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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: Tue May 12, 2009 1:28 am Post subject: |
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Nice! |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue May 12, 2009 1:37 am Post subject: |
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That's great news, Flops!
I hope we get to see some in-game shots in the near future. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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monkeyface Moderator
Joined: 05 Apr 2008 Posts: 275
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Posted: Tue May 12, 2009 6:55 am Post subject: |
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Looking good, I have to say. Really dark and gritty. Where are the textures from? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue May 12, 2009 11:52 am Post subject: |
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I'm not sure about all of the textures, but many are from another game called "Hexen". It was a fantasy / magic first-person shooter, that was also released on the N64. I was never a big fan, but atleast something good is being taken from it. _________________
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Tue May 12, 2009 1:47 pm Post subject: |
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Actually, every texture was taken from Hexen lol
BTW,
I'm going to need some guidance on importing into the editor, I'm a bit rusty.
I've exported from Crafty
I have all of the bmps in either 32x32 or 32x64
I've created textures.txt
I just need some help on what to do next.
Thanks |
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Entropy Soldier Secret Agent
Joined: 13 Feb 2009 Posts: 263 Location: GE:S |
Posted: Tue May 12, 2009 2:30 pm Post subject: |
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okay, I'm on this stage too ( i was waiting for the secondary indices tutorial, but i'll probibly just finish up the map, and revisit it when the tutorial is finished.)
anyway, from memory:
make sure all the textures are 256 color bitmaps, and create a text file with all the texture names (be sure to add .bmp after it) for that room in it.
now go to the GE editor, file>new, put w/e scale works, and open the visual editor.
go to convert:
GE room axis swapped (and add textures file)
Convert all your rooms, then create the output rooms text file (the contents are in the "hammer information roundup" topic in "map creation guidance")
throw that text file and all your room data files in the same folder
Go to change room positions mode, right click on the map, select output (or export, i forget) room posistions file, select your output file, and there you go.
(you may need to save it as a project ,and then re-open it for extra textures to appear)
If this doesn't work, i probibly missed something. If such is the case, use the topic mentioned above and the "new levels" tutorial on goldeneye vault. |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Tue May 12, 2009 2:32 pm Post subject: |
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How do I convert to 256 color bitmaps with out losing a lot of quality? |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue May 12, 2009 3:13 pm Post subject: |
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Well, I'm not sure if it is the best option, but I have used a program called IrfanView. Quite popular image viewer.
It has a quite complete conversion wizard, not very intuitive or comfortable to use, but effective, at least.
I thought that picture would show more differences, but seems it did not.
However, other images did when I converted them in the past for my WIP SM64 map.
If you don't want to download and install it, you can send me the textures and I'll be glad to convert them for you.
EDIT:
Done http://www.filedropper.com/bastion8bit
There are 2 sets. Second one is dithered. There may be minor differences, just choose the images you think look best or closest to the original from each set. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed May 13, 2009 12:41 am Post subject: |
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Hexen textures should convert to 8-bit with no problem, since Hexen ran on a highly modified Doom engine, and all textures were limited to its 256 color palette. |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Wed May 13, 2009 5:42 pm Post subject: |
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Couldn't help posting this, I love this part of the map.
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r.e.l. 237 Secret Agent
Joined: 12 Mar 2008 Posts: 270
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Posted: Wed May 13, 2009 8:46 pm Post subject: |
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awesome is all that can be said
would it be hard to make like an outdoor or another version kind of like a if it were the ruins? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Thu May 14, 2009 12:14 pm Post subject: |
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I'm really looking forward to seeing this map in GoldenEye. Though it doesn't quite suit the Bond world, it's a very interesting environment that should make for a unique experience. I just hope that the textures and clipping all turn out good. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Thu May 14, 2009 5:49 pm Post subject: |
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Okay....I am completely stumped on getting this into the editor. If anyone could please volunteer to see if they can get this into the editor, that would be greatly appreciated...thank you very much. |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Fri May 15, 2009 7:31 pm Post subject: |
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...Anybody? |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri May 15, 2009 7:41 pm Post subject: |
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Is it in .obj format? First step is to get it converting with the bmps, etc, into GoldenEye format using the convert to bgfile feature in visual editor.
It'd be great if someone could write a very in-depth tutorial on how to do so, mine on the site is out of date. |
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