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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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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sun Nov 02, 2008 8:44 am Post subject: [POSTPONED] Ravine Multi v2 [PD Port] |
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I've been thinking about modifying Ravine for a while now. It has bugged me that due to the lack of elevators in GE whilst the level is good, it wasn't as good as it can be.
I am planning on adding ramps between the big gaps, and deleting the pipes from the map amongst other things. This was a request/idea from GE MASTER.
Be prepared for a new Ravine!
If you have played Ravine GE and would like to suggest anything, please post your ideas here! They are most welcome! 
Last edited by Kode-Z on Wed Nov 19, 2008 5:26 pm; edited 4 times in total |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sun Nov 02, 2008 5:21 pm Post subject: |
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This is my first time with modifying a BG file. When I'm done do I just have to "Save As Project" or do I have to export the new BG file first? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Nov 02, 2008 5:40 pm Post subject: |
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It depends what you do. There are two save as modes - one reexports all the rooms, prob you don't want that, so you will need to use non-export room and export bgfile directly into same folder. |
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DELETED Guest
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Posted: Sun Nov 02, 2008 5:55 pm Post subject: |
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DELETED |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Nov 02, 2008 6:32 pm Post subject: |
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If you save as project it will install whatever was in that folder (DO NOT PUT 2 levels in same folder!!) or install PD pak it will. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sun Nov 02, 2008 6:58 pm Post subject: |
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Some pics!
The yellow pipe area (modified):
Where I'm going to place a ramp:
That's it for now - more updates soon! |
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(Skorpion) Guest
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Posted: Sun Nov 02, 2008 7:56 pm Post subject: |
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I like the idea of the ramp being there in place of the pipes. Does it make clipping easier? Or did you just do it to spice the map up more? |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Nov 03, 2008 4:30 am Post subject: |
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Skorpion wrote: | I like the idea of the ramp being there in place of the pipes. Does it make clipping easier? Or did you just do it to spice the map up more? |
Clipping the pipes is doable, but very time consuming. Ramps are easier to clip, and seeing as Ravine has ramps in it anyway, they won't look out of place if you know what I mean!
A quick question for those who play GE multi - how many dead ends do you think is ideal in a map? |
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DELETED Guest
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Posted: Mon Nov 03, 2008 4:34 am Post subject: |
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r.e.l. 237 Secret Agent

Joined: 12 Mar 2008 Posts: 270
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Posted: Mon Nov 03, 2008 7:28 am Post subject: |
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Kode-Z wrote: | Skorpion wrote: | I like the idea of the ramp being there in place of the pipes. Does it make clipping easier? Or did you just do it to spice the map up more? |
Clipping the pipes is doable, but very time consuming. Ramps are easier to clip, and seeing as Ravine has ramps in it anyway, they won't look out of place if you know what I mean!
A quick question for those who play GE multi - how many dead ends do you think is ideal in a map? | About 2 is good with some good weapons in it |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Nov 03, 2008 10:15 am Post subject: |
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A quick question for SubDrag - is it possible to change the texture applied to a vertice, or would I have to import a room with the red catwalk and use that? I had the idea of using the yellow pipes vertices for the ramps. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Mon Nov 03, 2008 4:39 pm Post subject: |
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Your best bet is to do that manually - there's no way in editor to do it, it's tough since the same texture is usually drawn with many triangles at once, but in your case it might be ok. Look for C0 texture commands in indice file and adjust the texture. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Tue Nov 04, 2008 9:59 am Post subject: |
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Ok, I'll give it a try... |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Tue Nov 04, 2008 4:18 pm Post subject: |
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Testing new textures:
Just trying new textures - it's amazing how a level can have a new feel with new textures!  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Tue Nov 04, 2008 4:47 pm Post subject: |
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Yeah wow, so different looking. Kinda like it. |
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