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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: Wed Jan 27, 2010 8:44 pm Post subject: |
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It's hard to visualize these two levels combined, but I would say remove the rooms that are farthest from the center of the map to help keep the size of this map down. _________________ 304 HP |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Thu Jan 28, 2010 1:19 am Post subject: |
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Hm maybe ill do that one insted. _________________ There totally nothing to read here. |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Thu Jan 28, 2010 2:12 pm Post subject: |
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i know what to do.
If it can be preformed with ease, move complex so that its side matches up with aztec (as opposed to being in the corner)
Take the lookout area from the V walkway area and add another hall to it, which connects to the area you have already made that overlooks the shuttle launch bay.
Then, make a hallway that connects the wall under the catwalk in the area you currently connect to aztec that joins that room to the pillar/chasm room in the ruins (or a room near it). Now, connect the ditch to the control room, completely circumventing the area above the ditch. Now delete the room that originally allowed you to descend into the pit, that alcove in which you start, and have the new connection from the ditch go to where the deleted rooms connect to the control room.
Finally, just fuse some rooms together to undermine the room limit.
Anyway, hope that helps |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Thu Jan 28, 2010 6:14 pm Post subject: |
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Wow that is way to complex for me Entropy Soldier but maybe ill do it _________________ There totally nothing to read here. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Jan 30, 2010 1:52 am Post subject: |
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Yeah, that's quite a bit to take in, E-Sol. I can picture a fair amount of it, but not everything. Sounds like it'd be quite a bit of work, and also require modification of original stage architecture. I don't know if Aries wants to get that in-depth with this project or not. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sun Jan 31, 2010 10:11 pm Post subject: |
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i got to ask thu wud DeleD be abel to tell me all the rooms perfetly Guys? _________________ There totally nothing to read here. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Feb 01, 2010 7:18 am Post subject: |
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DeleD doesn't like the "g" flag for groups in the obj file; it uses the "o" (object) flag to group geometry instead. The editor outputs primary or secondary with the "o" flag under a "g" flag, so if you look at the scene viewer you'll see something like primary primary secondary primary primary primary secondary ... etc instead of room numbers. You can manually rename them to primary RoomXX or secondary RoomXX and they'll import fine. |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Mon Feb 01, 2010 3:56 pm Post subject: |
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So maybe my level i ben makeing may not have 179 rooms so maybe it ant Rite? _________________ There totally nothing to read here. |
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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Sun Mar 07, 2010 2:29 am Post subject: |
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great i can´t wait to play that. but whats the problem ? can ou not import the map into -the GESE ? _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sun Mar 07, 2010 3:08 am Post subject: |
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The only prblem is that i cant tell how meny Rooms are thar in DeleD and i may Dellet my level to much and well it will look Terbel and even if i got it in the editor my Texter is all mess up to i do not no how to fix this _________________ There totally nothing to read here. |
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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Sun Mar 07, 2010 3:51 am Post subject: |
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ohhh that problem... damn unfortanaly i can´t help you. what´s with the other ? they can sure halp you . _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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