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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: 1369
 Location: Michigan
 
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											|  Posted: Sun Jul 20, 2008 10:33 am    Post subject: my next hammer project |    |  
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											| This thing is still in the VERY EARLY stages of development, I don't really know what I'm going to do with it.  I've been playing around with some of the textures, looking for a combination/theme to use throughout the building.  Looks like the direction I'm headed will be similar to a cross between the library and the temple. 
 First screenshot.....
 
   
 EDIT - one of the features I know I'm going to implement is a ventillation system like in the facility, but it will run throughout the building.  Should make for interesting mission concepts as well as great multiplayer play.
 
 Last edited by bmw on Wed Jan 07, 2009 3:09 pm; edited 2 times in total
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								| SubDrag Administrator
 
  
 
 Joined: 16 Aug 2006
 Posts: 6189
 
 
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											|  Posted: Sun Jul 20, 2008 10:57 am    Post subject: |    |  
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											| I'm intrigued, cool looking shot.  Maybe a sequel to Library mission? |  |  
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								| bmw Hacker
 
  
  
 Joined: 04 Jan 2006
 Posts: 1369
 Location: Michigan
 
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											|  Posted: Sun Jul 20, 2008 11:02 am    Post subject: |    |  
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											| That ledge texture wasn't my first choice - I actually tried using a slightly different (darker) one that looked similar, but ran into major flickering issues.  After changing it to a different texture (with no other modifications whatsoever) the flickering went away. 
 (btw, I'm using preset links to the original rom textures instead of appended textures converted to 256 color)
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								| DK25 00 Agent
 
  
 
 Joined: 08 Dec 2007
 Posts: 455
 Location: Denver, CO
 
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											|  Posted: Sun Jul 20, 2008 3:15 pm    Post subject: |    |  
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											| bmw, tell me how to put my level into the GEeditor. |  |  
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								| Dragonsbrethren Hacker
 
  
  
 Joined: 23 Mar 2007
 Posts: 3058
 
 
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											|  Posted: Sun Jul 20, 2008 5:49 pm    Post subject: |    |  
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											| The map-spanning ventilation system sounds like it'll be really cool, especially if you have lots of areas where you can drop out and ambush people in multi. |  |  
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								| Kode-Z Hacker
 
  
 
 Joined: 09 Nov 2007
 Posts: 1142
 Location: London, England
 
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											|  Posted: Sun Jul 20, 2008 6:08 pm    Post subject: |    |  
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											| This map looks great! And that ventilation system sounds like it would be awesome, especially in multiplayer! |  |  
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								| bmw Hacker
 
  
  
 Joined: 04 Jan 2006
 Posts: 1369
 Location: Michigan
 
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											|  Posted: Sun Jul 20, 2008 6:25 pm    Post subject: |    |  
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 Last edited by bmw on Mon Jul 21, 2008 10:26 am; edited 1 time in total
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								| bmw Hacker
 
  
  
 Joined: 04 Jan 2006
 Posts: 1369
 Location: Michigan
 
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											|  Posted: Mon Jul 21, 2008 7:55 am    Post subject: |    |  
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											| Before I go any further with this, I have a question: 
 Does having more than one clipping tile in the same vertical plane cause any gameplay problems whatsoever?
 
 (like if I have one room with 2 floors where the top floor goes over the bottom floor and both are clipped)
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								| SubDrag Administrator
 
  
 
 Joined: 16 Aug 2006
 Posts: 6189
 
 
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											|  Posted: Mon Jul 21, 2008 1:59 pm    Post subject: |    |  
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											| Not a problem, although the editor wasn't always perfect at handling that. |  |  
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								| bmw Hacker
 
  
  
 Joined: 04 Jan 2006
 Posts: 1369
 Location: Michigan
 
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											|  Posted: Tue Jul 22, 2008 11:08 am    Post subject: |    |  
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											| My base room is finally nearing completion.  I've added an upper-level walkway and yes, that is what you think it is - an iris door.  Screenshot is with it partially open.  Took quite some time to correctly size and angle the surrounding walls. 
 
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								| Kode-Z Hacker
 
  
 
 Joined: 09 Nov 2007
 Posts: 1142
 Location: London, England
 
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											|  Posted: Tue Jul 22, 2008 11:15 am    Post subject: |    |  
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											| Well done bmw for adding an iris door! It looks great! |  |  
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								| bmw Hacker
 
  
  
 Joined: 04 Jan 2006
 Posts: 1369
 Location: Michigan
 
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											|  Posted: Tue Jul 22, 2008 12:06 pm    Post subject: |    |  
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											| It was one of those things I did kinda by accident.  I was playing around with various doors, then I clicked on the image for iris door and it blended in quite nicely with the wall texture. 
 I still may change the ceiling texture and possibly outer vent texture, I'm not sure those blend in all that well with the rest of the room.
 
 I just hope having 6 different access points to the same room doesn't drag down framerates once all the other rooms are added.
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								| GERage 00 Agent
 
  
  
 Joined: 18 Nov 2007
 Posts: 471
 Location: Facility vents
 
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											|  Posted: Tue Jul 22, 2008 12:09 pm    Post subject: |    |  
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											| Speaking of iris doors, they remind me of doors I have seen in other games...and I hope it opens fast, not like those ones from Caverns. |  |  
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								| flopperr999 Secret Agent
 
  
 
 Joined: 11 Apr 2008
 Posts: 337
 Location: USA
 
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											|  Posted: Tue Jul 22, 2008 12:11 pm    Post subject: |    |  
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											| Frankly, I think the ceiling textures look great. The outer vent textures aren't working, though... |  |  
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								| bmw Hacker
 
  
  
 Joined: 04 Jan 2006
 Posts: 1369
 Location: Michigan
 
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											|  Posted: Tue Jul 22, 2008 12:44 pm    Post subject: |    |  
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											| I agree with the opening speed for the iris doors, I sped them up somewhat compared to the settings in caverns, though not by a ton.  Sped them up by about 40 percent. 
 re: ceiling textures - which ones do you like better, the ones in the very first screenshot in this thread, or the others?
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