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Train mp map rewrite
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bmw
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 PostPosted: Wed Aug 13, 2008 10:37 am    Post subject: Train mp map rewrite Reply with quote Back to top

This is a really crude screenshot as there's still a lot to be done, but I plan on opening up the tunnel and making the windows between the inside of the train and the outdoors area open. I did finish lighting the tunnel (its normally pitch-black in-game so you wouldn't even know its there) and I opened up one window. What is going to make this very difficult to complete is that the window frames from the inside don't all line up perfectly with the outside, so some manual coordinate hacking of the verticie file will be necessary.



This brings me to a question for subdrag - would it be possible to implement a bg modifier into the editor, just like you did for the RGB shading? It would be VERY similar, only difference is that when you click on a triangle, you would want a pop-up box containing the verticie coordinates (XXYYZZ) instead of the RGBA box. Saving the .bin file would be the same process as we're still talking only the verticie file.
 
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Wreck
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 PostPosted: Wed Aug 13, 2008 1:37 pm    Post subject: Reply with quote Back to top

Wow, that's looking great, BMW!
You had mentioned about lighting the tunnel, but opening up the windows on the train cars? Now that's cool. You've got some really nice stuff in the works, that's for sure. Smile
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Dragonsbrethren
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 PostPosted: Wed Aug 13, 2008 1:44 pm    Post subject: Reply with quote Back to top

Yeah, those open windows really...well, open the map up. The tunnel looks great with lighting too. Smile
 
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Kode-Z
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 PostPosted: Wed Aug 13, 2008 2:24 pm    Post subject: Reply with quote Back to top

I'm impressed! Who would have thought that a touch of lighting can add a new feeling to a map?!

Great stuff! Very Happy
 
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radorn
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 PostPosted: Wed Aug 13, 2008 4:35 pm    Post subject: Reply with quote Back to top

I love levels where you have some buildings you can get in and out of with windows and all that crap.

Now changing matters a bit.
I have no hacking skills at all, but I wonder.
Couldn't this same thing be done exporting the level's geometry to obj, editing in some 3d software and then reimporing which would make the editing stuff a lot simpler instead of hacking the geometry data directly?

I guess that since you do it that way, there must be a reason. I can think of some but I still can't be completelly sure.
I don't mind receiving the response in a PM if this is considered not pertaining to the thread.
 
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bmw
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 PostPosted: Wed Aug 13, 2008 5:10 pm    Post subject: Reply with quote Back to top

For these particular mods, it would actually be more difficult to do it that way because its equally important that both rooms line up perfectly. That, and I haven't yet figured out a way to export an individual room to a hammer-compatible room.

btw - after hours of painful hex modifications, I finally have 1 window done perfectly. Everything both inside and outside lines up properly and bullet travel and portal visibility work as well.

Now only 9 windows to go Exclamation



Last edited by bmw on Wed Aug 13, 2008 5:14 pm; edited 1 time in total
 
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SubDrag
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 PostPosted: Wed Aug 13, 2008 5:11 pm    Post subject: Reply with quote Back to top

I'll look into doing that this weekend. Same with tu,tv coords.
 
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bmw
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 PostPosted: Wed Aug 13, 2008 5:22 pm    Post subject: Reply with quote Back to top

Excellent. I hold off on any more manual mods for now because they take so freaking long to do.
 
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SubDrag
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 PostPosted: Sat Aug 16, 2008 8:12 am    Post subject: Reply with quote Back to top

Grab the latest beta. I've added the ability to edit the coordinates of vertices. Also, I now show red, green, blue triangles to indicate points (0, 1, 2), and also I display the vertice #s when you click.

TU/TVs I'm still not sure how I'm going to do it, so it's not in for now.
 
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radorn
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 PostPosted: Sat Aug 16, 2008 9:08 am    Post subject: Reply with quote Back to top

where do I get beta goldeneditor releases?
it it the same download as in goldeneyevault?
 
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SubDrag
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 PostPosted: Sat Aug 16, 2008 10:38 am    Post subject: Reply with quote Back to top

pm'd address
 
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bmw
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 PostPosted: Sat Aug 16, 2008 9:48 pm    Post subject: Reply with quote Back to top

I had a chance to take a quick look at it, so far it seems to work ok. I'll let you know within the next few days when I get back to working on the train if there are any issues I have with it.

btw - what are the tu/tv coords?
 
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SubDrag
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 PostPosted: Sun Aug 17, 2008 6:14 am    Post subject: Reply with quote Back to top

For each triangle, it's how the texture is applied to it.
 
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bmw
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 PostPosted: Sun Aug 17, 2008 1:32 pm    Post subject: Reply with quote Back to top

The coordinate editor works great, though as a matter of personal preference I liked the older version of the RGB box - the problem is that with relatively dark shadings, the numbers are unreadable as the font color is black and thus blends in. The color selector can stay, just don't shade with that color over the value boxes.

Also as a personal preference I prefer decimal to hex, and I know wreck prefers hex, can you just have a checkbox somewhere on the rgb box that says "hex" that when checked, values are hex, but when unchecked, values are decimal?

I've completed 5 of the 10 windows so I'm halfway there, and surprisingly, with relatively minimal impact on framerates. I hope though that opening up a few more rooms from the outside doesn't start to really have an impact because I suspect I'm getting close to being there. I still have to do quite a bit of lighting modification too, some parts of the train need to be brightened up.

Also made a minor clipping mod allowing you to scale the lower half of the mountain to get a better view of the train. Its a pretty small area and I didn't clip the steeper top half. I will likely be making some clipping modifications from the inside near the windows, allowing you to get slightly "closer" to the window because right now you can't get close enough to see the ground.

 
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SubDrag
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 PostPosted: Sun Aug 17, 2008 4:38 pm    Post subject: Reply with quote Back to top

OK added the textbox between hex/decimal, grab the newest beta. Also removed the coloring of text you didn't like.
 
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