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FitterSpace
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 PostPosted: Thu Dec 15, 2016 5:04 pm    Post subject: Where can I find up-to-date tutorials for GSE 3.0? Reply with quote Back to top

Hello, my name is FitterSpace and i'm really interested in making maps for Goldeneye. The problem i'm having is that I'm trying to use Hammer to make GE maps, but all of the tutorials I can find were make several years ago on old versions of GSE. Are there any up-to-date tutorials for someone like me who has no clue what they're doing?
 
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SubDrag
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 PostPosted: Thu Dec 15, 2016 5:18 pm    Post subject: Reply with quote Back to top

I guess I would say, that those tutorials are out of date, but a starting point. Mainly more features were added from that, but the basics hold.

What part are you getting stuck at?
 
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FitterSpace
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 PostPosted: Thu Dec 15, 2016 5:24 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
I guess I would say, that those tutorials are out of date, but a starting point. Mainly more features were added from that, but the basics hold.

What part are you getting stuck at?


When i try to convert an OBJ file into a GE map, nothing seems to happen. And i'm not sure where in the process prior to that i'm messing up. Here's what i've been doing:

Make a map in Hammer with the NULL textures, save, then compile the map (it outputs a .map file, .max, .rmf, and .rmx file)
Then I use Crafty to convert the .rmf file into an OBJ file (i've also tried converting the .map file, but it doesn't seem to change anything)
in the folder with my OBJ file, i have textures.txt with "0122-Gray.bmp" written in it. In the same directory i have the actual .bmp file called 0122-Gray.bmp

But then when I try to use GSE, i can't seem to get anything to happen.

edit: This is the tutorial i've been trying to follow https://www.youtube.com/watch?v=Y6Jzp7dc2Ak
The only problem is that this XSI program doesn't seem to exist anymore

another quick edit: Hammer doesn't seem to be creating .bsp files. I'm trying to find a way to fix this. Here is my compile log incase anybody needs the info:
Code:

** Executing...
** Command: D:\Program Files\Valve\Hammer Editor\tools\zhlt\hlcsg.exe
** Parameters: "D:\Program Files\Valve\Hammer Editor\maps\002 second map" -wadinclude GE.wad

Unknown option "Editor\tools\zhlt\hlcsg.exe"
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)

-= hlcsg Options =-

    -nowadtextures   : include all used textures into bsp
    -wadinclude file : place textures used from wad specified into bsp
    -noclip          : don't create clipping hull
    -noclipeconomy   : turn clipnode economy mode off
    -cliptype value  : set to smallest, normalized, simple, precise, or legacy (default)
    -nullfile file   : specify list of entities to retexture with NULL
    -onlyents        : do an entity update from .map to .bsp
    -noskyclip       : disable automatic clipping of SKY brushes
    -tiny #          : minmum brush face surface area before it is discarded
    -brushunion #    : threshold to warn about overlapping brushes

    -hullfile file   : Reads in custom collision hull dimensions
    -texdata #       : Alter maximum texture memory limit (in kb)
    -lightdata #     : Alter maximum lighting memory limit (in kb)
    -chart           : display bsp statitics
    -low | -high     : run program an altered priority level
    -nolog           : don't generate the compile logfiles
    -threads #       : manually specify the number of threads to run
    -estimate        : display estimated time during compile
    -verbose         : compile with verbose messages
    -noinfo          : Do not show tool configuration information
    -nonulltex       : Turns off null texture stripping
    -dev #           : compile with developer message

    -wadconfig name  : Specify a configuration to use from wad.cfg
    -wadcfgfile path : Manually specify a path to the wad.cfg file
    -wadautodetect   : Force auto-detection of wadfiles
    mapfile          : The mapfile to compile


** Executing...
** Command: D:\Program Files\Valve\Hammer Editor\tools\zhlt\hlbsp.exe
** Parameters: D:\Program Files\Valve\Hammer Editor\maps\002 second map

Unknown option "Editor\tools\zhlt\hlbsp.exe"
hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)

-= hlbsp Options =-

    -leakonly      : Run BSP only enough to check for LEAKs
    -subdivide #   : Sets the face subdivide size
    -maxnodesize # : Sets the maximum portal node size

    -notjunc       : Don't break edges on t-junctions     (not for final runs)
    -noclip        : Don't process the clipping hull      (not for final runs)
    -nofill        : Don't fill outside (will mask LEAKs) (not for final runs)
    -noopt         : Don't optimize planes on BSP write   (not for final runs)

    -texdata #     : Alter maximum texture memory limit (in kb)
    -lightdata #   : Alter maximum lighting memory limit (in kb)
    -chart         : display bsp statitics
    -low | -high   : run program an altered priority level
    -nolog         : don't generate the compile logfiles
    -threads #     : manually specify the number of threads to run
    -estimate      : display estimated time during compile
    -nonulltex     : Don't strip NULL faces
    -verbose       : compile with verbose messages
    -noinfo        : Do not show tool configuration information
    -dev #         : compile with developer message

    mapfile        : The mapfile to compile

 
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SubDrag
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 PostPosted: Fri Dec 16, 2016 4:18 am    Post subject: Reply with quote Back to top

I'm not familiar with Hammer, but once you get to obj file, here's the best tutorial on how to actually import, have you seen that?
http://goldeneyevault.com/viewfile.php?id=217
 
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pavarini
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 PostPosted: Fri Dec 16, 2016 8:23 am    Post subject: Reply with quote Back to top

From the looks of the log it doesn't like the space between "Hammer Editor".
 
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bmw
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 PostPosted: Fri Dec 16, 2016 8:57 am    Post subject: Reply with quote Back to top

Yeah it definitely looks like that space is an issue. If you still have problems after fixing that....

You can get by using nothing more than Hammer, Crafty, and the GE Setup Editor because Hammer creates files that Crafty can use and Crafty creates files that can be directly imported into the GE Setup editor.

Here are some screenshots that may be of help to you to make sure you completely have Hammer configured correctly:



That bottom box is what pops up when you RUN (compile) your map. Also be sure you have an entity somewhere inside the bounds of your room.
 
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FitterSpace
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 PostPosted: Fri Dec 16, 2016 10:33 am    Post subject: Reply with quote Back to top

Quote:
I'm not familiar with Hammer, but once you get to obj file, here's the best tutorial on how to actually import, have you seen that?
http://goldeneyevault.com/viewfile.php?id=217


I haven't seen that tutorial. I'll definitely check it out.



I fixed the space in "Hammer Editor" and this is my log file. It doesn't create a .bsp file and i think it may be because of the space in "Program Files" although that's not something i'm able to change easily.
My D:\ Drive is an extra hard drive and my C:\ drive is the one with windows on it, so "Program Files" is a folder that I created after installing windows. Should i re-install hammer to the C: drive?
I used the (advanced) settings bmw posted as well.

edit: also, should I be using the NULL texture for the entire level? I tried that once and it didn't work. Right now my level is just covered with different GE textures with info_player_start inbounds.

Code:


** Executing...
** Command: D:\Program Files\Valve\HammerEditor\tools\zhlt\hlcsg.exe
** Parameters: "d:\program files\valve\hammereditor\homemade_maps\hammer maps\002 second map" -wadinclude GE.wad

Unknown option "d:\program files\valve\hammereditor\homemade_maps\hammer maps\002 second map"
hlcsg 3.4 SSE 2 V2.0 (Mar 29 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)

-= hlcsg Options =-

    -nowadtextures   : include all used textures into bsp
    -wadinclude file : place textures used from wad specified into bsp
    -noclip          : don't create clipping hull
    -noclipeconomy   : turn clipnode economy mode off
    -cliptype value  : set to smallest, normalized, simple, precise, or legacy (default)
    -nullfile file   : specify list of entities to retexture with NULL
    -onlyents        : do an entity update from .map to .bsp
    -noskyclip       : disable automatic clipping of SKY brushes
    -tiny #          : minmum brush face surface area before it is discarded
    -brushunion #    : threshold to warn about overlapping brushes

    -hullfile file   : Reads in custom collision hull dimensions
    -texdata #       : Alter maximum texture memory limit (in kb)
    -lightdata #     : Alter maximum lighting memory limit (in kb)
    -chart           : display bsp statitics
    -low | -high     : run program an altered priority level
    -nolog           : don't generate the compile logfiles
    -threads #       : manually specify the number of threads to run
    -estimate        : display estimated time during compile
    -verbose         : compile with verbose messages
    -noinfo          : Do not show tool configuration information
    -nonulltex       : Turns off null texture stripping
    -dev #           : compile with developer message

    -wadconfig name  : Specify a configuration to use from wad.cfg
    -wadcfgfile path : Manually specify a path to the wad.cfg file
    -wadautodetect   : Force auto-detection of wadfiles
    mapfile          : The mapfile to compile


** Executing...
** Command: D:\Program Files\Valve\HammerEditor\tools\zhlt\hlbsp.exe
** Parameters: d:\program files\valve\hammereditor\homemade_maps\hammer maps\002 second map

Unknown option "d:\program"
hlbsp 3.4 SSE 2 V2.0 (Mar 29 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)

-= hlbsp Options =-

    -leakonly      : Run BSP only enough to check for LEAKs
    -subdivide #   : Sets the face subdivide size
    -maxnodesize # : Sets the maximum portal node size

    -notjunc       : Don't break edges on t-junctions     (not for final runs)
    -noclip        : Don't process the clipping hull      (not for final runs)
    -nofill        : Don't fill outside (will mask LEAKs) (not for final runs)
    -noopt         : Don't optimize planes on BSP write   (not for final runs)

    -texdata #     : Alter maximum texture memory limit (in kb)
    -lightdata #   : Alter maximum lighting memory limit (in kb)
    -chart         : display bsp statitics
    -low | -high   : run program an altered priority level
    -nolog         : don't generate the compile logfiles
    -threads #     : manually specify the number of threads to run
    -estimate      : display estimated time during compile
    -nonulltex     : Don't strip NULL faces
    -verbose       : compile with verbose messages
    -noinfo        : Do not show tool configuration information
    -dev #         : compile with developer message

    mapfile        : The mapfile to compile


** Executing...
** Command: D:\Program Files\Valve\HammerEditor\tools\zhlt\hlvis.exe
** Parameters: d:\program files\valve\hammereditor\homemade_maps\hammer maps\002 second map

Unknown option "d:\program"
hlvis 3.4 SSE 2 V2.0 (Mar 29 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)

-= hlvis Options =-

    -full           : Full vis
    -fast           : Fast vis

    -texdata #      : Alter maximum texture memory limit (in kb)
    -lightdata #      : Alter maximum texture memory limit (in kb)
    -chart          : display bsp statitics
    -low | -high    : run program an altered priority level
    -nolog          : don't generate the compile logfiles
    -threads #      : manually specify the number of threads to run
    -estimate       : display estimated time during compile
    -maxdistance #  : Alter the maximum distance for visibility
    -verbose        : compile with verbose messages
    -noinfo         : Do not show tool configuration information
    -dev #          : compile with developer message

    mapfile         : The mapfile to compile



 
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bmw
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 PostPosted: Fri Dec 16, 2016 11:17 am    Post subject: Reply with quote Back to top

Hmmm....I have spaces in my directory structures and everything compiled correctly (though I do note in my command line that it converted to DOS-like characters, removing the spaces, it doesn't look like yours did that). Just looking at your logfile compared to a successful run at my end, I'm not sure what is going on.

btw - as to the NULL texture, I think that one is not in the GE.wad, but the zhlt.wad file which if I recall comes with hammer, and I didn't see it referenced in your log file, so make sure that you have also added in the TEXTURES tab of the settings. Otherwise, you can use both NULL textures and GE textures. Do be warned that your room must be air-tight - doors and windows and open spaces on exteriors must be blocked off with walls textured in NULL. Otherwise your map won't compile properly and you'll get warnings about holes in the map.

If you're curious....here is the output of a sample successful compile run, maybe this will help you troubleshoot your issues.

Code:

** Executing...
** Command: F:\DOCUME~1\brandon\Desktop\Hammer\hlcsg.exe
** Parameters: "f:\documents and settings\brandon\desktop\hammer\roomh" -wadinclude GE.wad -wadinclude zhlt.wad

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlcsg -----
Command line: F:\DOCUME~1\brandon\Desktop\Hammer\hlcsg.exe "f:\documents and settings\brandon\desktop\hammer\roomh"-wadinclude GE.wad -wadinclude zhlt.wad
Entering f:\documents and settings\brandon\desktop\hammer\roomh.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       2 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[GE.wad]
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)

Including Wadfile: \documents and settings\brandon\desktop\hammer\ge.wad
 - Contains 3 used textures, 75.00 percent of map (2705 textures in wad)
Including Wadfile: \documents and settings\brandon\desktop\hammer\zhlt.wad
 - Contains 1 used texture, 25.00 percent of map (8 textures in wad)

Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.02 seconds elapsed

-----   END   hlcsg -----




** Executing...
** Command: F:\DOCUME~1\brandon\Desktop\Hammer\hlbsp.exe
** Parameters: "f:\documents and settings\brandon\desktop\hammer\roomh"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlbsp -----
Command line: F:\DOCUME~1\brandon\Desktop\Hammer\hlbsp.exe "f:\documents and settings\brandon\desktop\hammer\roomh"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 32 (0.02 seconds)
BSP generation successful, writing portal file 'f:\documents and settings\brandon\desktop\hammer\roomh.prt'
SolidBSP [hull 1] 21 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 21 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 27 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.02 seconds elapsed

-----   END   hlbsp -----




** Executing...
** Command: F:\DOCUME~1\brandon\Desktop\Hammer\hlvis.exe
** Parameters: "f:\documents and settings\brandon\desktop\hammer\roomh"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlvis -----
Command line: F:\DOCUME~1\brandon\Desktop\Hammer\hlvis.exe "f:\documents and settings\brandon\desktop\hammer\roomh"
   3 portalleafs
   2 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [     off ] [     off ]


BasePortalVis:
50%... (0.00 seconds)
LeafThread:
50%... (0.00 seconds)
average leafs visible: 0
g_visdatasize:9  compressed from 3
0.00 seconds elapsed

-----   END   hlvis -----


I would also recommend re-installing the program in a dedicated low-level directory and going through and resetting all your options.
 
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FitterSpace
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 PostPosted: Fri Dec 16, 2016 11:53 am    Post subject: Reply with quote Back to top

Thank you for the advice. When i can, later today, i'll reinstall hammer and try to get it working. I'll also install it on my C:\ drive to make things simpler.

edit: I reinstalled Hammer to my C:\ drive and it is finally creating .bsp files! I'm just having a problem with the textures. I keep getting an error that says "Error converting bitmap C:\Hammer\maps\0122 Gray.bmp"

So i have the ground texture i want to use (it's the gray pavement texture from dam) and it's "Gray.bmp" in my maps folder. I used GSE's image editor and exported the texture straight from there. in the same directory, i have textures.txt which containts "0122 Gray.bmp"

Now, i open GSE and click "new". Both the Visual level and the Quick Convert level are both set to "usetupdamZ.bin" (dam) and i set the scale to 1. Then i open the visual editor, then i go to
convert > convert model file (axes swapped) to... > Convert .obj to level Axes Swapped (and add textures).
Then i select my textures.txt, an unmodified Goldeneye ROM, save the output rom with a different name, then i get the error with the textures. Then it lets me select my .obj file (i opened the .bsp file from hammer into crafty, then exported the .obj file, where it looked fine)

Then i'm in edit room positions mode (in the video editor). Right click > export Full Background file > select RoomPositions.txt (which i have no idea where that came from) > save 5ffc50.bin. Then Dam disappears and my level should be there, but it isn't. I believe i'm doing something wrong with the textures.
 
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bmw
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 PostPosted: Fri Dec 16, 2016 4:08 pm    Post subject: Reply with quote Back to top

Your problem might be here:

"Convert .obj to level Axes Swapped (and add textures)"

You should be using

"Convert .obj to room Axes Swapped (if already added texture file)"

Follow the prompts from there - the first one will ask for your texture file, the second one for your .obj file. Then it will prompt you to create the vertice/indice files.
 
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FitterSpace
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 PostPosted: Fri Dec 16, 2016 4:40 pm    Post subject: Reply with quote Back to top

bmw wrote:
Your problem might be here:

"Convert .obj to level Axes Swapped (and add textures)"

You should be using

"Convert .obj to room Axes Swapped (if already added texture file)"

Follow the prompts from there - the first one will ask for your texture file, the second one for your .obj file. Then it will prompt you to create the vertice/indice files.


i get one error message: "Could not find '005_test_map_material_0.tga". But i do see that file in the same directory as all of my other files.
 
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SubDrag
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 PostPosted: Fri Dec 16, 2016 5:03 pm    Post subject: Reply with quote Back to top

The editor doesn't support tga. Should be bmp. Are you using new textures? Ones not in wad?
 
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bmw
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 PostPosted: Fri Dec 16, 2016 5:18 pm    Post subject: Reply with quote Back to top

Check your settings in Crafty.

Setup ---- Options ---- Exporting

Material Type should be "Materials" and texture extension should be BMP (I'm guessing you have TGA set there).

Textures and Models should be checked - Special materials should not.

Also a word of advice on using textures - if you're using the ones from the GE.wad file, you can avoid importing new textures into the editor by placing a preset number for the texture right before each file name in the texture file - each should be a 4-digit number - to find them you have to look up the number from Tools---Image Tools from the GE setup editor, then find the image in that box and the corresponding preset will be displayed. Put that number in front of the texture in the txt file and that will tell the editor to point directly to the texture from within the rom instead of adding new textures. This also preserves image quality.
 
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FitterSpace
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 PostPosted: Fri Dec 16, 2016 5:19 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
The editor doesn't support tga. Should be bmp. Are you using new textures? Ones not in wad?


I'm only using normal goldeneye textures. The problem was that the number wasn't before the filename in textures.txt like it should have been. After adding that, i get no errors. But my level is still invisible after converting the .obj file. Either it's invisible or i can't find it in the video editor. I'm going to test something out real quick but i'll edit this post when i find out if that works or not.

edit: It didn't work.

Here is a link to my map. can someone take a look at this and see if it will work with GSE? The problems i'm having could also have something to do with my map https://www.dropbox.com/s/c7m2n0mccvfdx34/005_test_map.rmf?dl=0

another edit: I fixed those settings in crafty. I seem to be getting another error about not being able to find a certain texture. But i'll try to figure this out again some other time.
 
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bmw
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 PostPosted: Fri Dec 16, 2016 6:46 pm    Post subject: Reply with quote Back to top

There are no TECHNICAL issues with your map, but it would need some revisions. Two issues I see are one, it is too big to be used in-game without slowdown. Realistically this should be broken down into about 6 different rooms. That issue aside, it WILL technically work.

Second issue is your outer borders - there is a compile bug in the compile process that goes something like this - if the room you have your entity in is sealed (as it it should be) with no holes (as yours appears to be), and you have other stuff outside of that sealed room (as you do - you have a NULL cube surrounding the entire map), and your other stuff is ALSO sealed, then for some reason it will compile the extemporaneous stuff in the outer sealed will and include it in your map. The fix, strangely enough, is to just make sure that the stuff outside of your compiled space is not also sealed off - ie, poke a hole in it somewhere. Then for whatever reason it will compile properly. I discovered this when breaking my maps into multiple rooms and it was driving me crazy when it would include more stuff than what it should have been. But again, this TECHNICALLY won't cause you problems.

ANYWAYS, your map has 4 textures. I tracked down their preset values and so the textures file should look something like this:

Code:
04B3 test-map5_material_0.bmp
05FA test-map5_material_1.bmp
024E test-map5_material_2.bmp
05DB test-map5_material_3.bmp


Now another thing that can drive you crazy is lets say you make some changes and then re-export with Crafty - it may move those around (so material_0 and material_1 might be swapped) - its a pain because then you have to edit your textures file to make sure the correct presets correspond with the correct bmp files.

When you exported from Crafty, did it spit out 4 bmp files? If so, the final step is importing into the editor.

-------------------------CRAFTY TO GE SETUP EDITOR PROCESS------------------

1 - Open the base stage (doesn't matter really which one you use - though I usually use Facility) and from the visual editor, go to Convert OBJ to GE Room Axes Swapped (if already added textures file)

2 - Follow the prompts, first opening your textures file and then writing each of the 3 bg data files

3 - Using Notepad (from scratch), you need to create a room positions file - this will tell the GE Setup editor where to center each room. When making custom maps, it is easiest to just start out at (0,0,0) coordinates and as long as you connect your rooms in Hammer and don't re-center each one, you can use those coordinates for each room. If you used the default file names for each of the 3 bg data files, your file should look like this:

Code:
0      0      0      null.bin   null.bin   null.bin
0      0      0      RoomVertices.bin   RoomIndices.bin   null.bin
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@


I don't know how that formats on these forums, but there should be 2 tabs between each coordinate and 1 tab between each file name. The first and last line will always be the same. The middle lines (1 per room) are where your data goes. Here, the X,Y,Z coords are all zeros. Next is the room vertices file, then the 2 Room Indicies files. The second one is only necessary if you're using secondary (transparent) textures so most of the time it will just be null.bin (instead of using the one the editor spits out).

Once you have that file created and saved.....

4 - From Room Positions Mode, Right-Click and choose EXPORT FULL BACKGROUND FILE

5 - Follow the prompts. It will ask for your room positions file (choose it) and then it will ask you where to save the final bg file (use the default name). Once this is done, the visual editor should now display your new level. If your coordinates are far away from (0,0,0) you may need to move around a bit to find your room. Here is what I ended up with:

 
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