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05-03-22 05:18:53 AM
Jul - General Game/ROM Hacking - Forest Temple in GoldenEye New poll - New thread - New reply
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Sogun
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Posted on 07-12-13 03:27:58 PM Link | Quote
Hi guys.

I've been working in porting the famous Forest Temple from The Legend of Zelda - Ocarina of Time to GoldenEye.
The map keeps one of its twisted corridors and I've done some small changes to make it more multiplayer friendly. The basement area is done but it's inaccessible (it will be accessible in a future Perfect Dark port).

Download link -> http://www.goldeneyevault.com/viewfile.php?id=278
'Making of' article -> http://sogunstudio.blogspot.com.es/search/label/GoldenEye%20-%20Forest%20Temple



The patch also includes Peach's Castle and a Kakariko Village makeover (with better performance and playable on console). Those who prefer the old Kakariko, it's included in the package with some improvements (optimized geometry and lights&shadows in the outside area).

Here's a trailer of the maps in action and some other things I'm involved:
http://www.youtube.com/watch?v=aHEG3sKMyWM&feature=c4-overview&list=UU_Gc2EhxKK0M9s9wfpezvLQ

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omega59
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Posted on 07-13-13 09:22:08 AM Link | Quote
Holey crap Goldeneye's lighting looks better than OoT's by a lot.
Sukasa

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Posted on 07-13-13 04:00:31 PM Link | Quote
That's just a matter of changing colour values; neither OoT nor Goldeneye had "lighting" as the n64 wasn't powerful enough for that.

Nice port; looks like you got all the textures perfectly. How well does the game handle that twisted hallway?

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xdaniel
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Posted on 07-14-13 03:30:26 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


While indoor maps in OoT, like ex. the Forest Temple, appear "lit" by using vertex colors, outdoor maps do use lighting - per-vertex normals, GeometryMode command enables lighting calculations, etc. I just wish the commands that set up the actual lights were part of the room display lists, which would make emulating lighting in a model viewer much easier.

I'm not a 3D computer graphics expert, far from it, so if this isn't "lighting" as such (link to SDK documentation), please correct me and tell me what it actually is.


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omega59
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Posted on 07-17-13 09:33:52 PM Link | Quote
Originally posted by Sukasa
That's just a matter of changing colour values; neither OoT nor Goldeneye had "lighting" as the n64 wasn't powerful enough for that.

Nice port; looks like you got all the textures perfectly. How well does the game handle that twisted hallway?

I never said I was an expert with the N64 (though I'd love to be). So is it similar to a lightmap, or not?
Sogun
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Posted on 07-20-13 02:59:24 PM (last edited by Sogun at 07-20-13 03:11:51 PM) Link | Quote
The 'lighting' is actually vertex coloring (I think also called vertex shading?). You asign a RGB value on each vertex and the engine fills the triangle with a gradient of the colors. Or, if all vertices share the same RGB it will be a plane color.
You can use this feature to save some textures (like in the Mario model from Super Mario 64), to paint textures (like Death Mountain from Ocarina of Time, which use greyscaled textures), or to simulate lighting (like the levels on GoldenEye and Perfect Dark).

The GoldenEye/Perfect Dark Editor now has a feature called 'Lighting Sources' that lets you add as many lights as you want and edit their settings, in order to apply a RGB value on all vertices "realistically". You can call it precalculated lighting. It always stays the same, it doesn't change (realtime or not) like in the Zelda games.

http://i1185.photobucket.com/albums/z345/Sogunesp/GE_ForestTemple_editor_lighting1_zpsbba3b307.png
http://i1185.photobucket.com/albums/z345/Sogunesp/GE_ForestTemple_editor_lighting2_zps55871045.png

Modeling a background knowing what vertex coloring is capable of really has good results. Although it rises the poly count by a lot, so you have to be careful.
Here's another example of vertex coloring simulating lighting (this was done manually, before lighting sources was available):
http://www.youtube.com/watch?v=ka0UBkJL0jo


The textures are 99% like original because the model has been ripped directly from the original game. There are a few textures like the flames in the torchs that weren't ripped propertly, and problably some textures I missed fixing. But overall it should look like the original map except for the new "lighting".


The twisted corridor doesn't rotate or anything, hehe. It's always in the same position and the gravity affects it like any other room. Look at it as a corridor that has collapsed: you can't walk on too steep surfaces.


There are games with realtime lighting on N64, or at least that use tricks very wisely to simulate lights: Starfox64, both Zelda games, Rogue Squadron, Jet Force Gemini, Donkey Kong 64, Turok 2 and 3, Mario Golf and Tennis, Perfect Dark, Conker and probably a lot more. I think what they do is change the RGB values of the vertex coloring during gameplay, not actually lights but you won't tell the difference. I have no idea, but I think games now use real lights.

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xdaniel
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Posted on 07-20-13 05:22:25 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by Sogun
The textures are 99% like original because the model has been ripped directly from the original game. There are a few textures like the flames in the torchs that weren't ripped propertly, and problably some textures I missed fixing. But overall it should look like the original map except for the new "lighting".

So I take it that you didn't or couldn't use the original vertex colors then, which is why the "lighting" looks different from how it is in OoT?

Original vertex colors (of the room itself, at least; no actor rendering support) for comparison:




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Sogun
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Posted on 07-20-13 06:18:22 PM Link | Quote
Heh, from the pics it seems I was very close.

I use Nemu plugin to rip the maps from an emulator. It outputs the geometry as a VRML file (which doesn't seem to have the vertex coloring) and the textures as BMPs. Then I import to 3dstudio max in order to merge the different parts if needed. And after exporting from 3dsmax to FBX, I export again to OBJ which is the format the GE Editor works with.
If the VRML file had the vertex coloring, that should export to the FBX, and I think there's away to keep it even in the OBJ thanks to one of SubDrag's tools.

Anyway, I think this new more realistic "lighting" fits better with GoldenEye. It's also a good way to "normalize" all the custom maps I have done so far (Kariko Village, Peach's Castle and Forest Temple).

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omega59
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Posted on 07-21-13 01:38:28 AM Link | Quote
That looks like Unreal Engine 1 & 2's lighting a lot. It's a good trick.
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Jul - General Game/ROM Hacking - Forest Temple in GoldenEye New poll - New thread - New reply


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