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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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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Tue Jul 29, 2008 8:59 am Post subject: |
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I'll keep the squarish toilets in. Anything with more polygons caused compiling problems.
I have semi-fixed the toilet seats. The scaling is corrected, but there is still black where the texture should be transparent.
Also, I still can't figure out how to antialias those compressed textures....  |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Jul 29, 2008 10:25 am Post subject: |
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GERage wrote: | Also, I still can't figure out how to antialias those compressed textures....  |
You don't antialias them, that's done at render time, when you play.
What you must seek is having them not to get compressed the way they do now. |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Wed Jul 30, 2008 7:24 pm Post subject: |
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I have a few updates.
The bathroom is finished. I've changed the main room from the first shot, too.
The compressed textures are gone now! It seems like the textures get compressed if I expand the level horizontally. To compensate, I've decided to expand downwards.
So I made vents and this big drop. The room at the bottom is a dead end for now. The way this is going, looks like this level is going to have 4 floors.
Unfortunately, clipping issues are arising with this drop. You can pass through the walls of the level if you edge out, then go backwards, or hold forward as you fall. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Jul 31, 2008 1:44 am Post subject: |
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I'm really impressed! It's getting better by the minute.
This looks like it will be a fun level to play in!  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Thu Jul 31, 2008 5:39 am Post subject: |
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Unfortunately that's a known problem with drops. You can fall out of the level in any drop. If you make it a ladder though, I think it solves that problem. |
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connery as bond Secret Agent


Joined: 21 Jun 2007 Posts: 340
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Posted: Thu Jul 31, 2008 9:43 am Post subject: |
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Speaking of drops, in Facility, if you use the no clipping code, you can go across the stall and continue to the vent. Now if you keep going, you see an extremely long drop.
What was Rare planning to do with this?! _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Thu Jul 31, 2008 11:16 am Post subject: |
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glad to hear you solved that problem.
I like that platform. looks really interesting.
Do you plan on placing something in the middle, like cristal panes? |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Thu Jul 31, 2008 8:14 pm Post subject: |
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Maybe I'll put a weapon in that small room in multi, but I'll definitely make windows there.
Sadly though, I was forced to remove the huge vent drop. It was giving me too many clipping issues, and even changing it to a ladder didn't help. I will still have a fall out of the vents, but much smaller.
I've also added a hexagonal doorway. I'll let you guess what kind of door is going there....
Also, another problem. After I added a couple more rooms and playtested, my bullets went through everything! How do I correct this? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Fri Aug 01, 2008 4:35 am Post subject: |
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That really shouldn't happen, with all as primary indices, so I don't get it. I think BMW once complained about this in surface levels. Loving the hex doorway. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Fri Aug 01, 2008 6:58 am Post subject: |
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Ah, the bullet problem.
I ran into that early on when I was first playing around with the hammer editor. In my case, the problem was cuased by not compiling the map with a start point entity.
Did you place an entity (it will appear visually as a small pink cube) inside of your room somewhere prior to compiling? |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Fri Aug 01, 2008 8:03 am Post subject: |
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No. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Fri Aug 01, 2008 9:10 am Post subject: |
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Well then, just select the entity tool and add one anywhere inside of your room.
That SHOULD fix your problem. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Fri Aug 01, 2008 9:57 am Post subject: |
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My guess is that the triangles are being drawn in the wrong order maybe? But I think I still make them double-sided, I forget. Maybe I don't anymore. Any idea why what you're saying helps? |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1369 Location: Michigan  |
Posted: Fri Aug 01, 2008 10:09 am Post subject: |
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It obviously has something to do with the way which the map compiles.
But since I don't understand the inner-workings of exactly how a map is compiled, I'm not sure. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sat Aug 02, 2008 4:45 am Post subject: |
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This is shaping up very nicely, GERage.
I hope you're able to find a way to get through any and all problems with textures and compiling. Any image that is supposed to be transparent has to be a "Secondary" indice. That's something that currently needs to be handled manually and takes a little time and patience. I really should write up a doc on it. Maybe Sub could even incorporate the method into the editor for automation.
Here's a screenshot of a test Dragonsbrethren and myself conducted with one of his Office rooms...
As you can see, a poster has been added on the wall to the right. I've manually darkened the walls to make the green deeper in contrast. Also, a hanging lamp is attached to the ceiling. This image would also have a black outline, but was fixed in Hex Editor as a Secondary indice. We've also tested railings, and they worked fine. The toilet seat should be a fairly simple fix. You can add any of that stuff in, and it can be fixed later.
SubDrag: Would it be possible to allow for vertice RGB modification in the Editor? Like, if I were to click on a vent, which would normally show up grey in colour when making a Hammer map (FFFFFF RGB through conversion), could I change the colour values and export the new vertice file? Not the Indice, so it preserves everything as is, just the vertice. This way, we could further customize our maps even greater. Darken certains rooms, tint specific walls, try to add depth or shadow and hotspots from light. That would be a fantastic new addition to the Editor and a wonderful way to spice up the maps we make. _________________
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