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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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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Thu Aug 13, 2009 8:05 pm Post subject: Finally made a working map. |
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So after following every tutorial a thousand times and evaluating every single step for errors I was probably doing and starting over a million times I successfully made my first working map .
But I have one question regarding textures. How would I go about making walls like the ones in the archives with two colors or like the walls in this picture? Is it basically two different brushes or a certain texture?
EDIT: I might have spoke too soon. My level design loads but i have the ability to run everywhere. I can run past the walls and into oblivion. Also, its just two rooms that are connected and when i'm standing in the first room i can see the second room but when i enter the second room it disappears... any possible explanations? _________________ 304 HP |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Aug 14, 2009 3:44 am Post subject: |
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Yeah, Archives' walls are just two different textures. Depot, on the other hand, uses the same texture but recolors the bottom portion of the walls to make it look like there are two textures used.
For your problems, check clipping first of all, there's probably an error there if you're able to leave the map. Also check your portal, since it sounds like it's not placed right. Auto-portal is usually the best option for doing portals, because they do have to be right on the room boundary to work perfectly. |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Fri Aug 14, 2009 7:05 am Post subject: |
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I checked the clipping and the problem was the .obj I imported for clipping was one room so all the clipping was assigned to room 1. And i didn't think about auto portal so I'll do that, but what happens when auto portal doesn't quite get everything? How do I go about making the portals work? _________________ 304 HP |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Fri Aug 14, 2009 8:33 am Post subject: |
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From BMW on my compound topic:
Quote: |
I have some advice for portaling - use the auto-portal feature, export that to a text file, and then you'll probably have to manually do some stuff - mainly, adjusting the vertical height.
You can find the exact position of where you want the corner of a portal to go by going to room position mode, right-clicking the tri where you want your portal corner to border, choosing modify tri points, and seeing exactly what the coordinates are for that tri. Then you can put those coordinates into your portal file and re-import the portal file. |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Sat Aug 15, 2009 5:09 am Post subject: Re: Finally made a working map. |
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Camaro wrote: | I might have spoke too soon. My level design loads but i have the ability to run everywhere. I can run past the walls and into oblivion. Also, its just two rooms that are connected and when i'm standing in the first room i can see the second room but when i enter the second room it disappears... any possible explanations? |
Maybe you are using the same clipping from the level you saved over? _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape
Last edited by HackBond on Sat Aug 15, 2009 8:31 am; edited 1 time in total |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Sat Aug 15, 2009 5:35 am Post subject: |
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I think you are right HackBond. I think I was using elements from the level saved over because in the visual editor every now and then my view would get blocked, probably from some part from the old level. I recently made and imported a new map that doesn't have the same clipping problem as I had but I'm still having trouble getting the clipping to work right. _________________ 304 HP |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Sat Aug 15, 2009 8:27 am Post subject: |
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Camaro wrote: | Also, its just two rooms that are connected and when i'm standing in the first room i can see the second room but when i enter the second room it disappears... any possible explanations? |
This problem occurs because your clipping tiles are not assigned to the proper rooms.
Also, before you import your clipping file, import a file called "emptyclipping.bin" from the Clipping folder in the GE Editor directory. This'll delete all the clipping from the old level. |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Sat Aug 15, 2009 1:08 pm Post subject: |
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GERage wrote: | Camaro wrote: | Also, its just two rooms that are connected and when i'm standing in the first room i can see the second room but when i enter the second room it disappears... any possible explanations? |
This problem occurs because your clipping tiles are not assigned to the proper rooms.
Also, before you import your clipping file, import a file called "emptyclipping.bin" from the Clipping folder in the GE Editor directory. This'll delete all the clipping from the old level. |
In a future version of the editor, this should be an option when you right-click, "remove clipping". Hate looking for the emptyclipping.bin file, and I hate going to the GE root directory to choose it if I can't find my local copy... Hate is a strong word, I know, I know. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sat Aug 15, 2009 2:29 pm Post subject: |
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I had no idea this was a desired feature. It's in latest beta if in clipping mode, right click not on tile and on bottom is Delete all tiles. |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Sun Aug 16, 2009 3:22 pm Post subject: |
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Is there a way to import clipping from a .obj file that would properly assign the clipping to rooms or at least work properly? Because i think that would be really convienient.
Also, when I start up my level everything from the intro block works except for the starting gun and ammo for bond. anyone know what's going on? _________________ 304 HP |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sun Aug 16, 2009 4:10 pm Post subject: |
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Yes, if you put g RoomXX in clipping files now it will import properly. It was fixed after TimEh's video so grab a recent editor. |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Mon Aug 17, 2009 1:46 pm Post subject: |
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Clipping in general is proving to be bothersome. Are there any tutorials or resources I can use to learn about the art of clipping? _________________ 304 HP |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Mon Aug 17, 2009 2:06 pm Post subject: |
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You're absolutely right, clipping is bothersome and needs a good tutorial. |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Tue Aug 18, 2009 12:51 am Post subject: |
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Camaro wrote: | Clipping in general is proving to be bothersome. Are there any tutorials or resources I can use to learn about the art of clipping? |
Use TimEh's Video Tuts  _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Tue Aug 18, 2009 2:54 am Post subject: |
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But his tutorials use XSI and right now I can't get XSI to work so I need to know how to do clipping with the editor. I think a clipping tutorial would be great, how long should i expect it to take to get written and posted? _________________ 304 HP |
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