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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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AL64inthedark 00 Agent
Joined: 18 Sep 2014 Posts: 548 Location: France |
Posted: Tue Jan 12, 2016 8:45 pm Post subject: |
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Just upgraded to V3....It is stunning.
It looks so professional, be it for the skins or the way the loadings are handled, they feel so much smoother.
Very² very² good job !
I have already a complain thought
The imba advanced setting on "replace texture", where you can adjust render and combine modes. It is really nice of you to have put a little help that comes on screen for a quick reminder of what all those complicated things do, but it goes away after some time. I don't think that's necessary considering what it talks about (complicated things lol).
Goodbye real life. How am I supposed to go away from the keyboard with this installed on my computer ? (I couldn't for the whole week-end). |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Wed Jan 13, 2016 2:10 am Post subject: |
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Not entirely sure what the complaint is?
imba?
Advanced tools as you so noted are Advanced. They are not recomended for anyone who doesnt at least have an idea of what they want to achive.
They have been kept to original names with tooltip descriptors so that you can use an application on the N64 called CCBL (Colour Combiner and BLender tester)
So, what it allows is specifying whether or not to use the Z-Buffer, whether or not to use a different source for colour (eg, Vertex colours are used for "normals" and so to colour an object you use Primitive)
I cant actually remember if I created a small tutorial but I can do.
I certianly made some screenshots for something
Ah yes, it was for alpha and z buffer.
Others were more general
I could write a small doc if anyone is interested.
Trev _________________
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AL64inthedark 00 Agent
Joined: 18 Sep 2014 Posts: 548 Location: France |
Posted: Wed Jan 13, 2016 8:23 am Post subject: |
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The word "complain" was used in a funny way, please don't take it in a another way. ^^ I just would have appreciate if the hint would have been display for as long as your mouse pointer stayed in place, considering it require lots of thinking.
For "imba" is a word that was used when I played an MMORPG (Age of Conan), which meant "greatness, awesomness", something like that
Wow, the links you gave is exactly the information I was looking for. Right now I'm creating nature things, like flowers and trees, so those advanced options notes are more than handy to make things display right.
Haha, now I'm just "copy-pasting" the settings you talk about in it.
Please note that this is just an actual test of the engine etc...It didn't worked last time I've try. Black screen when trying to load the room ^^
I'm gonna try with just one flower to see if there's a problem other that "doing way too much" lol
EDIT :
µ
Well the room loads with a single flower at least.
Thank you very much for the tutorial, very interesting. I couldn't ask for more ^^
The 3rd mode of displaying transparent seems to be the most appropriate for intersecting transparents textures like trees/bushes...Works like a charm. Didn't had to try anything else for now.
Now I have to do those textures again because I've blended them with the black background.
-> Back to work (and hard ^^). |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Wed Jan 13, 2016 3:47 pm Post subject: |
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Ah yes, you want to blend the textures with green and set the alpha channel on a green shade.
You do NOT have to have alpha on black, and so in PGv3 there is a tool in the texture import dialoge to edit the pallet to assign which colour has the alpha.
Im not sure if Sub auto-imports the alpha onto the correct colour like it does with black, but you can experiment with that.
Trev
P.S. Glad you found the Tech doc helpfull, it wasnt written as a tutorial, but as a guide for adding the features to V3.
Is there interest in a further tutorial, and if so, on what?
Im loving the flowers, they look great in PD. _________________
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
Posted: Sat Feb 11, 2017 9:54 am Post subject: |
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Trev wrote
Quote: |
PostPosted: Wed Aug 05, 2015 2:46 am Post subject: Reply with quote Back to top
Haha, I wounder how long before all Rare games are supported. I made a quick list and theres already a huge amount of support.
Editor Support:
GoldenEye 007
Perfect Dark
Jet Force Gemini
Diddy Kong Racing
Mickey's Speedway USA
Banjos Backpack (Previously "Bottles Glasses" then "Mumbo's Wand"):
Banjo-Kazooie
Banjo-Tooie
Unsuported by Editors
Killer Instinct Gold (Sprite based game probably requiring seperate editor which is unlikly. Persides, wouldn't the only requirement be to edit textures)
Blast Corps
Donkey Kong 64 (Planned future BB Support)
Conker's Bad Fur Day
Im not entirly sure how many more editors there are.
I know of F-Zero Execution which is a track editor like the DD Expansion but not much more (no model edit, no texture edit, no sound edit)
Theres Toads Tool which makes bad ROMS
Then theres Utility of time for Zelda.
Id love to see a Rogue Squadron/Battle for Naboo editor, basically just so the microcode was hacked and portable to other platforms since the microcode was very efficiant and full-featured.
Has anyone checked out the Advanced Triangle Display List editor in v3?
Right click any triangle (or group of selected triangles) in Room Positions mode and click "Replace Texture/Group". You should see a familure dialoge with an extra advanced button, click that to view the full glory.
Its probably going to be mind boggeling at first but it really is straight forward once you understand it.
It should allow for many performance tweeks and special effects. |
What happend with Army Men Sarge`s Heroes?
Any editor for this game??? _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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JohnnyM17 Agent
Joined: 21 Oct 2017 Posts: 3
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Posted: Sat Oct 21, 2017 2:50 pm Post subject: Help |
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Hey can someone help me on if it is possible to play Goldeneye on my iMac with mouse and keyboard? If it is possible to use my mouse to aim and look around instead of the keyboard keys can you please tell me what to download and how to set the game up so i can play
Thank you |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sun Oct 22, 2017 5:04 am Post subject: Re: Help |
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JohnnyM17 wrote: | Hey can someone help me on if it is possible to play Goldeneye on my iMac with mouse and keyboard? If it is possible to use my mouse to aim and look around instead of the keyboard keys can you please tell me what to download and how to set the game up so i can play
Thank you |
Use wine for 1964. |
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JohnnyM17 Agent
Joined: 21 Oct 2017 Posts: 3
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Posted: Mon Oct 23, 2017 11:21 am Post subject: Help |
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Hey can someone help me on if it is possible to play Goldeneye on my iMac with mouse and keyboard? If it is possible to use my mouse to aim and look around instead of the keyboard keys can you please tell me what to download and how to set the game up so i can play
Thank you |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Mon Oct 23, 2017 11:58 am Post subject: Re: Help |
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JohnnyM17 wrote: | Hey can someone help me on if it is possible to play Goldeneye on my iMac with mouse and keyboard? If it is possible to use my mouse to aim and look around instead of the keyboard keys can you please tell me what to download and how to set the game up so i can play
Thank you |
Please look up on how to use Wine for OSX. It will work for 1964. |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Fri Oct 12, 2018 8:19 am Post subject: |
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The editor crashes when editing the PD shotgun in visual editor. This occurs on a stock rom as well. _________________ Playing old, low poly games since 2003 |
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loofadawg Agent
Joined: 15 Jun 2018 Posts: 138
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Posted: Thu Apr 30, 2020 5:24 am Post subject: Consistency |
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I am writing up some documentation for the editor and was wondering if it would be possible to rename some interface text so that it is consistent.
Currently this is the one I am looking at the Object ID / Type.
This is a document I am starting to work on:
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Thu Apr 30, 2020 7:45 am Post subject: |
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What do you recommend changing to what? It's shorter in some places like visual status bar to give more room. Offhand I'd change object id to object type in object editor. Anything else? |
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loofadawg Agent
Joined: 15 Jun 2018 Posts: 138
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Posted: Thu Apr 30, 2020 11:00 am Post subject: |
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Object Type sounds good. If I spot anything while I work through my documentation I will let you know. Thank you sir.
Is it normal? The following bitflags do not change when you tick/untick
Tinted Door
Doors Move Past Frame
Door Flipped
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 333 Location: N.J. |
Posted: Thu Apr 30, 2020 12:23 pm Post subject: |
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loofadawg wrote: | Is it normal? The following bitflags do not change when you tick/untick
Tinted Door
Doors Move Past Frame
Door Flipped |
I'm pretty sure that's because Doors have a third set of bitflags other objects don't have. I knew about this before, so l think the editor used to show the third set for Doors? _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Thu Apr 30, 2020 12:41 pm Post subject: |
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Another thing I believe is absent, are the tint values for doors with glass. You can toggle the tint option on, but maybe there is a default set of values the Editor applies.
Yeah, a few of the extra door options don't go in the regular two groups of bitflags, but further into the object block by the operating data (sound, open style, etc). |
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