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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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Feb 05, 2010 1:39 am Post subject: What You Can't See in the Bathroom... |
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I came across this interesting bit while checking out the clipping tiles in the Felicity. I knew there should be two ladder tiles in the bathroom, so I figured Rare would've built them based on background geometry. When I clicked on the wall in Edit Rooms mode, nothing appeared to happen. Usually the selected tile will turn colour, but this one didn't. Going directly to the side, I was able to successfully click on a wall tile. So, when I clicked back on this invisible piece or architecture, I noticed it was using the same texture as the hanging vent cover. Checking it out in the Vertice Colour menu, I noticed that the alpha was all the way down. Turning it back up to full gave me this result...
So that's how Rare did their ladders a little more easily. They made the basic size and shape in the BG, reduced the alpha so that the texture would never be seen, and built their clipping off of it. Rather clever, really. _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Feb 05, 2010 6:55 am Post subject: |
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That's pretty cool, makes a lot of sense really, since clipping is auto-generated. The second thing I can't believe is that I'm reading alpha properly. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Feb 05, 2010 12:30 pm Post subject: |
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I wonder if there is more stuff hidden like that. I would've thought they would reimport the room after doing the clipping and remove stuff like that. We know they redid the bathroom at least once, since it used to have sinks. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Feb 09, 2010 9:22 pm Post subject: |
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The railings in Felicity have handrails, which are visible in the editor, but don't appear in-game. There is also a diagonal crack in the wall next to the "back" staircase leading to the new vent drop-in area; proof that the original designers had to contend with rounding errors as well? Also, I just noticed that the bathroom's floor tiles are the original GE wall tiles... |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Wed Feb 10, 2010 5:27 am Post subject: |
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Diagonal crack: Took me a while to find this, but you're right. It's running along the back wall, just slightly above the stairs (about two steps down from the top). Looks like one of the tris had a single point 1 unit off. It's the lower of the two, blue point, Y Coord. They have it set at -505.0, when it should be -504.0. That fixes it, at least in Visual Window. Could be done vice-versa, too. They must just not have taken notice of it. Good find. (I remember seeing something similar in another map, but now I can't remember it...)
Handrails: This isn't on all of the rails, though, is it? I do see it on the railings in the same area as the crack. Interesting that they don't display in-game. Maybe the incorrect indice commands were used for it, much like the hanging "beam of light" texture in Depot?
Tiles: Well, I guess Rare is into recycling. I suppose I'd rather have my walls become a floor, than my floors become a wall.  _________________
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Feb 15, 2010 12:19 am Post subject: |
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Wreck wrote: | Tiles: Well, I guess Rare is into recycling. I suppose I'd rather have my walls become a floor, than my floors become a wall.  |
I don't believe it, even after noticing the floor, I missed that they're on the ceiling too.  |
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