GoldenEye Editor Blog

PD Insert Object Pictorial, Disconnect Triangle

subdrag | 18 May, 2012 21:12

00action finished up his PD Insert Pictorial objects, so regrab the full installer (backup your files first) and you can now insert pictorial fully in PD and GE thanks to 00action!  


New triangle tools have been added to disconnect triangle for shading purposes, control shift + S or P and click to move a triangle between secondary and primary, and a bigger Room01 buffer size for editing mainly for object editing.

Some tidbits of info

subdrag | 01 April, 2012 00:25

Just to document this, while making Goldfinger project learned something interesting things. If you add in the intro chunk a starting gun, make sure it's not a left and right gun, without a second entry of just the right gun - otherwise it won't appear in gun menu.

When making all new guns, the matrix command 0102 seems to impact how in Ruger, which is the hammer and which is cylinder part. 

0102..00C0 is cylinder for magnum
0102..0100 is hammer for magnum
0102..0000 is normal

It appears to do similar for pp7 silenced bolt, but it didn't work when I changed it - maybe things still need to be in parts, and with the appropriate head/hat offset stuff.

Also, for guns, no B9/FC commands may exist, which I knew, but now I know do not put any B70000002000 commands, delete them all so that they draw double sided for left gun.

Importing RGBA type images and fixed GoldenEye image replacement crashing second write ROM

subdrag | 28 March, 2012 17:16

Not sure what was wrong, but I think after replacing an image, and writing ROM, it will no longer corrupt ROM if you replace again and write ROM.  Also reverse engineering and added encoding and decoding for the RGBA 32-bit type, which you replace with 32-bit bitmaps, for things like ammo indicators and copy/delete icons from main menu.

Replace Texture Color

subdrag | 11 March, 2012 15:02

Added in replace texture menu, the ability to set a color, and then replace for that texture match all of the vertice colors associated with it.  It's a good way to quickly change the color of a texture, sometimes for example, replacing a color image with greyscale one and colorizing before shading. 

Also a small note, but added ability to change default sky in PD to the smaller version, instead of the default big, which lets you have fog colors as default first entry.  Mainly for GoldenEye:X.

Edit Model tools for characters

subdrag | 28 February, 2012 11:40

These tools were mainly aimed at assisting with characters new UVs/shading without disrupting the indice file (which would break merging of parts if reimported).   To Re-UV a part of a character (one part at a time only), click a Display List, then you can click Export .obj Original Order.  This will export the vertices in the original order in-game.  Now, I only am aware of how to do this in Blender, but when you import .obj in blender, choose Keep Vertex Order.  Once in blender, you may change the uvs but do not move any points.  When you're done, export the obj, and then choose Original Vertex Order.  Back in editor, click Import U,Vs obj.  This will import the U/Vs only and not move any points, perfect for characters.

For editing in Visual Window, after clicking Edit Whole Visual Window, you can move parts as you like, then after shading/re-uving  click Import Whole UV/Color Visual Window to only import UV/s color, and not use any updated point locations.  For individual parts, click Edit in Visual Window, then Import UVs/Color from Visual Window to not import any point movement, only UVs/colors.

Adding tris

subdrag | 07 February, 2012 00:20

Added a clone tri feature which just adds a triangle in room positions mode +5,+5,+5, for manual vertice editing.  I added a way to import new u,vs for the characters, since due to merging we can't import all new models. I've only been able to figure out how to do it in blender, and it's one character part at a time in edit model tools, but basically, export obj in edit model using original vertices button now, import obj into blender (and make sure you check preserve vertex order when importing), do your texture changes, do  *not* add any triangles or move any points, then output obj, and choose original vertices.  Now Convert u,vs from obj using edit models and it should work.  Fixed up a bug when using type 0x21 objective, the deposit in room, in Perfect Dark.

Move Tri Room

subdrag | 05 February, 2012 23:25

To augment triangle tools, added Move Triangle to Room (and pick room), it might be useful at some point.  Can't move too many or it might crash.

Adding tris

subdrag | 30 January, 2012 00:36

You can add a triangle (connect 3 points) by holding Control-I and click three points in room positions mode.  It's very experimental so I wouldn't use it often, but maybe you can cleanup a model you already imported and shaded and don't want to export again.

Prim/Secondary filtering

subdrag | 28 January, 2012 13:44

Added a way to filter by primary, secondary, or both room data showing (so for selection, can shade easier), and also fixed an issue whereby a material file with a last blank line could cause crashing on import.

Triangle Tools

subdrag | 26 January, 2012 23:47

Already added create a door from portal, now added create 2x linked doors from portal.  Also added ability to delete triangle in room positions mode and swap triangles one by one between primary and secondary.

Image Tools importing 8-bit color images

subdrag | 13 January, 2012 14:47

I found a way to support odd-sized images for 8-bit and 4-bit paletted color images.  Now you can use any width, not just multiples of 4 or 8 as before.  The greyscale type however, must be aligned to 8s.

New Edit Model Tools

subdrag | 01 January, 2012 21:20

I've added some improvements to the Edit Model tool.  You can now select a part, and click Edit in Visual Window to very quickly shade it in the visual editor, then click Import from Visual Window when done.  Also can be done at the whole model level.


Another change is the light source is now done by holding S and clicking in Brush mode in Room Positions.  You can change the light source parameters by right clicking and choosing Set Light Source to set parameters.

Added turn portal into door

subdrag | 17 December, 2011 22:39

This has been long requested so I added it.  Only works on planar (along X Y or Z axis) quadrilaterals.  Right click on portal and say Convert to Door.

Screen editor

subdrag | 13 December, 2011 21:37

Added a screen editor on the Fonts page, all from Zoinkity's work (all credit him), to support changing the way screen digits work. For example, change color, zoom, rotate, etc.

Override the editor's labels for objects, guns, and guards names

subdrag | 13 December, 2011 18:16

I primarily made this for Goldfinger for GE and GoldenEye:X for PD.
If you add to levelmacros.ini for your project these 3 lines:

itemsNames=C:\temp\GFObjectOverrides.txt
guardsNames=C:\temp\GFCharacterOverrides.txt
weaponsSlotNames=C:\temp\GFGunOverrides.txt

and they point to either a file in the main editor folder or an absolute path, it will override with your names.

The file's formats are:

[Digit in hex - unsigned short] [label]

For example:
0003 oddjobhat
0012 goldenmagnum
002F homer
0030 minihomer

The goldfinger latest versions are available on the Goldfinger page under Text Overrides Files on bottom.

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