ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


Counter-Strike Map Pack
Goto page Previous  1, 2, 3
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
GE MASTER
Site Admin
Site Admin


Joined: 22 Nov 2005
Posts: 893
Location: Earth

 PostPosted: Sun May 04, 2008 7:37 am    Post subject: Reply with quote Back to top

Man I've really been anticipating more updates thanks! The ramps are beautiful. I forgot to mention how fantastic the framerates are. Brilliant work.
 
View user's profile Send private message
monkeyface
Moderator
Moderator


Joined: 05 Apr 2008
Posts: 275

 PostPosted: Sun May 04, 2008 7:43 am    Post subject: Reply with quote Back to top

If you don't mind, I post the previous (updated) message here, so everyone notices what maps the pack will contain, and what it doesn't have yet. Much more convenient that way..

I also forgot to post a list of finished and play-able map, here they are:
Matrix
Iceworld
Aim
2Forts
Scouts
Poolday
Akcolt
USP
Glock
ONE MORE
ONE MORE

Screens and over-view maps will be coming soon!

GE MASTER wrote:
Let me have another look. I will say, these levels seem simply amazing. Perfectly designed for GE! Seriously, these seem like GE levels! Think about the ramps and layout of Temple. I love it man. How far are we off before checking out the others? Do you have any links to pics/info on the originals from CS?


Yes, do that, it's important to me that everything "feels" right, and all kind of input from other people than me is much appreciated.

Some of them I edit, alter the proportions maybe, replacing ladders with ramps, simplifying geometry, nothing big but it matters.

One week or two should be all I need. But now I have a dilemma of sorts. Should I keep the original CS-textures (sizing them down to 32*32, of course) or should I try to stay with the original Goldeneye textures? Anyway, might come with some screens later on.

*EDIT*

Here are the original maps:

MATRIX: http://www.fpsbanana.com/maps/2011



ICEWORLD: http://www.fpsbanana.com/maps/1719



AIM: http://www.fpsbanana.com/maps/1893



2FORTS: http://www.fpsbanana.com/maps/6497



SCOUTS: http://www.fpsbanana.com/maps/3407



POOLDAY: http://www.fpsbanana.com/maps/1853



AKCOLT: http://www.fpsbanana.com/maps/1877



USP: http://www.fpsbanana.com/maps/2326



GLOCK: http://www.fpsbanana.com/maps/2321



As you can see, two maps are missing. If you got any ideas, tell me.

I will also post screen to screen comparisons to the Goldeneye versions when they're all done and I'm happy with the aesthetics.
 
View user's profile Send private message Send e-mail MSN Messenger
GE MASTER
Site Admin
Site Admin


Joined: 22 Nov 2005
Posts: 893
Location: Earth

 PostPosted: Sun May 04, 2008 8:49 am    Post subject: Reply with quote Back to top

Can you add me to your msn? use my email here. Im not an expert about textures. If keeping GE textures means less work and or better frames, I'd say use GE ones. You implementation of ramps in 2 forts is great! Ramps not ladders! Nice.
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6179

 PostPosted: Tue May 06, 2008 5:33 pm    Post subject: Reply with quote Back to top

Eagerly anticipating seeing those
 
View user's profile Send private message
BillyGlenn
Agent
Agent


Joined: 28 Jan 2008
Posts: 58

 PostPosted: Wed May 07, 2008 10:10 am    Post subject: Reply with quote Back to top

somebody should try to convert the original cs maps .bsp to .vmf and then into map for the ge editor.
 
View user's profile Send private message ICQ Number
monkeyface
Moderator
Moderator


Joined: 05 Apr 2008
Posts: 275

 PostPosted: Wed May 07, 2008 12:49 pm    Post subject: Reply with quote Back to top

GE MASTER wrote:
Can you add me to your msn? use my email here. Im not an expert about textures. If keeping GE textures means less work and or better frames, I'd say use GE ones. You implementation of ramps in 2 forts is great! Ramps not ladders! Nice.


I would add you, but I can't seem to find your email. It doesn't really require much more work, and I don't know what will work best, at the moment I'm leaning towards original CS-textures.

SubDrag wrote:
Eagerly anticipating seeing those


Right now, I'm working on Dust2Long, it's a small part of the de_dust2 map and it should suit this pack just fine. This far, it has also been one of the hardest maps to convert, since it contains "real" architecture (read; not abstract box maps located in imaginary land) it's obviously harder to optimize it.

Here is an obligatory status shot, even if it's nothing major, I believe it's important to update in a regular fashion, in order to build up some steam.



BillyGlenn wrote:
somebody should try to convert the original cs maps .bsp to .vmf and then into map for the ge editor.


All you need is bspc and it will convert the .bsp into a .map file. After some cleaning up it should be good to go. But personally I'm afraid to try anything larger than 1000 polygons, it usually doesn't work very well, at least not for me.
 
View user's profile Send private message Send e-mail MSN Messenger
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7254
Location: Ontario, Canada

 PostPosted: Thu May 08, 2008 4:01 pm    Post subject: Reply with quote Back to top

It all depends on how your textures look after tweaking them. Scaling them down, changing their format (jpeg, bmp, etc), and the compression rate, can give nasty results. The Halo maps being ported by rel used converted textures from the actual game. In most cases, the end results weren't very flattering. For Hang 'Em High, I switched out all the textures for ones in GoldenEye. Not to sound like a braggart, but I think it turned out even better than the original. It has a nice Aztec-like feel to it.

I wouldn't necessarily say that it's less work, as going through the GE textures and testing them takes time. But what you'll end up with is a much cleaner looking map, as well as one that suits the world of GoldenEye that much greater.
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
monkeyface
Moderator
Moderator


Joined: 05 Apr 2008
Posts: 275

 PostPosted: Fri May 09, 2008 10:27 am    Post subject: Reply with quote Back to top

Wreck wrote:
It all depends on how your textures look after tweaking them. Scaling them down, changing their format (jpeg, bmp, etc), and the compression rate, can give nasty results. The Halo maps being ported by rel used converted textures from the actual game. In most cases, the end results weren't very flattering. For Hang 'Em High, I switched out all the textures for ones in GoldenEye. Not to sound like a braggart, but I think it turned out even better than the original. It has a nice Aztec-like feel to it.

I wouldn't necessarily say that it's less work, as going through the GE textures and testing them takes time. But what you'll end up with is a much cleaner looking map, as well as one that suits the world of GoldenEye that much greater.


The problem is not so much compression but rather resizing, Photoshop translates it with accuracy and I don't think .bmp cause any actual losses. They don't look very good at 32*32, even worse when it isn't the right dimensions from the start (128*256, for example.) I agree that original GE-textures would suit the game world better, but we'll deal with that later on.

An update, half of the map is done, the textures and their alignment are very preliminary, the current box textures will go away completely. I also think that I will size up the whole level some more.

This is in-game:

 
View user's profile Send private message Send e-mail MSN Messenger
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6179

 PostPosted: Fri May 09, 2008 11:58 am    Post subject: Reply with quote Back to top

For the record 32 x 64 and 64 x 32 are also valid, as well as 32 x 32. Those are the only valid 3. 64 x 64 is not supported.
 
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department All times are GMT - 8 Hours
Goto page Previous  1, 2, 3
Page 3 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]