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Rare & Playtonic Discuss anything Rare related, from classic Rareware to the Golden(eye) era or even some of their later projects. If it's Rare it's here.

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  #91  
Old 13th August 2006, 02:59 PM
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SubDrag SubDrag is offline
McLovin
 
Join Date: Apr 1999
Location: USA
Total Awards: 3
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That is a really impressive editor. Mine is pretty carp, I never did manage to get successfully GE's levels viewable in directx/open gl, they just never worked. It's probably only usable by Zoinkity, Wreck, and me haha, and barely usable at that.
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  #92  
Old 15th August 2006, 02:50 PM
Mr. Anonym Mr. Anonym is offline
Glowbo
 
Join Date: Jan 2006
Do you know how this guy worked it out? I think it possible is because they know exactly how the compression works (that MIO0 thing). Does Goldeneye use the same compression (I don't think so)?
@Subdraq: Do you still improve that "editor"?
Btw: Are you studying computer science?
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  #93  
Old 15th August 2006, 03:36 PM
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SubDrag SubDrag is offline
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Location: USA
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It's a different compression, but known now. The editor's almost done, it's more of finishing touch stuff to get it outputting properly. I'm going to make a test level and see how easy it is to use. Some stuff will just be highly difficult without visualization, such as placing things in the air. You'll need to go through the game and locate coords, then make a map on paper or give good enough comments, and work off that.
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  #94  
Old 15th August 2006, 05:26 PM
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spoondiddly spoondiddly is offline
Jinjo
 
Join Date: Jun 2004
After the editor comes out, you'll just have to wait for the manual ;*)

In all honesty this isn't the easiest editor to use. However, it probably is definately easier than doing it all by hand. The only really tricky thing is setting object positions. What this does really well are the actions which run solo levels. So, if all you want to do are pound out multiplayers you might be a little dissapointed (though it is still awfully useful for that) but if you want to develop full solo levels, this is the best way to go.
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  #95  
Old 16th August 2006, 04:46 AM
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SubDrag SubDrag is offline
McLovin
 
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Location: USA
Total Awards: 3
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If anything, it's a cool tool to view levels that are premade and make minor tweaks. But you should be able to add new objectives relatively easily. And find coords and add some new guards and things relating to that. We'll see, it's still in development/testing, but decently along. Wish I had some visualization, maybe somebody else can do that and I can incorporate.
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  #96  
Old 16th August 2006, 06:53 PM
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Wreck Wreck is offline
Glowbo
 
Join Date: Jul 2003
Location: The Facilitree
The editor would make life, or atleast the GoldenEye hacking part of it, a lot easier. I've been having to do everything by hand for the Caves mission, as well as the other multiplayer maps I've worked on in the past. Though most used presets that Rare made, others had to be customized in order to go where I wanted them to. There just aren't enough good presets for you to choose from. But, when you want something to be right, you have to do it yourself. Much like the Bunker i multi. Hopefully the editor can be paired with a model viewer. That would be the perfect partner for it. Perhaps MrHTFord could help out in that area?
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  #97  
Old 16th August 2006, 07:34 PM
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SubDrag SubDrag is offline
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Join Date: Apr 1999
Location: USA
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Yeah, it should be possible. Then you could at least find points in the air off there, or points in general. Or export/import, vice versa. Cause I never got the visualiztion stuff working right.
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  #98  
Old 19th June 2008, 05:21 PM
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trevor trevor is offline
Clanker
 
Join Date: Mar 2005
Location: Friockheim, UK OS:Win984.10.2222
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Ok, I am now starting to try to make a few modifications to GoldenEye.

First off DAM - I was wanting to mak another part for it, I have started to model the new part and was woundering how to put it onto the setup editor (2.1.8s) one of the preivious ones had import from .obj but this one does not?

Secondly I was going to move the truck, now am I right in saying all I have to do is add more points in the path and it will follow it like it already does.

Thirdly I wanted to be able to acidently destroy the truck, however it keeps driving. I thought of psudocode for it to check if it was destroyed but I cant find any maching commands;
Code:
if health < 1 then (<-this was the only code I could find) speed = 0
Can somebody help or join me in making a few level mods?

Thanks,
Trev

P.S. Next post = Bunker

Last edited by trevor; 20th June 2008 at 04:11 PM.
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  #99  
Old 21st August 2008, 11:48 AM
I Ross H I's Avatar
I Ross H I I Ross H I is offline
Clanker
 
Join Date: Aug 2008
Location: Randalstown, Northern Ireland
Quote:
Originally Posted by Gaming Master2k View Post
I see why you'd be focusing more on GE than BK, lets face it, it's cooler to shoot a guard with your face on it than it is to get transformed into an Animal by Mumbo with your head on his body.

I just like the idea of what we could do to a BK level.
Has anyone noticed Toad's Tool 64 for SM64?? Can you imagine a BK version? That would just... rule, but as far as I know, there's quite a few Goldeneye editors floating around and being made but I don't think anyone is working on a BK one.

Oh and if one of you buffs could direct me to some tutorials on encoding etc. that would be great.
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  #100  
Old 21st August 2008, 12:54 PM
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SubDrag SubDrag is offline
McLovin
 
Join Date: Apr 1999
Location: USA
Total Awards: 3
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Only one GE Editor: GoldenEye Setup Editor
Tutorial on encoding what?
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  #101  
Old 21st August 2008, 02:43 PM
Dr_Doak_Is_God Dr_Doak_Is_God is offline
Glowbo
 
Join Date: Aug 2008
Question

I Have PJ64 and I have the Goldeneye Setup Editor. I'm sure it's possible to change the playable character (Bond). Any ideas how I would go about doing so? Any help would be greatly appreciated.
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  #102  
Old 22nd August 2008, 01:01 PM
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SubDrag SubDrag is offline
McLovin
 
Join Date: Apr 1999
Location: USA
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It's in Tools -> 21990 editor in one of the tabs. But it's across the board, so if you replace Jungle Bond, he will be changed in all places.
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  #103  
Old 22nd October 2008, 06:18 PM
I Ross H I's Avatar
I Ross H I I Ross H I is offline
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Join Date: Aug 2008
Location: Randalstown, Northern Ireland
Quote:
Originally Posted by SubDrag View Post
Only one GE Editor: GoldenEye Setup Editor
Tutorial on encoding what?
Ok well, what language is GoldenEye Setup Editor and the like programmed in?
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  #104  
Old 25th October 2008, 12:49 AM
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SubDrag SubDrag is offline
McLovin
 
Join Date: Apr 1999
Location: USA
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English. C++
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  #105  
Old 5th February 2009, 05:45 PM
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trevor trevor is offline
Clanker
 
Join Date: Mar 2005
Location: Friockheim, UK OS:Win984.10.2222
Total Awards: 1
INFECTED - B1K1 
Hello everyone, I havnt posted here in a long time, although its my homepage, and have noticed my question hasnt been answered.

My big PC is up and running again(has been for ~6months) and I have been thginking about goldeneye again. One problem is I get this error with 2.1.8.s
2.1.8
GOLDENEYESETUPEDITORV2 caused an invalid page fault in
module <unknown> at 0000:00000000.
Registers:
EAX=00000003 CS=017f EIP=00000000 EFLGS=00010202
EBX=01027000 SS=0187 ESP=00da4150 EBP=00da429c
ECX=00003fc1 DS=0187 ESI=00000000 FS=1997
EDX=00000003 ES=0187 EDI=00000000 GS=0000
Bytes at CS:EIP:
00 00 00 00 65 04 70 00 16 00 a4 09 65 04 70 00
Stack dump:
0079ff60 00000f1e 00000003 00000001 00000000 00da4174 00000027 016b55f0 016b53b0 847882f8 846b590c 00000000 b00bf3c0 84788fdc 00000000 00000000

and I get this error with 2.2.18
2.2.18
GOLDENEYESETUPEDITORV2 caused an invalid page fault in
module <unknown> at 0000:00000000.
Registers:
EAX=00000003 CS=017f EIP=00000000 EFLGS=00010202
EBX=0124de5c SS=0187 ESP=00fdb70c EBP=00fdb858
ECX=00004b2c DS=0187 ESI=00000000 FS=3ab7
EDX=00000003 ES=0187 EDI=00000000 GS=0000
Bytes at CS:EIP:
00 00 00 00 65 04 70 00 16 00 a4 09 65 04 70 00
Stack dump:
009aff45 00001066 00000003 00000001 00000000 00fdb730 00000003 024ccb84 024b3c28 06e504a4 024b3c28 06e504a0 00fdb788 785838bb 00000000 00000000

I sort of need these resolved before continuing...

Another problem is I cant seem to find out how to import .obj files (rooms/levels and objects)


Another question I have is - is it possible to have slightly bigger images when importing a new level/room.

Trev
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