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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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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Sun Jun 10, 2018 11:22 am Post subject: Request: All Bonds Head + Body Combine... |
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As some may be aware, I am still putting together a Compilation Pack for GoldenEye, using various things released on the Vault website. I would like to include the older Bond actors in multiplayer, but I am needing to be cautious on how much I am replacing. So, rather than putting both the body and head files in individually (that's six for Dalton, Moore and Connery, or eight if you also include Lazenby), it would cut it in half. I haven't looked into this process myself, but I figure someone like SubDrag or Pavarini might be able to pull this off. Here is the download page for the All Bonds patch...
http://www.goldeneyevault.com/viewfile.php?id=266
Note: Dalton, Moore and Lazenby use the same base model suit as DJBond, but Connery uses the blue dress suit Bond body. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sun Jun 10, 2018 10:11 pm Post subject: |
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Strange, I'm only able to view the LOD heads with the model viewer. Is this a bug?
Edit: Yes it is. Clicking edit whole model for head 42 (Dalton) will only load the LOD, but if I turn off tree view and select the first DL then click 'edit in visual', I'm able to view the head. Very odd... |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Mon Jun 11, 2018 2:48 am Post subject: |
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There's a combo box to view hi, lo or both. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Mon Jun 11, 2018 2:55 am Post subject: |
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Setting to hires and clicking edit whole visual window doesn't do anything. The visual scene is empty. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Mon Jun 11, 2018 3:00 am Post subject: |
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Try both, some models have multiple distances and if just picks lowest and highest I think. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Mon Jun 11, 2018 3:11 am Post subject: |
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Low/Both: LOD head loaded in scene.
High: Nothing loaded in scene. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Mon Jun 11, 2018 3:20 am Post subject: |
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Maybe check the tree, could there be mistakes? Or regular head inside lod one so can't see it? |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Mon Jun 11, 2018 3:33 am Post subject: |
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it is empty inside the LOD heads, the tree looks like this.
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Mon Jun 11, 2018 3:37 am Post subject: |
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What are the distance values? The extra unused one may have something invalid or weird distance that maybe makes it abort tree early. It has no child and I think distance is supposed to have always a child. . I'd delete that thing. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Mon Jun 11, 2018 3:44 am Post subject: |
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I'm unable to delete that dist trigger, deleting anything else in the tree crashes the editor. It's strange, the tree shows 3 dist triggers but when not viewing in tree mode there are only 2 dist triggers.
This is what it looks like when viewing the model in list mode.
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Mon Jun 11, 2018 4:08 am Post subject: |
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I have a feeling there's something corrupt, like the next, prev are messed. |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Mon Jun 11, 2018 4:50 am Post subject: |
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child for dist 00 is missing
also LOD = Level of detail, you should prefix it with the level being talked about - usually L = low, M = Medium, H = High ( I havnt seen examples of more than 3 levels but if there were you would start using numbers like 1LOD or 4LOD)
Trev _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Mon Jun 11, 2018 9:59 am Post subject: |
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All the other actor Bond heads should be based on the 4E Brosnan head used with his tuxedo. I wonder if something in the model files is messed up, yet apparently runs alright on console and emulators? I'll take a look today.
I've also actually finally gotten around to fixing up the lower legs on the DJBond body model. If you look at them up close, you'll clearly see the texture is completely stretched out. Funny enough, not only does this same issue occur on the Perfect Dark version of the same body, but similarly the upper legs on both Dalton and Moore have stretched out textures. My fix is not 100% perfect, but a definite improvement over the original. It can be reused for the other three black tuxedos, as the data is identical. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Mon Jun 11, 2018 11:36 am Post subject: |
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I may have found the problem inside the model file. One of the pointers seemed to be going to the wrong spot for each of the custom Bond heads. If you open the files in a Hex Editor and go to 0x004C, you will see it goes to "0500005C" , when it should be going to "05000050" instead. If you make that change to each of the Bond heads, hopefully it will correct the issue with the Model Editor.
If this does help, I should redo the patch with the edit, as well as with the tuxedo leg update. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Mon Jun 11, 2018 8:55 pm Post subject: |
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I'm sending off a new patch to SubDrag to replace on Vault for the All Bonds mod. It should fix the issue in the head files, as well as improve the lower legs on each of the black tuxedo bodies. I checked on console and they really do look nicer. Also, I noticed the lo-poly Lazenby head looked funny, so I quickly edited the U/Vs in Visual to get it somewhat better.
So if anyone is attempting to combine the body + head into one full file, please do hold off until the new patch has been uploaded, so that the improvements will be included. |
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