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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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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Fri Jul 18, 2008 4:58 pm Post subject: Hammer editor level: The Tower |
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yet another one.
sorry my vids won't upload anymore on youtube for some resaon.
i'm going to remake my tower because it was a failure.
Last edited by DK25 on Sat Jul 19, 2008 7:54 am; edited 3 times in total |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Jul 19, 2008 5:21 am Post subject: |
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could you post some pictures? |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jul 20, 2008 3:36 pm Post subject: |
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I'll answer your question here....have you compiled (ran) it yet in hammer editor? |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jul 20, 2008 5:09 pm Post subject: |
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Wow, that thing is HUGE! So big, its too big that I'm getting some compiling errors.
You're gonna have to shrink the objects that are at the outer edge of the grid to get them all within 4096 units from the center.
Even then, I really don't know if this will load in-game or not as one huge room.
Aside from that, it actually looks pretty good. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sun Jul 20, 2008 5:30 pm Post subject: |
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Wow that looks like a cool level. I think all the new levels need to be imported as multi-room. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Jul 20, 2008 5:41 pm Post subject: |
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Wow, that is really cool. Looks like it should be fairly easy to divide into rooms, here's the technique I've been using on the hammer map I was working on before I decided to take a break from the game:
1. Find an area you want to divide into a room, in this case you'd probably want to isolate a single floor.
2. Make a new block with the null texture, use it to fill in any entrances to that room.
3. Place a start point inside it, make sure you don't have any other start points in the map, and save it as a new map, say room01.rmf.
4. Compile, view it in Crafty. If everything went right you should end up with just that one room.
5. Delete the start point and repeat this for every other room. Remember that the null texture block occupies space so you'll want to move it into the area you just compiled before making your next room.
I find this to be far easier than the way I was doing this before (Deleting everything that wasn't in the room I was compiling). I leave the null blocks in my main map file above the ceiling and just move them down into place when I'm ready to compile. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jul 20, 2008 7:54 pm Post subject: |
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That's a great idea for compiling. I just tried it and its much easier than the method I was using (creating each room in a separate map file). It literally is just a matter of moving your null blocks and start point entity. |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Mon Jul 21, 2008 5:37 am Post subject: |
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Wow!! I'm very impressed with this level! My only suggestion would be to extend the mountains from the building just a bit. They're too close, and I think that should be a bit more open. Then again, this is your level, and this is only a suggestion!  |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Mon Jul 21, 2008 6:57 am Post subject: |
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Cool level, but I have to agree with flopperr. If you make it wider you could put more objects in, like extra weapon sets for multi. The central tower is awesome though! |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Mon Jul 21, 2008 7:16 am Post subject: |
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In the Top-left picture, the highlighted sections are the parts where i think you should widen, to allow more combat space there. In top-right, highlighted is where i think you should add entrances. In lower-left, highlighted is where i think another entrance should go, and then i (lazily) drew in a crude support column, just to break up any combat that might happen there. In lower-right, I was demonstrating the fact that you can apply decals (7th tool from the top of the tools) of numbers, just to clear up any confusion there might be with what floor a player is on. Remember, once again, these are only suggestions! This is how I feel this level could be edited to its maximum potential!!  |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
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