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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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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Mon May 25, 2009 5:50 am Post subject: Level connection and Elevetor |
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Is it possible to connect Dam, Facility and Runway in one level.
Or Surface 1 with Bunker 1
Or Caverns with Cradle, and so on.
And to the elevator : I am sure SURE FOR 100 % that i played Goldeneye in a perfect dark level and there was a glasselevator who brings you up and down. Was this a dream or is it real ( possible )
Maybe we can add the PD Code into GE for a elevator. _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7249 Location: Ontario, Canada  |
Posted: Mon May 25, 2009 6:15 am Post subject: |
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Merging two or more levels together, such as the Surface and Bunker, is a little harder than one would think. There are many things that you must take into consideration when doing so...
a) The number of rooms. I can't recall the exact amount, but GoldenEye can only have a certain number of rooms in one level. If you have more than that, it'll refuse to load. (was it 0x94?)
b) Texture count. There's only so much memory devoted to textures in a map, which would be easily taken up by putting two different stages together, nevermind the objects placed within.
c) Scaling. Every map is scaled differently, so trying to link them up probably won't work. You'd need to modify the size of the rooms, which will distort them from the original.
So, merging two or more maps together into one, though possible, will probably be too much for the game (or hardware) to handle. And those sections that would need forcing, just won't look right anymore. _________________
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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Mon May 25, 2009 11:23 am Post subject: |
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mhm. and who wan´t make this ? Or how we can make this ? Man it would be great. And what is with the elevator / lift ? _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Mon May 25, 2009 11:52 am Post subject: |
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if only there was a way to put goldeneye on a CD so i can have more memory |
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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Wed May 27, 2009 11:29 am Post subject: |
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and what is with the elevator ? _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed May 27, 2009 11:37 am Post subject: |
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GoldenEye's engine doesn't support elevators. Perfect Dark's does, but copying code between games isn't an easy task. |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Wed May 27, 2009 4:47 pm Post subject: |
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GoldenEye's engine doesn't support elevators.... yet. Pretty sure i figured how to do it very hackishly. after im done the map im workin on ill solve it. And for anyone trying elevators the Door bitflag Unknown-00000400 makes sliding doors and shutters(didnt try any else) makes the door maintain its structure when sliding. inno if that makes sence. Well instead of smushing the door into almost a flat surface it moves the whole thing. used on the egypt puzzel room. Theres one less unknown |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Wed May 27, 2009 4:50 pm Post subject: |
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i havnt really looked into the matter yet but since tank mod work has been done one of you know, is the tanks collision a separate model or is the visual used as both? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed May 27, 2009 7:51 pm Post subject: |
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TimEh wrote: | GoldenEye's engine doesn't support elevators.... yet. Pretty sure i figured how to do it very hackishly. after im done the map im workin on ill solve it. And for anyone trying elevators the Door bitflag Unknown-00000400 makes sliding doors and shutters(didnt try any else) makes the door maintain its structure when sliding. inno if that makes sence. Well instead of smushing the door into almost a flat surface it moves the whole thing. used on the egypt puzzel room. Theres one less unknown |
Only one flaw with that idea: Stand in front of the door and it will stop. Objects can't move actors (and actors can't move objects) in GE. |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Thu May 28, 2009 7:51 am Post subject: |
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Quote: | Only one flaw with that idea: Stand in front of the door and it will stop. Objects can't move actors (and actors can't move objects) in GE. |
Correct. Thats partialy how this will work. but thinking outside the box for a sec. Yes objects wont move other objects but i can get a tank into an elevator(door stretched and made to move upwards) without stopping it. Now what i did was boost the scale of the tank largly. I was trying to warp the tank from bottom to the top to create the upward movement. The effect sometimes worked and other times didnt, and looked real bad. But while trying this i noticed something. when i warped the enlarged tank on top of me and i was standing on the vertical clip tri of the tank(the outside wheel track things) i floated up at a constant rate.
Also we know vertical doors will stop when they hit our feet. the wont push but they stop. Try making a ladder and a vertical door on it. as you climb, the door will folow you.
I believe with a modified clipping model of the tank and the way you float on vertical clips, combined with the moving door always staying below you would give the real good ilusion of an elevator. Except door collision on objects isnt as perscise as you would think.it might look a lil choppy.
GEtting down though, the only thing i can think of is making the elevator move at bonds rate of fall. When on the elevator platform, triggering the decline would result in warping the tank collision someplace, triggering the elevator, and falling down
the clip model of the tank(i wish i was at my home pc id draw it or make a quick model) would look like an upsid down heatsink. Thats the only way i can decribe it. A bunch of vertical tris connecting to a flat surface ontop. The vertical tris would have to be close enough so if you were anywhere inside the model you would float.
As i said it was quite hackishly |
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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Tue Jun 02, 2009 12:04 pm Post subject: |
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your idea sounds very good _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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