 2012 7:21 pm    Post subject: Reply with quote Back to top

There's an internal memory tracker, but the issue is that (without an external dev device) it can only run during gameplay. That makes the point moot, since if you overran something will eventually crash the game.

There is a method to calculate it, but it is annoyingly complex and certainly isn't automated. The base size of the level data is easy enough as is computing the basic image resources for the level and explosions, text, etc. The nasty bit is you'd have to work out the expanded sizes of each object and their dependancies (images and dynamically-generated data for each instance). Eventually we'll have to make a calculator, but it isn't easy.

No joke, Rare didn't have a calculator either.
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