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Author Topic: Goldfinger 64  (Read 12017 times)

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monkeyface

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Goldfinger 64
« on: July 10, 2009, 01:33:04 pm »

Hope this doesn't count as advertising.
We're .rom-hacking over at shootersforever.com and, to make it short, we're creating a new N64 game based on the Goldeneye 007 game. It's based around the Goldfinger movie and will include 20 single player missions and some multi player versions of the single player maps. You can see its progress over at goldeneyevault.com and shootersforever.com. As we're all in this Goldeneye boat together, I thought you may find it of interest. We're always seeking for people to help out with maps/models/textures and such, so if you feel that you're up to it, just throw me a mail or post at the message board. My mail is kentrye@hotmail.com











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InvertedShadow

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Re: Goldfinger 64
« Reply #1 on: July 10, 2009, 10:06:40 pm »

This is awesome, what tools do you use to create levels?
Edit-- I just read that you use hammer? Wow, what a coincidence.
I might look into some tutorials, that would be cool to create actual GE64 levels.
« Last Edit: July 10, 2009, 10:08:50 pm by InvertedShadow »
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Rodney 1.666

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Re: Goldfinger 64
« Reply #2 on: July 10, 2009, 10:31:03 pm »

Interesting.
Not much else I can say, other than I'll certainly check it out upon public reveal.
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monkeyface

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Re: Goldfinger 64
« Reply #3 on: July 10, 2009, 10:51:28 pm »

We basically use DeleD for everything, I sometimes patch up the the more detailed models with XSI Softimage mod tool, the version which can export .obj-files... Hammer was abandoned when we realized it didn't export optimized levels enough. Also, the lighting depends on the geometry of the map, something you really can't control with Hammer.
The best part, I think, is that there is no actual hacking involved. We have this tool, Goldeneye Setup Editor, that can do most of the things you can think of. Wouldn't like to think what it'd require to create software like that, I'm just happy to be the end user of it. It's really intuitive.

Well, upon public reveal we're hopefully far far away from any of the license holders. The public reveal wont be an alpha version, not a beta. It'll be a 1.0 and we'll try to push it fast as we can, if we get there. You never know when legal matters strike.
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Jonathon [SSL]

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Re: Goldfinger 64
« Reply #4 on: July 10, 2009, 10:58:45 pm »

Hey, aren't you the guy who made the CS map pack for Goldeneye?

I love Goldeneye hacking, I spent a lot of time working with the setup editor before I got into GES. I think a huge project like this will really generate a lot of attention to the Goldeneye hacking scene (if people ever figure out how to use an IPS patcher without coming to the Goldeneye Vault site an spamming posts to SubDrag about it).

Also, how do you import/export the models from Goldeneye? I know how to dump the map files to obj's, but never managed to find anything for models.
« Last Edit: July 10, 2009, 11:06:42 pm by The SSL »
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monkeyface

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Re: Goldfinger 64
« Reply #5 on: July 10, 2009, 11:45:27 pm »

Exactly. Hopefully we can bring SubDrag a whole new generation of joy and .isp questions! That's the only thing I dislike about it, not everyone can be arsed to patch a .rom. Ah, to be published...
Yes, the CS map pack was me. Thought it would be the last Goldeneye saw of me. Now I'm drawing map blueprints, I really am a slave to that game.
I believe there are tutorials on the forum, but since it's real easy, I guess I could do the steps:

1. Prepare .obj file, .mtl file and texture files, put them in the same folder. The textures must be 8-bit and not bigger than 32*64/32*32/64*32. Be sure that it works when viewing the model before moving on...

2. Prepare a texture.txt file. Simply create texture.txt in the same folder as your model, open it with notepad and write all the textures that are attached to the model. If you have one texture that is facetexture.bmp, just write that as a single line in the texture.txt file, "facetexture.bmp".

3. Prepare a background file. This background file will not include any more rooms than one. Simply paste the following files into a file called outputroom.txt and save it in the same folder as everything else:


Code: [Select]
00000000	00000000	00000000	null.bin	null.bin	null.bin
00000000 00000000 00000000 Roomvertices.bin Roomindices.bin null.bin
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

The first row is filled with null files. Who cares about those. The second row contains your exported room. It's not exported yet, but it will consist of those two files. Roomvertices and roomindices.

4. Open GEEdit, do File>New. Select whatever map you want to replace. Notice that it's a difference between single player and multi player maps. This has caused me much misery.

5. The Visual Editor. Convert>Convert .obj to GE Room (and add texture files). This will convert the model into a Goldeneye room. Now select the texture.txt file you created earlier. Then select an unaltered Goldeneye .rom, then save your new .rom that'll contain the new textures.

5. Now it should prompt you to select an .obj file. Choose the model you've created. Save the three following files in the same folder as everything else. These are the actual room.

6. Now you're back in the visual editor. Enable Edit Room Positions. Right click on some geometry. Choose Export Full Background File. The background file is what the editor uses to load the rooms/level. It's just a list that contains the names of your exported models. As I said before. Choose the outputrooms.txt, then save the following file.

7. Save project.

8. Close project.

9. Open project. It should work, now you just have to add clipping tiles, lighting, props, guards, weapons, action blocks, weapon and player spawns (if it's a multiplayer map) and some body armour. If you just want to test it as it is, put some clipping tiles on the floor, insert a single/multi player start location and inject it into the .rom you created earlier. Enjoy.
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monkeyface

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Re: Goldfinger 64
« Reply #6 on: July 17, 2009, 11:59:06 pm »

Hey, guys. Take a look at this sunbed.



It is a nice sunbed, no? You like? Sunbed?
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Maxaxle

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Re: Goldfinger 64
« Reply #7 on: August 30, 2009, 08:56:03 pm »

*bump*

Tell me, where can I get this piece of awesome?
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monkeyface

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Re: Goldfinger 64
« Reply #8 on: August 30, 2009, 11:31:52 pm »

Not yet, I'm afraid. I'm working on it, but still I have to juggle school and other projects at the same time, so it'll have to take the time it requires.

Here's an update, Sir Connery.

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