It came to my attention that some people here really love Goldeneye. For those (:awesome:) guys I have quite the treat.
Some amazing Korns of the world have actually taken the time to hack Goldeneye and do sooooo much amazing stuff with it. Some examples: completely custom levels, levels converted from Halo (not kidding, people have ported CE levels :O) and Perfect Dark. So far, the main methods of making levels are the hammer editor and simply modeling the level from scratch.
There is an amazing visual level editor made entirely for Goldeneye. Its called the Goldeneye Setup Editor.
There is of course a dedicated website database for tuts, levels, videos, everything. http://www.goldeneyevault.com/ (Get the editor here)
You can do most of this on the console as well. If you're happy for now with SP-MP conversions, new missions, the Citadel in MP (The Citadel was an alpha level used to test Goldeneye's various features, it was recovered in the game's data and the clipping was restored) you can use an N64 Gameshark. The levels are in gigantic code format. :rolleyes: Don't worry, you don't need to enter these codes manually, you can upload them to a GameShark via parallel port.
That code method will work for everything besides the Citadel which has its own special method.
There is a readme that explains everything in the download located here: http://www.amazon.com/Nintendo-64-Ex...2636037&sr=8-2
If you want to be able to play completely new levels on the Console, you'll need to go ahead and purchase an N64 backup device. *goes to look for a link*
Ah, doesn't seem like anyone gets them consistently, just look around for them, they're everywhere.
Here's a link that explains some of the different backup devices: http://n64.icequake.net/#reviews
Also, if you have a freaking awesome GFX card, there is a crazy accurate plugin that does everything right. http://glide64.emuxhaven.net/
Napalm is its name. :D
his is nice for most games, but I still get the biggest problems with Goldeneye which are fucked up lighting and all maps are missing skyboxes
September 25th, 2008, 11:54 PM
Heathen
Re: Goldeneye 64 modding...
? It works fine for me in pj64 with the default plug-ins. Even online :/
September 25th, 2008, 11:55 PM
Pooky
Re: Goldeneye 64 modding...
Could be a driver issue on my end, but it's never worked particularly well with any plugin
It's an issue a lot of people have posted about though, not just me
September 25th, 2008, 11:56 PM
ultama121
Re: Goldeneye 64 modding...
Go with Napalm, man.
September 26th, 2008, 12:01 AM
Pooky
Re: Goldeneye 64 modding...
I wouldn't call my graphics card freaking awesome (Radeon HD 3650) but I'll give it a shot
September 26th, 2008, 12:02 AM
ultama121
Re: Goldeneye 64 modding...
That was a bit (huge) of an exaggeration..
September 26th, 2008, 12:14 AM
Heathen
Re: Goldeneye 64 modding...
I was gonna say...because its an n64 emu lol.
September 26th, 2008, 01:41 AM
Longshot
Re: Goldeneye 64 modding...
Yeah, I just sort of like screwing around with the multiplayer aspect of the editor, lately I've just ripped some single player levels and imported them into 3ds Max to see how they were constructed.
Dam actually has over 11k faces.
Everything you see is obviously owned by Rare / Nintendo etc.
Screens start on that page and the video is in there somewhere.
Oh and also, for the lulz.
fy_iceworld in Goldeneye.
September 27th, 2008, 10:07 PM
Longshot
Re: Goldeneye 64 modding...
You can use 3ds Max to create maps too, just make sure you export it as an .obj, use 32x32 textures and have floor wherever you walk.
September 27th, 2008, 10:13 PM
ultama121
Re: Goldeneye 64 modding...
Quote:
Originally Posted by ultama121
So far, the main methods of making levels are the hammer editor and simply modeling the level from scratch.
:rolleyes:
September 28th, 2008, 05:20 PM
ultama121
Re: Goldeneye 64 modding...
Bump, main post updated.
September 28th, 2008, 10:36 PM
Pooky
Re: Goldeneye 64 modding...
sigh, if I use Jabo's or Rice's video the game renders fine except for the skybox. If I use Napalm, I finally get the skybox but then everything else breaks
:|
December 15th, 2008, 09:47 PM
ultama121
Re: Goldeneye 64 modding...
Bump.
December 16th, 2008, 02:42 AM
Limited
Re: Goldeneye 64 modding...
I always knew some one would mod the hell out of GoldenEye, just never bothered to look/check. Wish I did now, this looks sick. One of the best N64 games and par to Halo, the most fun I've had in a game with friends. Sadly I'm not on my pc right now, but after Xmas I will look into some modding :)
Great first post btw.
December 17th, 2008, 04:06 PM
Lex1337
Re: Goldeneye 64 modding...
Makes me regret ever peeing on my N64.
December 17th, 2008, 09:22 PM
LlamaMaster
Re: Goldeneye 64 modding...
Wat.
July 20th, 2009, 08:13 PM
ultama121
Re: Goldeneye 64 modding...
Bump, main post updated. :)
July 20th, 2009, 08:20 PM
Pyong Kawaguchi
Re: Goldeneye 64 modding...
Heh, this is just an excuse to use shitty visuals! >:U
July 20th, 2009, 08:23 PM
ultama121
Re: Goldeneye 64 modding...
DirectX 7 (?) ftw.
July 20th, 2009, 08:39 PM
Pyong Kawaguchi
Re: Goldeneye 64 modding...
Only microsoft consoles get directx, Im pretty sure everything else is OGL
July 20th, 2009, 08:56 PM
Donut
Re: Goldeneye 64 modding...
Quote:
Originally Posted by Pooky
Wow, I loved goldeneye but I never knew about all this :S
Too bad I've yet to find an emulator video plugin that doesn't make goldeneye look like dog shit :\
have you tried rice plugin version 10 or whatever its called for project 64? it looks good for me. the default project 64 plugins work well too.