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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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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Fri Jun 29, 2007 11:08 pm Post subject: |
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I recently had a bunch of 2 player battles with my friend in Car Park and G5 (and one Citadel). Car Park and G5 are AMAZING. License to Kill really felt like we were playing the game all over again, just with a new level. It was stunning. About 5 videos will be coming soon! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
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ryanoasis Agent

Joined: 26 Dec 2007 Posts: 28
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Posted: Wed Mar 25, 2009 8:58 pm Post subject: |
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Wow. gun replacement is very cool!
Just got done gaming on kaillera .. wish more people had the map packs. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1077
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Posted: Thu Mar 26, 2009 11:22 pm Post subject: |
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I am seriously impressed! I NEVER expected that this would be possible!
Isn't it funny how Goldeneye is starting to open up to us "for our eyes only!" _________________ No Mr. Bond, I expect you to be re-coded! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Fri Mar 27, 2009 2:19 pm Post subject: |
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I'd started attempting to port object models almost two years ago, but ended up going in another direction. Since I've been learning more and more about how the models are constructed, I thought I'd go back to PD and see what I could do. I already have a few things ported (cheatingly, for now), but need the textures imported for them. Handguns and other handheld props should all be straight ports, thankfully. The PD Remote Mine is just awaiting its textures.
The first post was edited with a new update. _________________
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Mar 28, 2009 7:10 pm Post subject: |
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Whoa, never noticed this before, good thing you resurrected it also!
Don't remember where I read a long time ago that you were going to remake GE in PD, but it now seems that you are bringing a good chunk of PD into GE instead  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Sun Mar 29, 2009 1:06 am Post subject: |
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I'd still absolutely love to see maps from GoldenEye in Perfect Dark, but a direct port isn't likely to happen. Since GE uses Stage Scales, the level backgrounds are all enlarged (only exception is Facility, which is actually shrunken down a little) for gameplay. PD, on the otherhand, had all of their maps modelled at a 1:1 scale. No stage scaling present. What looks like it could have been a scale entry in the level setup block, doesn't do anything. So we're left with very small GoldenEye maps that we can't really fit inside.
If you attempt to modify the rooms to make them 1:1, you end up with fractions that need to be rounded. The end results? A slightly distorted room that will no longer connect perfectly with the next. I tried it with the Caves... Didn't look very pretty.
You'd have to import the map into a model editor, rescale it, reposition those stray fractions to whole points, and hope everything looks alright when you're finished. It's either that, or get the scaling system to work in PD. I'd far prefer the latter.
Many of the object models should work fine, though. You can rescale them in the setup list to properly fit the world of PD. It's just that there are a lot of unknowns in the Perfect Dark hacking department, as of this time. It'd be nice to learn some more about it one day. _________________
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sun Mar 29, 2009 3:46 am Post subject: |
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So, I presume that the PD doors could be ported too? Hopefully, the PD characters will make it eventually aswell!  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Mon Mar 30, 2009 12:56 am Post subject: |
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Yeah, even the doors with glass should be portable. However, there is a part of the object model file that I'm not totally sure how to handle, which is where I'm forced to cheat. I just leave it out completely, change the type of object to be a handheld, and hope that it loads okay. So far, there hasn't been any problems doing this. But that's only for standard objects. More complex models may not work this way. I guess I'll have to try one to know. And I haven't tested this with a door, yet. That'll be high on my list of things to do when I get back. _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Tue Apr 07, 2009 7:37 pm Post subject: |
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Added an image of the PD Remote Mine to the first post. I'll try to get the villa sofa textured tonight and a picture of it up online. _________________
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The Extremist 007


Joined: 07 May 2006 Posts: 695 Location: Winnipeg, MB, Canada  |
Posted: Tue Apr 07, 2009 9:47 pm Post subject: |
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I would just love to see GE models and levels in PD, but it just had to go and be a million times harder to do that...  _________________ Pure hand-drawn goodness.  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Thu Apr 09, 2009 9:41 am Post subject: |
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Added a shot of a ported door to the original post.
We'll probably see GE prop models in PD long before stage backgrounds. Although, technically, I've already ported rooms from levels like Caves and Runway into Perfect Dark. The only problem was their scale being so off. Facility is about the only one large enough for you to properly play in. A big chunk of that map already exists in PD, so it's not the most desirable.
Edit: Included a picture of a glass door in the first post. _________________
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Thu Apr 09, 2009 12:40 pm Post subject: |
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Excellent work :D
I'm quite interested in that glass door, do you believe it will be possible to create custom models with glass soon? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Thu Apr 09, 2009 12:51 pm Post subject: |
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Yeah, that's something we should certainly be able to pull off. I should actually give that, as well as a monitor object, a test tonight. I imagine it shouldn't be too difficult, even though the Institute Glass Door was a bit of a pain. Once you get one going, the next has to be easier...
Let's hope.
Edit: Stuck up a picture of a monitor object in progress. _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Fri Apr 10, 2009 6:53 pm Post subject: |
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The wooden door w/ indents from levels such as Felicity, the Carrington Institute, and the dataDyne Headquarters at Lucerne Tower, has been added to the original post.
Edit: A special prop has been included in the first post.
Edit ii: All of the wine bottles from PD have been ported. See the original post for a picture.
Edit iii: A few metal crates can now be found in my first post.
Edit iv: More special crates have been included. _________________
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