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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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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Wed Sep 22, 2010 2:43 am Post subject: This is my new level made for Goldeneye 007! |
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This is my new level made for Goldeneye and its call Super Mario brothers.
heres some pics.
I hope you will enjoy this level as much as i did make it guys
And don't forget to read the read me.
Here is the Download.
http://www.mediafire.com/?y63060tx4eacfcs
Oh and i ohmost forgot
Happy 25th Anniversary Mario! _________________ There totally nothing to read here. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Wed Sep 22, 2010 3:20 am Post subject: |
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Hey, now that's looking pretty interesting!
Where did you get a hold of those textures? The blocks and bricks are great. Too bad weapons and ammo don't fall out of the question mark blocks when you break them open.
I'll have to give this a try sometime this week. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Wed Sep 22, 2010 4:21 am Post subject: |
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LOL!
That's epic EA... now all you need is a green & red turtle running around...
Make sure you don't bump into one! D: _________________
Rare wrote: | Perfect Dark Forever. |
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CharAznable0 Secret Agent

Joined: 13 Jul 2010 Posts: 306
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Posted: Wed Sep 22, 2010 8:02 am Post subject: |
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ty for this..very much |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Wed Sep 22, 2010 11:49 am Post subject: |
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Well i got the textrure from capying them off Super Mario all stars.
Oh and i forgot to put this in my post.
I even add a Super Mario Brothers song to the level but it did not work out becuse when it restarts it mess up.
But you can still here the song in the My Stuff file or play the level Dam to here the song. _________________ There totally nothing to read here. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Wed Sep 22, 2010 12:49 pm Post subject: |
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hehe, looks trippy, EA, nice job.
the highdensity textures cause a lot of moiree patterning, though.
I'll have to judge how much that affects gameplay.
Perhaps, if you want to work more on it, you could strecth the brick texture a bit, making some of the floating platforms a bit deeper so you can still keep the 4 rows.
That structure in the center reminds me of these asian gates
by the way, can you enter the building with the doors? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Wed Sep 22, 2010 2:44 pm Post subject: |
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I was also thinking that the top screenshot had the same exact feeling as what you posted. It almost looks like something out of a Kung Fu movie. Super Karate Bros., for the win.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Wed Sep 22, 2010 4:37 pm Post subject: |
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Now you sed it dus look a lot like the ach from a kung fu movie.
But ill update and fix the problems as long as you make a list of things you notests.
And the texture thay are all 32 bit texture none of then past 32 bit.
And what texture Do you want me to strech out. I may do that but the level will look rile bad.
Oh and the castle.
I was going to make a room in it but sents its so hard to do it i just made it look like the castle from the game. _________________ There totally nothing to read here. |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Thu Sep 23, 2010 10:21 am Post subject: |
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Why isnt the game mip-mapping or anti-alisning?
I was looking at the textures in Aztec (The large greyscale ones that must have some fancy compression on them, I thought they were egyption but found them in Aztec) and they look great up close and also good far away as they smooth out. Or at least they seem to???
Trev _________________
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Thu Sep 23, 2010 10:36 am Post subject: |
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Quote: | Why isnt the game mip-mapping or anti-alisning?
I was looking at the textures in Aztec (The large greyscale ones that must have some fancy compression on them, I thought they were egyption but found them in Aztec) and they look great up close and also good far away as they smooth out. Or at least they seem to???
Trev |
I dont even know what mip-mapping or anti-alisning is lol. _________________ There totally nothing to read here. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Thu Sep 23, 2010 5:48 pm Post subject: |
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going offtopic here, but.
@Trevor: It's not the fault of the game, but the "fault" of the emulation, more concretelly the video plugin. The full explanation of the process is very lenghty and covers a lot of topics, even when talking in general high level terms, but basically, it's the emulation not doing it.
The mosaics in aztec don't have any fancy compression, they are simply grayscale, and hence can be bigger than normal color ones, plus each "tile" is actually made of 4 parts. You can go to the modeling forum and there's a thread where I explain multipart textures where you can see this.
While they are grayscale, on the model, they are shaded with some beige.
@EtAr: Antialiasing and mipmapping are 2 common techniques to improve the quality of computer rendered graphics.
antialiasing is a method of sampling a signal at at least double it's frecuency in order to later average the samples avoiding the appearance of aliases, which are undesired artifacts that can appear when you sample a signal at it's exact frecuency.
talking about computer graphics it means that each pixel in your display is not the result of just sampling 1 discrete point of the scene being rendered, but a few such points that fall inside the area of that pixel and then averagin it's values to give a more exact representation of the area that pixel covers and not just a point inside it (normally the center of it)
This is specially useful in the edges of surfaces, so they don't appear as toothsaws or stairs.
mi-mapping (trilinear mip-map interpolation in most n64 graphic microcodes, but that doesn't matter under emulation since it bypasses microcode execution completelly) is a technique to improve the appearance of textured surfaces when the ammount of pixels the surface takes on screen is too inferior to it's native resolution.
If such a situation occurs with no mipmapping, 2 things can happen:
-if there's antialiasing enabled, the area will appear muddy/blurry, since non adjacent pixels would be averaged toghether
-if there's no antialiasing, you'd be facing an irrecognizable "soup" of very crisp pixels with no clear relation bewteen them and would also fail to create a recognizable picture.
mipmapping consists in creating a set of precomputed reduced versions of a texture (this means they are created before the rendering starts, so they are either created at compilation time or at load time),each version having half the dimensions of the previous one, like: 64x32, 32x16, 16x8, 8x4, 4x2, 2x1.
The use of this is that the renderer can choose which of these versions to use depending on the circumstances, to achieve the best possible display quality.
If a surface with that texture is being displayed on your screen taking up, say 31x10 screen pixels, the renderer will probably choose the best fit, which is 32x16, in order to cause the least possible distorsion.
The idea of these mipmaps is that the resampling algorithm used to create them at loat time (before rendering starts) will be of greater quality than the renderer could offer under realtime constraints.
Mip-mapping allows to achieve greater quality in "far" (or small) surfaces when you can't afford such a high quality resampling in realtime, which is, like... always with the current technolog.
There are better things to spend all that processing time on than highquality downsampling of textures on surfaces when you can do it before rendering starts.
hope you liked, if you need more check wikipedia and others for pretty pictures  |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Thu Sep 23, 2010 7:51 pm Post subject: |
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Wow cool post Radorn. Thanks for the FAQ  _________________ There totally nothing to read here. |
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PaRaDoX 007

Joined: 17 Oct 2009 Posts: 713 Location: Grid  |
Posted: Fri Sep 24, 2010 5:49 am Post subject: |
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wow looks neat. good job EA! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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oldyz 007

Joined: 02 Dec 2009 Posts: 607
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Posted: Fri Sep 24, 2010 5:07 pm Post subject: |
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very good
Thats what happens when Bond gets captured and Drugged
never take weird vaccines |
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