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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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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Fri Jul 03, 2009 6:21 pm Post subject: [WIP] Cliff Base |
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I'm back everyone!
My next project, the sequel to Storage (Cliff Base), is in the works. Here are a few areas to get a feel for what it could look like (feel free to suggest changes).
Cliff Vista:
Hallway:
Glass Tube:
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Jul 03, 2009 6:27 pm Post subject: |
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Looks pretty cool so far. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Jul 04, 2009 2:31 am Post subject: |
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I like the hexagonal catwalk area.
The ceiling light fixture looks cool, too.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sun Jul 05, 2009 4:58 am Post subject: |
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i really like that glass tube idea.
it would actually be possible to make the entire thing glass by stretching a clipping from one end to the other and replacing the walkway with another pane of glass. |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Sun Jul 05, 2009 7:36 pm Post subject: |
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Entropy Soldier wrote: |
it would actually be possible to make the entire thing glass by stretching a clipping from one end to the other and replacing the walkway with another pane of glass. |
Never knew you could do that! Might as well try it.
But meanwhile, I'm having a few problems aligning the glass tube properly...any idea of what's happening?
In Editor (how it should appear):
In-game:
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sun Jul 05, 2009 8:00 pm Post subject: |
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ah, it did that to me in compound, but i think I've figured it out
your using the "insert special objects" for this, right?
anyway, the height modifier (green arrows) seems to have no use...but apparently it offsets the where the glass appears (i think it makes the glass block thicker, but it only draws one side so it appears to just push it away). When you use the "all expand" function (purple arrows) it also seems to raise the height value too.
What you want to do is use the green arrows to make the value as close to 0 as possible (if it is zero the "default dimensions" mode kicks in and the glass becomes a square in the editor). There might be a more efficient way to do this, but i just solved the problem myself an hour ago, so i'm not aware of it.
Anyway, hope you can get this working. that glass tube looks really neat. |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Sun Jul 05, 2009 8:28 pm Post subject: |
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The tube isn't a special object, but I'll try your helpful advice on the unaligned glass panes making it up. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Mon Jul 06, 2009 2:03 pm Post subject: |
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Editor may not be perfectly doing glass, though I thought I had that working. It looks very cool but alas prob trial and error will be it... |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Mon Jul 06, 2009 2:21 pm Post subject: |
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Sadly it didn't work. Shrinking the height isn't making the glass align perfectly; the glass only APPROACHES perfect alignment. Thanks for the advice anyway.
Edit:
Sub, you're right. The tube's aligned after many attempts! |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Sat Aug 08, 2009 11:27 am Post subject: |
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Made some progress in the last month! Some new rooms....
Finished Glass Tube:
Meeting Room*:
Lab Area:
Nearby Room:
Another Tube:
Cave:
Water Room**:
*The hole is there for a reason; I won't spoil anything!
**The water animates, but lines appear on it for some reason. |
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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Sat Aug 08, 2009 11:36 am Post subject: |
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HEY MAN IT IS AMAZING THIS MAP. IT LOOKS VERY COOL. I think i would need month, to create such a levle, but maybe not.
But GERage, you make this very good. Maybe this one would going to be my favourite map. Yeah _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sat Aug 08, 2009 3:17 pm Post subject: |
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Glad you could get the glass tube working, i really like it. Though i've noticed it doesn't have the ring in the middle like the first image. Oh well.
hmmm...I'd say try to spice up the walls a bit. Right now they're quite bland. Perhaps do what you did with the pillar, make the bottom half tile, and the top half the texture you have now. |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Sat Aug 08, 2009 5:42 pm Post subject: |
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Bad news ES. I tried tiling the walls of the lab, but when I converted it to GE format, the tiled section of the wall had a lot more tris than expected. Since lots of tris = framerate drops, there is a dilemma here.
Either it's bland walls with a high framerate, or cool walls with some slowdown. Which to choose?  |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Aug 08, 2009 6:56 pm Post subject: |
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luv da toob  |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Aug 09, 2009 12:20 am Post subject: |
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GERage wrote: | Bad news ES. I tried tiling the walls of the lab, but when I converted it to GE format, the tiled section of the wall had a lot more tris than expected. Since lots of tris = framerate drops, there is a dilemma here.
Either it's bland walls with a high framerate, or cool walls with some slowdown. Which to choose?  |
You could always try opening the obj in another program and optimizing it a bit (TimEh's video tutorial shows you how to do it with Softimage).
The map looks great, by the way. The texturing in the caverns portion looks a bit off though. |
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