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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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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Thu Aug 16, 2007 8:49 pm Post subject: [Work in Progress] Depot Backzone expansion project |
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While working on the depot backzone for my all-in-one multiplayer hack, I had some ideas. I got to playing around with room positions and portals and had an idea - open up the train tracks and place 2 warehouses on the other side. I haven't touched the clipping yet (and I have a feeling that could be quite tricky), but at least visually, I got the mods to load and display properly on the emulator.

Last edited by bmw on Fri Jul 25, 2008 5:48 am; edited 2 times in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Fri Aug 17, 2007 6:41 am Post subject: |
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That would be kind of interesting actually. That fits in perfectly. Your best bet haha is to get Zoinkity to append to the clipping file and fix it, since it's probably only like 20-30 triangles. Using the editor would be pretty tough unless you know what you're doing in a 3d modeller, by outputting clipping to .obj, then adding and importing it back. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Fri Aug 17, 2007 8:59 am Post subject: |
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I've been playing around with the clipping editor in the VE with moderate success. I think I've got the basics down. The tricky part is getting triangles to be shaped the shape I want them, then lined up properly with the rooms. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Fri Aug 17, 2007 9:26 am Post subject: |
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Heh, I think that's more success than I have had. Just make sure you use the latest so you have the undo button. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sat Aug 18, 2007 11:59 pm Post subject: |
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Hopefully, the final design:
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Aug 20, 2007 11:05 pm Post subject: re: |
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Alrighty, the sweet touch. I successfully imported the original train into this stage and connected it to the back of the train already in the depot. To keep the level from being too large, I picked and chose only about half of the original train cars.
My bg file is FINALLY done!
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Tue Aug 21, 2007 4:34 am Post subject: |
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That's so very cool. |
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moonraker808 Secret Agent

Joined: 29 Dec 2006 Posts: 252
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Posted: Tue Aug 21, 2007 9:05 am Post subject: |
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Woah; thats awsome! _________________ -moonraker  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Mon Aug 27, 2007 3:17 am Post subject: |
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That looks pretty frickin' rad, BMW. How is the size going to be for the train cars? The scales are different between Depot and Train, so I'm curious to know how that's going to end up in your map. Make sure to keep us updated with any progress you've made. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Aug 27, 2007 9:47 am Post subject: |
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Yeah, the scale is an issue, though hopefully not a major one. One is 0.15, the other 0.21. So the train cars are kinda small. I'll probably end up with a compromise around 0.18 or so.
The major roadblock thus far has been clipping. Subdrag is working out the bugs with moderate success, but there are still some issues there. I have no idea how well you understand clipping, but we've pretty much tracked down the problem to tile linking.
Visually the level looks great in-game. My only concern is going to be framerates.
Which brings me to something else - know how you've always complained that depot's mission lags really bad? That's because none of the garage doors have their behind door not visible attributes set! So the portals are not being closed off by the doors. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Tue Aug 28, 2007 5:40 am Post subject: |
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Hmm, I'd quite like to see how the stage would run on console using GameShark codes to set the proper flag on each door. I didn't realize that the portals were active while the shutters were closed. It's likely to have an effect on the level's performance. Thanks for pointing that out.
Edit: Actually, I just remembered that I did notice this before. When I was working on my Depot Warehouse multiplayer map, I was having trouble with a few of the portals. I believe some of the room models consist of both inner and outer portions of the building. So when the portal is closed, part of the architecture vanishes. I'm not sure if this is the case everywhere, but it could be in more than the one place.
I've only dabbled a little into the clipping. Hehe, the only thing I can take any credit for when it comes down to clipping, is figuring out the RGB lighting. Other than that, I'm pretty clueless.
Yeah, I was wondering what was going to happen with the scale differences. I'll be interested to see whatever you come up with. Good luck with her. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Tue Jan 22, 2008 10:51 pm Post subject: |
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Its been a long time since I last worked on this, but thanks to a few bug fixes in the editor, re: clipping, this project is back in the works.
I realize the video quality is really bad and choppy (recording screenshots even made it hard for me to navigate through the level), but here is a video clip showing what I have done so far. The entire train attached to the back of the depot train is fully and accurately clipped.
I also realize there's a ton of visibility issues still (extra stray rooms, sky, etc), this is just meant to be a preview.
http://battlefieldforever.com/hackers/ge/videos/temp2.avi |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sat Jan 26, 2008 12:28 am Post subject: |
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It's fantastic to see your concept coming to life, and so well, it seems. Just a few months ago, this was a background without a clipping file. I'm really impressed to see that it's all piecing together.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jan 27, 2008 10:45 pm Post subject: |
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I have the entire level fully and basically accurately clipped - I had to manually do the train tracks, once I got the hang of manually modifying tri points, it went fairly smoothly.
Portals, on the other hand, are proving to be quite a pain. The main issue is with the train itself - I cannot for the life of me figure out exactly how rare portal-ed the outer shell of the train to be properly visible. I exported the original portal data, changed room numbers, and am pretty close to having the original portion of the stage portaled, but the train is still acting kinda screwy.
My biggest concern with the finsihed product will be FRAMERATES! The central area where you can see both trains and both garages slows down considerably (at least with global visibility), hopefully this isn't a huge problem.
I've also been experimenting (not in the depot) with creating what I call "artificial" clipping - that is, placing an object into the stage, such as a crate, and then placing clipping tiles over it, so its as if its part of the room. You could theoretically build a level from scratch using nothing but empty rooms and objects. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Mon Jan 28, 2008 5:08 am Post subject: |
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I added a new editor option called visibility editor if you right click in portal mode and open the dialog. It lets you add those things like : If step in room 1, show room 2 and 3. It helps for weird sort of rooms that train probably has. You then would export to vis file, import in visual editor, and export bgfile again. |
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