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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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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat Jul 28, 2007 11:08 pm Post subject: Almond Temple NEW by Cyberen!!! (very, very promising level) |
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http://www.goldeneyevault.com/viewfile.php?id=44
All new level! It was testing the ramps, and we've devised a way of making all new levels, that's actually possible. Modelled completely by Cyberen + Floorplan Clipping by Cyberen. I coded all the porting and did it.
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punk7890 Agent
Joined: 18 Jul 2007 Posts: 28
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Posted: Sun Jul 29, 2007 12:40 am Post subject: |
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Thats awsome.... |
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moonraker808 Secret Agent
Joined: 29 Dec 2006 Posts: 252
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Posted: Sun Jul 29, 2007 2:53 pm Post subject: |
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So when will the general public be open to this new clipping editing method?
Nice, it looks really cool I am going to check out the level. _________________ -moonraker |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Jul 29, 2007 5:43 pm Post subject: |
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Same clipping method - the difference is that the modeller was able to make me the clipping floorplan, and conversion was way easier and it actually worked. |
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moonraker808 Secret Agent
Joined: 29 Dec 2006 Posts: 252
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Posted: Sun Jul 29, 2007 7:11 pm Post subject: |
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So it worked in editor, or was it manual? _________________ -moonraker |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Jul 29, 2007 7:12 pm Post subject: |
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He made the clipping file triangles, then it was automatically imported. |
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moonraker808 Secret Agent
Joined: 29 Dec 2006 Posts: 252
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Posted: Sun Jul 29, 2007 7:13 pm Post subject: |
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What do you mean by clipping triangles? And it is monumental that the editor can now import stuff like that. _________________ -moonraker |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Wed Aug 01, 2007 9:55 am Post subject: |
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Clipping files are made of of triangles, sort of like rooms. (technically they can be any polygon from triangles to decagons, but that's beside the point)
That they do is define the area objects can be located in - the playable area. Each polygon, or tile, connects to other tiles to form a continuous playable region. They also define the color of light applied to objects on the tile. 2D games do the same, using an invisible layer of collision blocks.
The clipping importer takes an .obj file of the entire floor, built from triangles, and converts it into GE tile format. You get to add the colors yourself ;*) This is different from the room models you import in to build the stage, but it does shave off a lot of work. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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moonraker808 Secret Agent
Joined: 29 Dec 2006 Posts: 252
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Posted: Wed Aug 01, 2007 10:29 am Post subject: |
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Ah, I see. Do you know if these developments are in the new editor? Or is they are coming soon? _________________ -moonraker |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Wed Aug 01, 2007 6:44 pm Post subject: |
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It'll be usable by everyone maybe in a few weeks. Well, semi-usable. |
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moonraker808 Secret Agent
Joined: 29 Dec 2006 Posts: 252
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Posted: Thu Aug 02, 2007 6:29 pm Post subject: |
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ok _________________ -moonraker |
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