ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


Invisible Floating Triangles in GE and PD

 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling
View previous topic :: View next topic  
Sogun
General
General


Joined: 15 Dec 2010
Posts: 659
Location: Valencia, Spain

 PostPosted: Tue Dec 27, 2022 9:01 am    Post subject: Invisible Floating Triangles in GE and PD Reply with quote Back to top

It's more or less known that there are some un-rendered triangles above the Dam in GE.
These triangles are floating in the sky above Bond's reach and facing up, so they can't be seeing ingame. They are also Secondary Geometry, which means bullets and projectiles won't hit them. Those lonely triangles are the only geometry in their respective rooms.

I don't know if it's been discused why are those triangles there, but my guess is that they are needed so you can have portals that render the distant mountains while Bond is standing on the dam, and covered portals so the port area behind the the dam doesn't render.
Since portals are related to rooms IDs and rooms need geometry to be created, Rare made some non interactive triangles. Rooms that aren't seen on screen don't contribute to drop performance, while unseen polygons in rooms on screen do. The dam is very high poly, so Rare came up with this method to reduce lag as much as they could.

Was that a wise decision or is there a better way using 'Visibility commands'?




I recently discovered something very similar in the Villa level in Perfect Dark. But this time is only one triangle and it is located above all portals. There are portals with that room ID (Room#5Cool that encapsulates a small portion of air, but I can't figure out the benefit of Rare doing something like that.
Actually, the portals in Villa are a disaster, I'm sure that rooms and portals can be done in a more elegant way and improve performance.



-----
Do you know of other examples in both games?
 
View user's profile Send private message Visit poster's website
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Wed Dec 28, 2022 5:56 pm    Post subject: Reply with quote Back to top

I think it's to set the calculated bounding box volume. I had not noticed it in PD, interesting.
 
View user's profile Send private message
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7197
Location: Ontario, Canada

 PostPosted: Thu Dec 29, 2022 2:37 pm    Post subject: Reply with quote Back to top

Ah, quite possibly, yeah. I've had to add a stray vertice to certain rooms in GE-X (which calculates the room min/max bounds taller). Otherwise, the room will unload and you'll fall to your death. Complex and Citadel are examples I can remember.
 
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]