 |
 |
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
 |
 |
 |
 |
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
 |
Posted: Mon Sep 23, 2013 3:59 pm Post subject: For fun - GoldenEye Setup Editor Then and Now |
 |
|
These pictures compare the editor today, and the first version of the visual editor. Name all the differences, there are more than you think hehe probably.
 |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
Posted: Mon Sep 23, 2013 8:22 pm Post subject: |
 |
|
Haha, I love the balls for pads. Not nearly as practical, but funny looking.
I probably missed a lot but:
no options bar the the bottom (or cropped), lower resolution.
rx, ry coords
No filtering
incorrect textures
no props
no camera pads
27xx pads aren't scaled
0xxx pads don't fall to ground (that'd actually be a nice option in the current editor)
the old lighting where it didn't blend the same way in the game (I remember this was in the earlier releases too)
secondary textures aren't drawn correctly or with opacity
looks like the transparent part of the fence is drawn opaque (my old onboard video did this too) |
|
|
|
|
|
 |
 |
 |
 |
 |
zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
 |
Posted: Tue Sep 24, 2013 4:51 am Post subject: |
 |
|
Hah! I still have some of the first non-visual editors stowed away someplace. Oh, the stacks of errors those would throw...
You have no idea how amazing it was when the visual editor finally worked. Just seeing the game rendered, even weirdly, was a sight. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Tue Sep 24, 2013 4:37 pm Post subject: |
 |
|
My computer had issues with some of the old builds, so Visual wouldn't work. But after it was figured out and I could get it to load, it was pretty awesome. So much has changed and progressed since the "Runway Setup Editor" began. It's hard to imagine where we'd be today without it. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
|
|
|
|
|
 |
 |
 |
 |
 |
bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
|
|
|
|
|
 |
 |
 |
 |
 |
zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
 |
Posted: Tue Oct 01, 2013 9:30 am Post subject: |
 |
|
SubDrag wrote: | Sunday, March 27, 2005 11:57 PM
I've decided I'm going to try to make a level editor...the first thing I'm doing is learning directx and trying to get the level walls rendered in wireframe. Then move from there. I think the level walls use the same B1, B3, things as models, so it may be possible to get rough displays of them. The main goal though is just to set a layout, so I can start visually showing the setup file.
If that fails, I'm just going to interpret the setup file itself and make a mini-editor.
I'm trying to figure out exactly what every part of the setup file is, there seem to be a heck of a lot of paths, trying to figure out what they do. Do you have a listing of all you've discovered?
I've attached a file of what I identified so far. It's sort of half-pseudo C pointers and data types and half explanation. Hopefully you can read it, and edit/fix/help update it.
It's a hefty project, but I've been inspired by TS:FP's editor (not the game itself, haven't played, it's still a TS game not GE style, but the concept of level editing).
SubDrag |
The first working version I played around with was from April 5th, 2005:
http://www.mediafire.com/?jeurl2593kxojlj
The message archive is something else. A whole lot of hacking done in a very short amount of time. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
 |