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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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oldyz 007
Joined: 02 Dec 2009 Posts: 606
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Posted: Fri Sep 30, 2016 3:14 am Post subject: What is this this not an official thing.... |
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0llllllo here
i have been asking around - there has to be away to make a graphics wrapper to make N64 games run with higher polygon counts and make textures do fancy things
well if any of you have not seen, have a taste of why i would like such a thing
https://www.youtube.com/watch?v=GgbGgtq-NMc
https://www.youtube.com/watch?v=FTfrKOQFPNA |
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oldyz 007
Joined: 02 Dec 2009 Posts: 606
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7212 Location: Ontario, Canada |
Posted: Fri Sep 30, 2016 6:45 pm Post subject: |
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Not sure what exactly you think you can potentially get out of an N64, but the game mods you're showing are for higher end PC's, and would make that console explode and continue to burn into nothing but a pile of ash. |
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oldyz 007
Joined: 02 Dec 2009 Posts: 606
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Posted: Fri Sep 30, 2016 10:04 pm Post subject: |
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LoL that is a nightmare
no, no , what i mean is a way to replace poly models - for starters-
to higher count polygon models from an outside source , like a folder.
Just like we replace 4x times bigger resolutions by using the current plugins that take the old textures on the ROM as "pads" or place holders of sorts.
that option would not look as good to these demos tho
the second option would be to have an engine that allows things extracted by n64 hackers, like AI scripts, animation files, etc and inject them to their program to make them run as close to the source material as possible, while allowing room to add more things.
i did see the list of requirements to run those demos tho...
YIKES |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1697
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Posted: Sat Oct 01, 2016 6:33 am Post subject: |
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From a number of perspectives, if you're doing complete model replacement at runtime you might as well let the model define its own textures. It's probably the only practical way to do so and would give you the best result.
The second option you mentioned is not possible for many PC titles, much less N64. You're dealing with binary blobs and the code to interpret them within the context of a very specific architecture. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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