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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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GE MASTER Site Admin


Joined: 22 Nov 2005 Posts: 893 Location: Earth  |
Posted: Sun May 04, 2008 7:37 am Post subject: |
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Man I've really been anticipating more updates thanks! The ramps are beautiful. I forgot to mention how fantastic the framerates are. Brilliant work. |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Sun May 04, 2008 7:43 am Post subject: |
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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. |
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GE MASTER Site Admin


Joined: 22 Nov 2005 Posts: 893 Location: Earth  |
Posted: Sun May 04, 2008 8:49 am Post subject: |
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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. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue May 06, 2008 5:33 pm Post subject: |
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Eagerly anticipating seeing those |
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BillyGlenn Agent


Joined: 28 Jan 2008 Posts: 58
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Posted: Wed May 07, 2008 10:10 am Post subject: |
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somebody should try to convert the original cs maps .bsp to .vmf and then into map for the ge editor. |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Wed May 07, 2008 12:49 pm Post subject: |
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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. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Thu May 08, 2008 4:01 pm Post subject: |
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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 |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Fri May 09, 2008 10:27 am Post subject: |
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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:
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Fri May 09, 2008 11:58 am Post subject: |
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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. |
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