GoldenEye Editor Blog

Editor Texture Render Fix

subdrag | 21 May, 2013 21:33

I fixed a bug with showing new imported textures that were 24-bit or 32-bit. The editor wasn't rendering the textures correctly, and it looked like they were centered wrong. That's now fixed. A

Adding new texture options

subdrag | 17 May, 2013 17:19

I added the ability to fully utilize GoldenEye's texture capabilitys, including Mirror, Clamp, LOD, and Detail Map. Note Detail Map is a bit finicky and some textures inexplicably just won't detail map correctly. Textures 9A1-9A3 are confirmed fine though. Import as 40 Paletted Greyscale in image tools to be a detail map overlay. I didn't import 40 paletted greyscale correctly before, but now should. To use Detail Map from map_Kd in material:
map_Kd DetailMap_DetailBase_9B4182Other4040DetailScaleX2.0DetailScaleY2.0PrimColor0.5.bmp_DetailOverlay_B8FD39Other2020D.bmp.bmp

To use as part of material name and map_Kd: :
newmtl m0DetailScaleX2.0DetailScaleY2.0PrimColor0.5:
map_Kd DetailMap_DetailBase_9B4182Other4040.bmp_DetailOverlay_B8FD39Other2020D.bmp.bmp:
To use other options, include in material name or bitmap LODTexture (and PrimColorX.XXX) MirrorS:
MirrorT:
ClampS:
ClampT:
TileX1:
TileX2:

Some small features across board

subdrag | 02 May, 2013 19:46

Edit Model now lets you edit more features from 21990 for the props (it made it easier to do things like draw distance and archetype). There's a feature in Room Positions mode to convert untextured triangles to a texture (since they don't fog). There's a new -mt calculator, which hooks up to Project 64 to calculate live values so you know what to set your level to. Clipping should use a little less memory now.

Fixed some bugs, and import normals from obj

subdrag | 31 December, 2012 15:04

Spent a day fixing memory leaks, and things seem to be going a bit better during normal operation. It impacted importing bgfiles (and anything related), as well as conversion of levels. It caused out of memory issues. Fixed append clipping file for GE too, and move tri to secondary, as well as to another room - when there wasn't an existing secondary it crashed before. Also clipping wasn't rounding so now it is. Import normals from .obj if points are identical, should maybe help with environment mapping import. In GE, you can now also import to a particular matrix command, for special stuff like tanks. Defualt is still 00000 for dialog.

Progress bar for convert level

subdrag | 30 November, 2012 00:32

The convert level can take on big levels with all 0x94 rooms in GE upwards of 15 minutes. I added a progress bar to not hang the program for windows, and also help show you how far it's progressing.

If doors don't "scrunch" properly

subdrag | 30 October, 2012 21:03

If you find your doors without the "doors move past frame" flag and the triangles are weird, you can either turn off the flag, or manually set the # vertices count padded to 4. Strange and obscure perhaps bug in Rares code. The flag had a bug in PD, should be fixed now too. Same thing applies though. Also, added a sligntly better visibility dialog, but I don't fully understand how works, maybe will help understand.

Improved clipping selection amount and shading for clipping

subdrag | 21 September, 2012 22:17

There used to be a limit of 120 selected triangles in clipping mode, but now there should be no longer a limit. Also, I added shading via the brush (similar to room positions mode) for clipping, so you can finally clip color easily. Has it's own selection menu to pick colors, though beware clipping only has 16 color levels.

Multiple selection of triangles in Room Positions mode

subdrag | 20 September, 2012 23:17

I added it today, and it applies to triangle tools, as well as Replace Texture's selection. Hopefully this is useful! In beta.

Green Gas in Escape - Perfect Dark

subdrag | 01 June, 2012 22:50

Found out how to swap levels (by stage id) and by rooms, and then the color for it in the latest beta.  It's really a simple square drawn on top of scene.

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.

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