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Last 30 Comments On Files/Screenshots

File Comments
2016-10-22 08:34:09GoldenEye XWreckHD characters would be emulator only, and we've been concentrating on making everything console compatible. This is something other people could do, if they wanted to pursue it. Characters from outside of the Bond universe won't be making an appearance (Tomb Raider or Resident Evil, etc), due to licensing concerns. Models from other games would need major adjustments to work in PD or GE, and would not fit in visually. Additional levels are possible, depending on complexity and enjoyment.
2016-10-22 08:23:38GoldenEye XWreckI did have an interest in putting the SM64 castle in GE-X before, but I'm not as sure anymore. The version Sogun released would need to be chopped up into many rooms, with portals and possibly special visibility. It also uses a lot of textures as-is, unless modified (which may disappoint players). If it does happen, it won't be in the new patch.
2016-10-17 13:40:04GoldenEye XManiaHello Wreck will the castle from Mario 64 be included as a playable fun level from your mentioned upcoming update?!
2016-10-16 03:52:20German GoldenEyeCoolKSchon Neuigkeiten zur V2 ‹bersetzung ?
2016-10-15 06:43:52GoldenEye Setup Editor 3.0SubDragI'm not sure if it's compatible with Sketchup...not sure that it preserves the naming or groups properly. But in Edit Model, essentially you export whole .obj (to fbx), import to a modeller, do changes, but keep the groups/names same, export to fbx, then import whole .obj (choose the fbx) in Edit Model to get the changes. It's probably worth it to try just exporting, then importing to another character slot just to see the basic editor process. I really do not know if sketchup can do it right though...it does weird things to groups.
2016-10-15 06:02:44GoldenEye Setup Editor 3.0Spaztron64Sub, what I do is export a model (Joanna hands in this example), import the OBJ into sketchup, retexture it (or add additional polygons), export it, and import the new OBJ into the model editor.

I don't know how to inject the new model into the rom, nor do I know to fix the coordinate issues that are spewed out as an error.
2016-10-14 23:22:40N64 Midi Tool V2apfelsaftWorks great! Now, even the loops of those missing tracks are obvious. And since they are master loops (==infinite) themselves, they don't get unwrapped. I understand now. I wouldn't even try to unwrap them. The CC102 and 103 markers can be used by players to unwrap them on-the-fly, but it also aids users to manually unwrap them, if necessary.

I guess, we can leave it with that. Thanks!
2016-10-14 12:47:08N64 Midi Tool V2SubDragOK I reuploaded midi tool, it now shows controller 102 start and 103 end loop, for the N64 Midi format only (not any other format as of right now). Try it.
2016-10-14 12:39:20N64 Midi Tool V2SubDragI guess I could do it by track #, as there are only 16 tracks possible.
2016-10-14 11:41:55N64 Midi Tool V2apfelsaftThe SDK says: "All midi events for channel 1 are put in the first track, and all midi events for channel 2 are put in the second track, and so on. This is particularly important when considering loops. If a loop is put in a track, all midi events from that channel will loop."

And it should be possible to map that back to CC 102 and 103, or am I missing smth?
2016-10-14 11:02:21N64 Midi Tool V2apfelsaftFor a start, I guess, the master loop should be fine.
2016-10-14 10:41:35N64 Midi Tool V2apfelsaftThat would be cool, thanks. And getting those track loops unwrapped would be really great. This is the wishlist so far :)
2016-10-14 09:46:37N64 Midi Tool V2SubDragI mean I could use controllers 102 and 103, but I'm not sure how they knew which channel index (0-F) it would be. The problem is loops operate on tracks, while controllers update on channels.
2016-10-14 08:37:53N64 Midi Tool V2apfelsaftJust had a quick look into N64 sdk, very fascinating. The only info I found about loops:

Probably not very helpful, but it shows a nice way of how loops could be exported back to midi.
2016-10-14 07:01:33N64 Midi Tool V2SubDragYeah a master loop means an infinite loop. I only unwrap the finite loops (not loop count = 255). Is it possible that some tracks start their loop earlier, even though infinite, so that is maybe why it is sounding off?

Not sure but I couldn't find any loop in that song.
2016-10-14 06:44:45N64 Midi Tool V2apfelsaftYeah, I'm missing track data. Let me visualize it, using 0000007A 0013AA02 as example. Exporting this song to midi, the file I get looks like this:


The midi track marked (the black one on channel 4) is a looped track. Unwrapping this loop it would look like the following:


There are many more looped tracks though. Unwrapping them too, the midi should actually look something like this:


I just thought, since there are so many undefined MIDI CCs, one could use one of them to store the master loop. E.g. setting CC3 to 0 on begin master loop, setting to 1 on leaving. (for clarification: by master loops you mean a single loop across the whole song to make infinite playback possible, correct?)

And why are there no loops present in 0000000D 0010860C? That's Angry Aztec, which is a looped song?!?
2016-10-14 04:11:02N64 Midi Tool V2SubDrag0000000D 0010860C - No loops present
0000000F 00109CBE - Only master loops
0000007A 0013AA02 - Only master loops
Are you saying even though no sub-loops, only master, some tracks loop earlier than others, so you are missing track data at the end?
I suppose it's possible to mark master loops, but I didn't think midi had a Controller to define those. What were you recommending?
2016-10-13 08:49:15N64 Midi Tool V2apfelsaft> "the loops that are not master loops, are now unwrapped properly, so missing sections should be fixed."

sry, I cant confirm that for Donkey Kong 64 (U). A few examples:

0000000D 0010860C
0000000F 00109CBE
0000007A 0013AA02

Though it would be a really nice feature to get those individually looped tracks unwrapped.

Speaking of loops, is it possible to mark the positions of the master loop (on export), by using a custom defined MIDI CC?
2016-10-12 10:16:03Blind PathTony RockIt's true. the patch seem doesn't work with Project64. Entropic, why don't you try with the emulator 1964? It works for me very well.
2016-10-11 12:36:52Blind PathAmiTo endtropicdrcay: I'm not sure what the problem might be. If that was the case we would be contacted to reupload the level. Check some of your emulator settings or download it again. Maybe the rom didn't complete?
2016-10-09 20:22:34Project GoldenEye (Parts 1 and 2)Connery as Bondand.punker,
Thanks for the compliment! We actually had to delete some detailing from the second level since we hit the object limit. Unused gadgets and objects that Rare left in game may pop up in future levels. Those two just didn't feel like it made sense with the mission flow going from Dam to Q-Lab. Facility hasn't been cut from the game. It's position in the story has just been changed. I think everyone can agree that Facility was the most iconic level from the original game. Nearly all of the levels will be in a different order as the mod progresses. We tried a couple different looks for MI6 Headquarters - eventually we settled on the blue on grey scheme. Even if it wasn't accurate to the real building, we felt like we did try to capture the atmosphere of the building interior. Also, there's a silencer sitting on the desk in Bond's office that may help with taking out the guards discreetly. We hope to have the next patch available in the next few months. Cheers!
2016-10-08 04:32:55Universal N64 CompressorSubDragI think it was a form of Huffman coding but alas not cracked yet.
2016-10-07 12:02:22Project GoldenEye (Parts 1 and 2)and.punkerWell, I must say I had a lovely evening trying to complete these two missions, and I must say there are some really good details. The trucks in the Dam look very much like the ones in the movie. The Dam splat easter egg was also a welcome addition but I would of hoped for the cut Jump Rope and Piton Gun, but that must be too hard to make. I really hope that the facility level hasn't been cut completely from this mod. The Q training was a really good addition and a better explanation for Bond to be back on duty rather than sending a woman reevaluator like in the movie. However, the re-skinned Archives I'm not too sure about because the offices from TWINE 64 would've been a better place to draw inspiration from. Also, now that I think about it, I remember that the red attache case FRWL could be made available and it would give you a suppressor and a Suppressed D5K Deutche. Subway Uprising would make a great bonus level, albeit downgraded. Anyway, I hope that these ideas affect you in any sort of way and feedback from you would be much appreciated, Connery as Bond!
2016-10-07 07:21:18Universal N64 CompressorbigjerkI realize this is unrelated but do you have any info on N64 Quake or Quake 2's ROM compression or structure? TIA.
2016-10-05 08:06:41Blind PathTony_Rockan excellent level, well worked
2016-10-03 09:54:31Blind PathEntropicDecayHey Rey and Ami,
Can't quite get this one to work. The patched ROM loads just fine but when I play the mission all I get is music and a black screen. Any advice? Thanks!
2016-10-03 07:55:13N64 Sound Tool V1.3OldGoldieHey, I can't get this to work myself. I'm trying to get all the Mario Party 2 sound effects. Could you send them to me or help me get it to work?
2016-10-02 19:05:47Blind Pathrey and amiHello,
I have recently been interested in project64 and these custom missions you make, but I'm having a very hard time copying these missions from my folder into the emulator, so I can play. I'm using a Windows 10, not a tablet or phone. If you can help me out I will greatly appreciate it.
Thank you!
2016-10-02 17:02:17GoldenEye Setup Editor 3.0SubDragIt looks like whatever modeler you use is adjusting the images to be in a folder, and not the original names. If they're not the original names, you'll need a lookup texture file looking like, one per line:
0434 _1.bmp
0484 _2.bmp

Also, make sure all images are in the same folder and are no folders for obj.
2016-10-02 12:28:13GoldenEye Setup Editor 3.0Spaztron64Sorry I meant model 0056, but i still have the same prob

Screenshot Comments
2013-11-23 20:57:56Frigate in DamGolden4lifeLet's go to the secret island that everybody has been talking about! :D
2013-07-09 13:06:27McPipehelm and Raz Relaxing at Their Rubbish HomeOmegaCopWTF?!?!
2012-11-11 11:05:22Console ManLiamThose guys look like computers
2012-07-20 11:09:05Egypt Doors OpenHGNice hack images http://www.goldeneyevault.com/screenshots.php . -__- i think upload this images in my future tutorial video on youtube.
2012-05-14 08:51:57The VisitorsPerfection darkI always wished i could fly that ship
2012-05-14 08:49:05Never Call for a Cab in ChicagoPerfection darkChicago: Stealth Objectives: 1: Find drop point equiment 2: Dive 3: Enter G5 Building
2012-04-04 20:53:42Revenge 2SubDragI always found this amusing for whatever reason.
2011-12-22 10:01:51Jaildinnersbad***(click! Click!)your under arrest! Noooooooooooooo!
2011-12-21 11:30:04Here's Daniel!Goodbutt/dinnersbad***I changed my name to (dinnersbad***)Call me my old name goodbutt if you want
2011-12-16 15:02:35McPipehelm and Raz Relaxing at Their Rubbish HomeGoodbuttHome sweet home
2011-12-16 15:00:18Team Kill 2GoodbuttYou will DIE!!!!!!!
2011-12-16 14:56:38Guard in TankGoodbuttSomeone please make a war in the streets with lots of tanks!
2011-12-11 18:33:45Jaws CupsGoodbuttAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhh!
2011-12-11 18:26:25Raz's assassinationGoodbuttEven I thought valentin was a good guy hheee'ssss evillllll!!!!!!!!!!!!!!!
2011-11-19 20:46:26Raz's assassinationGoodbuttNot a AK 47 OoooooKkkkkk! Bond is getting sshhoott!
2011-11-14 18:43:19Here's Daniel!Acceptable67Nothing suspicious here at all.... Carrington is just making a suprise appearance.
2011-07-30 20:05:57JailEmilyStay with this guys, you're heplnig a lot of people.
2011-07-30 18:02:20Egypt Doors OpeningChelsiaYour answer was just what I nedeed. It's made my day!
2011-07-30 14:56:52Cradle LineMahaliaThis is way better than a brick & mortar estbalsimhent.
2011-07-18 07:36:03Jaws CupsDestructoinoOMG, Jaws is back, with an army of clones!
2011-07-18 07:26:50Console ManDestructoinoIt is official, Robots are taking over the world 007. Get in there and blow them all to hell!
2011-07-14 12:46:54Here's Daniel!wtfWTF!!
2011-07-10 02:57:57Cradle LedgeDestructoinoPut a ladder up there, kick that guard of the antenna, then stab everything in your path with the hunting knife! MWAHAHAHAHA!!!!
2011-05-05 15:49:06Glassware Vaultdfsd nice one!!
2011-04-19 04:40:17Team Kill 1HowHTF did u do that?
2011-04-19 04:39:27Cradle LineI-ballIt's not fake, they do do that. They did the to me on silo.
2010-10-24 12:51:53Console ManBayhow do you make guards talk?
2010-10-11 07:03:43Cradle AttackGEfan24mixed weaopons glitch. I love it! Its fun! Hold 2 guns-tap z-tap b-tap a- then hit z really fast!)

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