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SilverEye
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 PostPosted: Mon May 01, 2017 9:29 am    Post subject: Neo Genesis Reply with quote Back to top

Ladies and gentlemen,
I have quite a lot to announce, so please prepare for a wall of text. I’ll do my best to be *relatively* brief, yet concise.

SILVEREYE HAD DISAPPEARED?

Now, first of all, I think most of the regular users on this site have noticed that it has been ages since I last had the pleasure to post something here. It has also been quite a while since I last did anything related to GE, editing levels included. There were a few reasons why this was the case, but the greatest obstacles were the frequent server errors I was experiencing with this site, as well as a general lack of time due to a very, very busy life. University's certainly no joke! Truth be told, after releasing Alfredo Lamberra, I wanted to take a break from editing altogether. The many issues I experienced during its development had left me a bit discouraged and unmotivated in general.

However, a few months ago, when I was on my break back in the summer of 2016, my interest was briefly sparked in the GoldenEye editing scene again. This was because I discovered the editor had been upgraded to V3, and I wanted to check out its new features. (I also congratulate Subdrag and whoever else worked on it for increasing the capacities of an already very powerful tool!)

Unfortunately, this little spark of interest was short, and soon after, I lost interest yet again. My work for school (especially my research paper!) took up insane amounts of my free time, and with Goldeneye editing being such a time-consuming hobby, I found it impossible to continue with the level I had been making.

SILVEREYE RETURS! Sort of.

Over the course of the last few weeks, I’ve had a few days off here and there, and during these rare moments of free time, I played around with the editor, continued with the level I had been making, and started to create the foundation for other level ideas I had been toying around with. This sudden surge of interest was mostly thanks to two YouTubers, who were so kind as to check out Alfredo Lamberra and upload their playthrough of it on YouTube. If you would like to check it out, their usernames are Graslu00 and 00Drew. Both of them are still advancing through the campaign, so they’ll be posting new videos in the future too. It was their interest in my very old and rough level pack that motivated me to experiment and try out some new things.

A NEW PROJECT

Below, you can find a few screenshots of my progress so far. I still don’t know how many levels will be included in this project, but so far, I have one level finished, and the foundation is ready for three others. The plan is to make a whole new story, themed around Dalton’s Bond. I’ve always wanted to do something like that, as I was inspired by the Goldfinger 64 project, which will use Connery, I presume? (I’m still extremely excited for its release, whenever that may be!). I can also announce that the new levels I’m making will include lots of new textures and have a different atmosphere as a result. Of course, this is something a lot of fellow editors such as Rey and Ami have great experience in, but for me, it’s a first. The levels will also contain modified guns, new objectives, changed music, and so on, the usual stuff. The name of this new project I’m working on – for now – will be Neo Genesis. Yes, those familiar with the Pokémon TCG will recognize the name, but since this is an all-new project and since it symbolizes my ‘comeback’ to the editing scene, I thought it was a pretty fitting title ^^

As for timing though, I would like to warn everyone not to expect this project to be finished in the next couple of months. Just like with Alfredo Lamberra, this is a project that is going to take a very long time to be completed. I will, of course, use this topic to post updates, keep track of the progress, as well as ask questions. I actually have a few questions already!

QUESTIONS

- When playing around with textures, I noticed that the textures used for weapons under ‘image tools’ only correspond to the weapons that are carried by guards, or weapons that are just placed somewhere in the level. When I changed these textures, the way the weapons looked when Bond carried them didn’t change. How can I change this look?

- In one of the screenshots below, you’ll notice that the lower side of the trees of surface on are darker than usual. From up close, they also look transparent. I think this happened when I tried replacing this texture. Which setting in image tools do I use to correctly replace it AND maintain its original, non-transparent look?

- I know one of the users on this site once made a few fantastic midi arrangements for GE, including the OHMSS theme, as well as the music from A View to Kill. My question is: does somebody know if there exists a midi of the The Living Daylights theme that is compatible with GE? If it already exists and if its maker allows me to use it in my project, he or she will be credited of course. Or if someone with a lot of time on their hands who loves playing around with midis would like to create one, I’d be especially grateful to that person (and he or she’d be credited too, that goes without saying).
Since this is a Dalton-inspired project, a License to Kill midi would be perfectly fine too.

THAT’S ALL, FOLKS!

Thank you so much for reading through this wall of text. I greatly appreciate it. Hopefully, I’ve piqued your interest in this new project, and I hope you’ll stay tuned!

SCREENSHOTS











Last edited by SilverEye on Mon May 01, 2017 1:05 pm; edited 3 times in total
 
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Johnny Thunder
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 PostPosted: Mon May 01, 2017 9:48 am    Post subject: Reply with quote Back to top

great!!! fantastic!!! SilverEye has returned, the levels are fantastic, well done
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 PostPosted: Mon May 01, 2017 9:50 am    Post subject: Reply with quote Back to top

Hey SilverEye I´m very glad to hear that you are back here on the Vault Very Happy

Your Alfredo Lamberra Story is a real good one and still very nice to play.
I can´t wait for some new great Levels to play. Its cool man Very Happy

I read your long text, and as you say, it´s often the case that you get unmotivated and projects are gona left behind.

However, we all are glad to see you here and we all appreciate your great work.
Those Screenshot´s are really nice man, looking good.

Keep it on, I cant wait for it and I´ll stay tuned for it !!!
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Graslu
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 PostPosted: Mon May 01, 2017 2:27 pm    Post subject: Reply with quote Back to top

Great to see you back, your new project seems really promising!

I had a lot of fun playing Alfredo Lamberra, I just have to finish recording the missions and upload them. Feels good to know we helped on motivating the scene to continue with their work. Best of luck with this new project.
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Johnny Thunder
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 PostPosted: Mon May 01, 2017 8:19 pm    Post subject: Reply with quote Back to top

Hey SilverEye, have not you planned to change the textures of Surface's trees? You should change them with the textures of Statue pines
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SilverEye
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 PostPosted: Tue May 02, 2017 6:23 am    Post subject: Reply with quote Back to top

Johnny Thunder wrote:
Hey SilverEye, have not you planned to change the textures of Surface's trees? You should change them with the textures of Statue pines


Thanks for the suggestion, Johnny, but I had a more mountain-like look in mind. I'm curious though, which setting did you use to replace the trees with coloured ones? I mean the settings under "image tools" and the various options that are listed for replacing an image.

You see, when I tried replacing one of the tree textures with a coloured texture, I got something like this:

 
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Johnny Thunder
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 PostPosted: Tue May 02, 2017 12:31 pm    Post subject: Reply with quote Back to top

SilverEye wrote:
Johnny Thunder wrote:
Hey SilverEye, have not you planned to change the textures of Surface's trees? You should change them with the textures of Statue pines


Thanks for the suggestion, Johnny, but I had a more mountain-like look in mind. I'm curious though, which setting did you use to replace the trees with coloured ones? I mean the settings under "image tools" and the various options that are listed for replacing an image.

You see, when I tried replacing one of the tree textures with a coloured texture, I got something like this:



I could help you with that
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SilverEye
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 PostPosted: Tue May 02, 2017 12:47 pm    Post subject: Reply with quote Back to top

Johnny Thunder wrote:
I could help you with that


By all means, please explain, or feel free to send me a pm if necessary. Once again, I would like to know what causes the broken texture that you can see in the picture above, and how I need to properly change this texture under IMAGE TOOLS.

If anyone else can give me some advice on this, they're more than welcome too, of course Smile I DEFINITELY need some help, as I personally don't have a clue what went wrong during the texture changing process.
 
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SilverEye
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 PostPosted: Fri May 05, 2017 11:37 am    Post subject: Reply with quote Back to top

Here’s an update about the levels I currently have in mind for this project. These concepts were inspired by locations and events from both The Living Daylights (TLD) and Licence to Kill (LTK), but I’ve implemented my own twists here and there. Keep in mind that most, if not every level will get different textures/skies/fog/music, etc. Of course, the screenshots above are NOT to be considered definite versions. Anyway, here ya go, feel free to share your ideas, comment on what I’ve come up with, etc.:

#1 Gibraltar (TLD): The beginning of the adventure; Bond is participating in an MI6 exercise, but some of his buddies get killed during the exercise by a mysterious, masked figure.
-> I intend to use Dam for this one, because of its mountains, of course. Maybe the actual “dam” section can be used for a car chase scene, similar to the movie?

#2 Cold Storage (filler): By researching an item that was dropped by the assassin in Gibraltar before he escaped, MI6 is able to track down its origins. The investigations lead to a cold storage facility, where Bond has to collect evidence in order for MI6 to be able to continue with further operations to find the assassin.
-> Will most likely use facility for this one.

#3 Pipeline Station (loosely based on TLD): MI6 uses the evidence Bond collected in the cold storage facility to convince one of their contacts to provide the name of the assassin. Unfortunately, said contact person cannot safely leave from his location and has to be escorted. Bond’s plan is to transport the man via a gas pipeline.
-> Not quite sure about this one. I guess Depot could work? Definitely an “outside” level though.

#4 Opera (loosely based on TLD): Now that the contact person has safely arrived, a meeting has been arranged in the opera house, where a ball is being held. The contact person will point out the assassin, who is apparently present at the ball. It’s Bond’s job to snipe down the assassin.
-> I’ve been experimenting with Egypt for this one. The floor has been turned into something that looks like red carpet, while the walls were changed to have wooden textures.

#5 Forest Chase (loosely based on TLD): The assassin Bond had to snipe down turned out to be an innocent looking girl, and Bond missed on purpose. He decides to somewhat forcefully take the girl along with him to investigate further. However, all of sudden, the duo is chased by mysterious guards, forcing them to escape through a snowy forest.
-> I was thinking to turn Jungle into a snowy version for this one, as the level’s architecture lends itself quite well for chase-type of levels, I think.

#6 MI6 Headquarters (Loosely based on LTK): After the chase, Bond brings the girl to MI6, where he reports on the situation as well. However, he is strongly reprimanded for his irresponsible actions (missing on purpose) by the defence minister, who threatens to revoke his licence to kill. Angrily, Bond escapes from the building, avoiding MI6’s guards in the process.
-> Archives could lend itself to this idea, I believe, but for now, I don’t have any other concrete ideas. I’ve thought about Bunker to, because of its link to mission #10.

#7 Drug lab (Loosely based on LTK): Bond tries to prove his worth to MI6 and regain their trust by doing some investigations on his own. This leads him to an old building where a secret drug lab is hidden. A familiar face appears in this location, but then, Bond is captured…
-> I was thinking about Control, but once again, no concrete ideas yet.

#8 Escaping from drug lab (Filler? Still somewhat loosely based on LTK): Bond is able to escape from the building, but not without effort. During this mission, it also becomes clear who the real assassin is. Unfortunately, Bond doesn’t have time to chase this person, as he needs to run for his life…
-> So far, I have no idea which level to use for this mission. Only thing I know is that it should be “linkable” to a retextured version of Control (mission #7).

#9 Chased by MI6 (Filler, but loosely based on the police chase in TLD): To make matters even worse, Bond is chased by MI6 agents directly after he escapes from the drug labs.
-> I think Streets could work for this one (maybe in a more snowy variant?), with an actual car chase, if possible.

#10 Attack on MI6 building (TLD): The MI6 agents suddenly stop chasing Bond and drive towards the MI6 headquarters. Apparently, the building is attacked by a small army of mysterious guards. Bond sees this as the ultimate way to regain trust and helps to fend off the attackers. Unfortunately, the girl from earlier gets abducted in the process via plane/helicopter.
-> Either Archives or Bunker again, or a completely different level? In any case, it has to be the same one as mission #6.

#11 Afghanistan (TLD): Bond is able to track the abductors to Afghanistan. There, on an old runway base, the girl appears to be imprisoned. Demonstrating his abilities as a gentleman, Bond goes to rescue her, of course.
-> A retextured version of runway would do nicely for this one, I think.

(More plot, but I currently don’t have any good ideas yet)

#? Afghanistan Desert Battle (Loosely based on TLD): A heavy battle is going on between the army of mysterious guards and the Afghanistan army. Bond fights along the Afghanistan army in exchange for information about the real assassin’s whereabouts.
-> I intend to use Surface, as its "openness" seems to lend itself rather well to this idea.

#? Assassin Hideout (Final level?): Bond infiltrates into the assassin’s hideout to finally settle the score.

P.S.: In regards to my questions above: the texture problem has been solved, and I’ve contacted the brilliant musical genius GoldenZen for help with the The Living Daylights theme. The only question that’s still left unanswered is the following one:
“I noticed that the textures used for weapons under ‘image tools’ only correspond to the weapons that are carried by guards, or weapons that are just placed somewhere in the level. When I changed these textures, the way the weapons looked when Bond carried them didn’t change. How can I change this look?”

That should be everything, thanks for reading through! Smile


Last edited by SilverEye on Thu Jun 15, 2017 10:48 am; edited 1 time in total
 
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AL64inthedark
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 PostPosted: Fri May 05, 2017 11:44 am    Post subject: Re: Neo Genesis Reply with quote Back to top

SilverEye wrote:
Goldeneye editing being such a time-consuming hobby, I found it impossible to continue with the level I had been making.

I can only approve. It's been almost a thousand (yes...) hours that I try to produce some levels from scratch, but there's so many troubles in your way, it's so very hard.
I hope you'll manage to meet your goal. It's gonna take time, try not to burn out and take breaks if it starts to have a negative effect on health.
 
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Wreck
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 PostPosted: Mon May 08, 2017 2:03 pm    Post subject: Reply with quote Back to top

Very interesting. Looks like you're putting quite a bit of thought and effort into this.

Mishkin is a little freaky, hehe. Almost like an android.


SubDrag might be able to add a Filter by Weapon option to the image tools. You'd need to request it. The Edit Model menu should let you select a weapon and see which images it does use, though.
 
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SilverEye
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 PostPosted: Tue Jun 13, 2017 4:04 am    Post subject: Reply with quote Back to top

Hi. I've been very busy as of late, but while thinking about this project, a quick question popped into my mind.

I tried changing Brosnan's face textures to Dalton's once in image tools (since this mod is going to be Dalton-inspired), but the problem was that these textures didn't quite seem to fit the head.

Is there a more efficient, easy way to do this? I tried investigating the All Bonds multiplayer mod as well, without much result, unfortunately. Is it a question of modelling a new head? Or are there any alternatives? I don't know anything about this process, so instructions and tips would be appreciated, of course.

As an aside, I can say that about 5 of the setups for this project (25%) are in a nearly-finished state. (The texturing and extra fluff was taking up too much time, which is why I took an extensive break to focus on the exams).
 
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 PostPosted: Tue Jun 13, 2017 4:52 am    Post subject: Reply with quote Back to top

Find a head that matches the face texture, replace the textures in the image editor and save. Open a random setup and open the visual editor. Click Tools > Model Editor. Find you character's head in the guard drop down menu. Click edit then click Edit Whole Visual Window to edit the head in the visual window. In Room Positions Mode, right click on the front of the head and click Select Triangles > Select all triangles of same texture. Right click on any of the selected triangles and click Open UV Editor. Tweak the UVs until the new texture roughly fits over the nose/eyes/mouth. Repeat this for the other sides of the face. When you're finished, switch back to the edit model window and click Import Whole Visual Window and save the ROM. If you want to do more advance editing export the head as a FBX and edit using a 3D software package.

Last edited by pavarini on Thu Jun 15, 2017 7:23 am; edited 1 time in total
 
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Wreck
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 PostPosted: Tue Jun 13, 2017 1:32 pm    Post subject: Reply with quote Back to top

You could probably use the custom Dalton head from the Vault's All Bond's patch, but you may want to ask SubDrag first. He worked on that one, as well as most others. It should only be a matter of saving his head model from the ROM and importing it into yours. The texture IDs should match as-is. That patch has arguably the best Bonds thus far.
 
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SilverEye
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 PostPosted: Thu Jun 15, 2017 3:49 am    Post subject: Reply with quote Back to top

Thanks Pavarini and Wreck, I experimented with both methods, however, I stumbled across some problems.

Pavarini's method:
I've used the image tools before, so I understood this step relatively well. I'm just a bit unsure about Brosnan's face texture sets (I believe there are 2 different sets?), as they don't seem to have complete textures showing the side of his faces, unlike most other face texture sets, like Dalton's, for instance. In the image below, I've indicated in red which textures I'm unsure about and in blue which textures I THINK I know how to replace.

Unfortunately, I got stuck at the UV-tweaking step, since I've never used this feature before, I simply don't understand how to use all the different settings.

Wreck's method:
I exported Dalton's head obj (altered Joe head?) from the All Bonds rom and imported it into a new rom (I tried to replace CheadBrosnansuit, or something like that for this experiment), and this seemed to work, but I think I did something wrong when writing the textures.txt. I've never worked with this feature, so I'm unsure if I have to use a certain order for the .bmp's or something. The end result in-game ended up looking like this:

Also, before I actually publish this project (won't be any time soon though), I guess this'd be the best place to kindly ask @Subdrag permission to use the head model he created, right? That is, if I get it to work somehow Razz


Last edited by SilverEye on Thu Jun 15, 2017 10:46 am; edited 1 time in total
 
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