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Goldeneye Setup Editor V2.0 Advanced New Level Tutorial By SubDrag Editor’s NOTE: Clipping is currently not up to par, and thus the Goldeneye Setup Editor may not yield successful level imports. However, in future versions this should actually work well. We are going to be replacing rooms in GE. These must be in .obj format. You will need to first create the level model, then create a floorplan for the level. The floorplan is only the triangles you can walk on. When you create your model in a program such as Blender, you must separate the level into Rooms (or just make one big room). Group each Room and call them Room01, Room02…Room0A, Room0B, Room0C, Room0D, Room0E, Room0F, Room10, etc. It is important that you do this. You also must keep the same naming in your floorplan. Note that ALL textures must be 8-bit color bitmaps. Sample Model (note that all triangles must be textured – no solid colors): Sample Accompanying Floorplan Model (also export to .obj format)

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Page 1: Goldeneye Setup Editor V2.0 Advanced New Level Tutorial€¦ · Goldeneye Setup Editor V2.0 Advanced New Level Tutorial By SubDrag Editor’s NOTE: Clipping is currently not up to

Goldeneye Setup Editor V2.0 Advanced New Level

Tutorial

By SubDrag

Editor’s NOTE: Clipping is currently not up to par, and thus the Goldeneye Setup Editor

may not yield successful level imports. However, in future versions this should actually

work well.

We are going to be replacing rooms in GE. These must be in .obj format. You will need

to first create the level model, then create a floorplan for the level. The floorplan is only

the triangles you can walk on.

When you create your model in a program such as Blender, you must separate the level

into Rooms (or just make one big room). Group each Room and call them Room01,

Room02…Room0A, Room0B, Room0C, Room0D, Room0E, Room0F, Room10, etc. It

is important that you do this. You also must keep the same naming in your floorplan.

Note that ALL textures must be 8-bit color bitmaps.

Sample Model (note that all triangles must be textured – no solid colors):

Sample Accompanying Floorplan Model (also export to .obj format)

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Remember to separate into Rooms.

Save each as a separate .obj file, in the example, we have BlockFort.obj and

BlockFortFloor.obj. There will be a BlockFort.mtl and BlockFortFloor.mtl, and also the

bitmaps used will be copied to the same folder. Make sure every bitmap is no larger than

64 x 64, but preferably every bitmap should be 32 x 32 for size requirements.

We now need to make text file listing every bitmap that will be replaced. You can open

up the .mtl file to find out which are used.

Sample mtl File

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Your new text file should look the following – make sure to save it.

Now we are ready to convert the file, since we have already separated the model into

Rooms, and made the text file of new textures used.

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This time do File -> New. This should almost never be done, except in this case we

really are starting from scratch. The last level you opened, or the one you choose in

quick preferences will be the one opened. This can be any level, it doesn’t matter, for

simplicity just always use Runway.

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Here it happened to be Runway.

There’s a menu option called Convert:

We are going to Convert .obj to GE Level (and add textures file). If you wanted to make

a model, you would use the model, and if you are just doing one room, using the GE

Room. If you just want to add textures to the end of the ROM using the text file called

textures.txt we used above, just do that.

Choose the textures.txt file of the new bitmaps, the one we made before.

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Now choose an input Goldeneye ROM

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And finally an output ROM. Our new textures is stored in this new ROM, so we need to

overwrite this new ROM when we actually add more files for the level.

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Next choose the level model (not the floorplan)

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If all goes well, some files will be created. In this case, there were four rooms:

RoomPositions.txt holds the positions of each of the rooms, automatically generated.

The only real file you need to worry about is remembering RoomPositions.txt

Another important file is the original textures filename, + MultiAddNumbers.txt. You

will use this if you need to use the same ROM, but don’t want to readd the textures (it

knows where they are, and their filename, so it handles it). You would choose (if already

added texture files) to use this one. For any new textures, choose our textures.txt file.

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You probably want to see the new textures you added, so you’ll need to open up the

Image Tools, before we actually convert the bgfile.

Click Choose ROM

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Choose the Output ROM from before.

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Scroll to the bottom, you should see your new textures.

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Click Update Visual Editor Textures (the Visual editor MUST still be open)

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Now we need to actually generate the bgfile, now that it’s setup for you.

In the bottom left, click on Edit Objects a few times, until it turns to Edit Room Positions.

Right Click, and Choose Export Full Background File

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Choose RoomPositions.txt from before

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Finally save the bgfile. Remember the filename, for Runway it’s 660D70.bin

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Our bgfile is here now, with textures.

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We do need to add portals though. A portal needs to be inbetween every set of rooms. If

you choose Display One Room (by clicking Display Full Level a few times) you can see

the Room Numbers. Hit P to move forward a room and O to move back a room.

Remember Room 0 is not a real room.

Green is Room 01

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Purple is Room 02

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Switch to Portals Mode by Clicking Edit Room Positions a few times

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Now Right Click and Delete All Portals (from old Runway). Make sure you click Portals

Off to make it say Portals On.

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Now right Click and Insert a Portal

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You should see the portal.

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Now scale, rotate, etc as need be. We’ll separate green and purple here by a portal, so

you can see the other one when you’re looking at it.

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Now right click on it.

Change Room One to the first room, in this Room 01.

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Then right click and Change Room Two, to Room 02, in this case.

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Now repeat this for all your rooms. Any point at which you can see another room from

your current room, you need to draw the portal and connect the right room numbers. You

can place two portals in the same spot, if for example you want Room 01 to view Room

02 and Room 03.

Here’s our finished portal set.

Now we need to Export the bgfile one more time, so repeat the same steps as before. Edit

Room Positions, Export Full Background File, then choose RoomPositions.txt and save

as 660D70.bin (or any name, just remember it). Remember that you also need portals to

the ceiling, if need be, if it’s another room.

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Now it’s time to do clipping, the bgfile is complete. You probably will need to tweak

portals later, but for now, it’s finished.

Switch to Clipping Mode

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Right Click and Choose Import Clipping from .obj

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Choose the floorplan obj file.

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If you now turn on clipping, you should find it in the right spot. If it’s not true (that’s

trouble…), you will need to either redo the models by moving the floorplan into the right

spot, or using the editor move each room to the right spot, then export the room text file,

then export the full bg file, but this is not recommended.

Now Output the Clipping File. If you need to, you can right click on tiles (hold shift to

select more than one) and change the type to kneel or ladder.

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Finally, we’re ready to make the setup file. If you’re doing multi, follow the multi

tutorial. If you’re doing solo, you can just add a start point, for starts.

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Now save the file.

Remember the name.

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Now it’s time to add all of our files into the ROM.

Now we are finally going to put it into the ROM. Do Tools -> Convert ROM.

Adjust the slider to the right file, here UsetuprunZ.bin.

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Then Click Add Uncompressed File to ROM, and choose input, then output ROM.

Repeat for all of the files, here the bgfile and clipping file.

Phew, finally, now we’re ready to test our level! Hopefully it works…

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(optional) If you want to edit the level scale, in Tools -> 21990, Click Choose ROM and

choose the proper ROM.

Then change the scale. And click Write ROM. Make sure input ROM and output ROM

are the same as the ones you used before.

We’re done…in theory, it should work in Project 64 and be delightful, but it’s still tough

to do.

If you want to get it working on a Doctor V64, choose in Preferences Fix for Backup

Devices, but this doesn’t always work.

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Addendum:

IF YOU ARE MODIFYING OBJECT MODELS, you MUST edit 21990 and make

Number Images = 00, Number Models = 01, and Number 05s = 01, otherwise the new

object won’t work.

It should look like the below: