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<title>GoldenEye Editor Blog</title> 
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	<updated>2013-05-17T17:19:42-07:00</updated> 
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<rights>Copyright (c) subdrag</rights> 
  
 <entry> 
 <id>tag:goldeneyevault.com,2013-05-17:33</id>
 <title>Adding new texture options</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=33&amp;blogId=1" /> 
  
 <updated>2013-05-17T17:19:42-07:00</updated> 
 <summary type="text">I added the ability to fully utilize GoldenEye&#039;s texture capabilitys, including Mirror, Clamp, LOD, and Detail Map.  Note Detail Map is a bit finicky and some textures inexplicably just won&#039;t ...</summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
 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:  
</content> 
</entry> 
 
 <entry> 
 <id>tag:goldeneyevault.com,2013-05-02:32</id>
 <title>Some small features across board</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=32&amp;blogId=1" /> 
  
 <updated>2013-05-02T19:46:12-07:00</updated> 
 <summary type="text">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&#039;s a feature in Room Positions mode to convert ...</summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
 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. 
</content> 
</entry> 
 
 <entry> 
 <id>tag:goldeneyevault.com,2012-12-31:31</id>
 <title>Fixed some bugs, and import normals from obj</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=31&amp;blogId=1" /> 
  
 <updated>2012-12-31T15:04:43-07:00</updated> 
 <summary type="text">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 ...</summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
 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. 
</content> 
</entry> 
 
 <entry> 
 <id>tag:goldeneyevault.com,2012-11-30:30</id>
 <title>Progress bar for convert level</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=30&amp;blogId=1" /> 
  
 <updated>2012-11-30T00:32:10-07:00</updated> 
 <summary type="text">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&#039;s progressing.</summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
 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. 
</content> 
</entry> 
 
 <entry> 
 <id>tag:goldeneyevault.com,2012-10-30:29</id>
 <title>If doors don&#039;t &quot;scrunch&quot; properly</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=29&amp;blogId=1" /> 
  
 <updated>2012-10-30T21:03:33-07:00</updated> 
 <summary type="text">If you find your doors without the &quot;doors move past frame&quot; flag and the triangles are weird, you can either turn off the flag, or manually set the # vertices count padded to 4.  Strange and ...</summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
 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. 
</content> 
</entry> 
 
 <entry> 
 <id>tag:goldeneyevault.com,2012-09-21:28</id>
 <title>Improved clipping selection amount and shading for clipping</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=28&amp;blogId=1" /> 
  
 <updated>2012-09-21T22:17:13-07:00</updated> 
 <summary type="text">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, ...</summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
 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. 
</content> 
</entry> 
 
 <entry> 
 <id>tag:goldeneyevault.com,2012-09-20:27</id>
 <title>Multiple selection of triangles in Room Positions mode</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=27&amp;blogId=1" /> 
  
 <updated>2012-09-20T23:17:40-07:00</updated> 
 <summary type="text">I added it today, and it applies to triangle tools, as well as Replace Texture&#039;s selection.  Hopefully this is useful! In beta.</summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
 I added it today, and it applies to triangle tools, as well as Replace Texture's selection.  Hopefully this is useful! In beta. 
</content> 
</entry> 
 
 <entry> 
 <id>tag:goldeneyevault.com,2012-06-01:26</id>
 <title>Green Gas in Escape - Perfect Dark</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=26&amp;blogId=1" /> 
  
 <updated>2012-06-01T22:50:02-07:00</updated> 
 <summary type="text"> Found out how to swap levels (by stage id) and by rooms, and then the color for it in the latest beta. &amp;nbsp;It&#039;s really a simple square drawn on top of scene. </summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
  Found out how to swap levels (by stage id) and by rooms, and then the color for it in the latest beta. &nbsp;It's really a simple square drawn on top of scene.  
</content> 
</entry> 
 
 <entry> 
 <id>tag:goldeneyevault.com,2012-05-18:25</id>
 <title>PD Insert Object Pictorial, Disconnect Triangle</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=25&amp;blogId=1" /> 
  
 <updated>2012-05-18T21:12:44-07:00</updated> 
 <summary type="text"> 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! &amp;nbsp; 
  New ...</summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
  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! &nbsp; 
  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.  
</content> 
</entry> 
 
 <entry> 
 <id>tag:goldeneyevault.com,2012-04-01:24</id>
 <title>Some tidbits of info</title> 
 <link rel="alternate" type="text/html" href="http://goldeneyevault.com/blog/index.php?op=ViewArticle&amp;articleId=24&amp;blogId=1" /> 
  
 <updated>2012-04-01T00:25:36-07:00</updated> 
 <summary type="text"> 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&#039;s not a left and right gun, without a ...</summary> 
 <author> 
  
 <name>subdrag</name> 
</author> 
<dc:subject>
GoldenEye Setup Editor 
Goldfinger 64 
</dc:subject> 
 <content type="text" xml:lang="en" xml:base="http://goldeneyevault.com/blog/index.php?blogId=1"> 
  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.&nbsp; 
 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.  
</content> 
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