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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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connery as bond Secret Agent
Joined: 21 Jun 2007 Posts: 340
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Posted: Sun Apr 05, 2020 12:46 am Post subject: Prop not reacting to fog correctly... |
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I downloaded a prop template off of the N64 Vault a while ago, I just imported it into my rom and I followed all the instructions. I noticed that the level’s fog does not draw correctly over it. You can see it through the fog, regardless of setting. I had to change some of the level architecture because the background did the same exact thing, so I’m assuming there’s someway to change it in the model editor. Does anyone know what could be causing that or how to fix it? _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Apr 05, 2020 6:31 pm Post subject: |
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Just out of curiosity, which prop was it? |
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connery as bond Secret Agent
Joined: 21 Jun 2007 Posts: 340
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Posted: Sun Apr 05, 2020 6:40 pm Post subject: |
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The plane wreckage prop by Johnny Thunder:
http://n64vault.com/ge-model-templates:crash-plane-prop
Never had an issue with importing template props before, this is the first time. Loads in correctly, just doesn’t get concealed by the fog. It always renders on top. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Apr 05, 2020 7:00 pm Post subject: |
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It is highly likely the display list commands, as to how it handles the texturing. Anything I have personally contributed to the model templates, I try to directly mimic what Rare had in their prop files. And anything ported from Perfect Dark would already be alright (or should be). I can't say how Johnny did this one. If it was ripped from Jungle and turned into a prop, it may still be using display list commands usually not used by props. |
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connery as bond Secret Agent
Joined: 21 Jun 2007 Posts: 340
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Posted: Tue Apr 07, 2020 4:07 pm Post subject: |
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After some looking and playing around with it, it seems I may have successfully fixed the problem, once I am happy with the results, I can put them up for download here, someone could add the updated files to the N64 Vault as well for anyone in the future. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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connery as bond Secret Agent
Joined: 21 Jun 2007 Posts: 340
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Posted: Tue Apr 07, 2020 10:55 pm Post subject: |
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I've made the necessary changes and have gotten the plane wreckage prop to work correctly in-game. I had to go through and check each triangle to make sure the proper 'fog' settings were selected. Certain textures needed additional things marked... I looked at Rare's airplane and the supply truck for reference.
One more question, this wreckage prop in particular has a pretty big collision detection box around it... so much that Bond really cannot even walk close to it. Is there any way I can adjust this as well? Otherwise, I can figure out another way to make this work, but would rather just fix this prop if possible. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Wed Apr 08, 2020 6:20 pm Post subject: |
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I think there are ways to split up a prop into multiple parts, each with a bounding box of its own. But those models probably aren't well documented, and trickier to sort out. My personal recommendation would be to turn off the collisions on the wrecked plane, and carefully insert invisible objects sized to fit the main body and wings. It should only take a couple, and allow the player to walk up to it more closely. |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Thu Apr 09, 2020 3:03 am Post subject: |
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Splitting the model up should be pretty easy in Edit Model.
Decide how many parts you want (wings, fuselage, debris, tail etc)
Next to tree there is an Add dropdown, inside which you can select Display list and Bounding volume.
add as many as you need then drag all the bounding boxes to the first position node (this should make them all direct children of the position node)
Do the same for dlists except make 1 dlist per bounding volume.
You should end up with something like
Code: | wreckage
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position
____________|__________
bound bound bound bound
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dlist dlist dlist dlist |
got to edit all in visual and then click on triangles (even select all connected) and go triangle tools > move to room > x (where x is a number corresponding to the dlists above)
Trev _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Thu Apr 09, 2020 5:07 pm Post subject: |
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Easy for you, Trevor! |
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