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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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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Sat Aug 28, 2010 6:19 am Post subject: [Updated 11/14/10]: Texture Work |
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Soviet Military Reservoir(Dam)
Progress:Work In Progress
Description: An Updated/New Version of the Dam, a lot of work
is going into this so this will take a long while.
Texture Progress: 35 % Complete
Mission Detail Progress: Drawing-Board
Beta Facility Restoration
Progress:ON HOLD
Description: Re-creating the early development version of the Facility.
Texture Progress: ON HOLD
Mission Detail Progress: N/A
Guards & Characters
Progress:Work In Progress
Description: Introduction of new characters for use in missions and other future works.
Texture Progress:
[Siberian Commando]
COMPLETE
[CIA Agent]
ON HOLD _________________ Who?
Last edited by NapalmNero on Sun Nov 14, 2010 12:15 pm; edited 3 times in total |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Sat Aug 28, 2010 9:50 am Post subject: |
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That's pretty good _________________
Rare wrote: | Perfect Dark Forever. |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sat Aug 28, 2010 11:49 am Post subject: |
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Are you makeing it look like the beta Goldeneye? _________________ There totally nothing to read here. |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Sat Aug 28, 2010 12:00 pm Post subject: |
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EternallyAries wrote: | Are you makeing it look like the beta Goldeneye? |
Pretty much, and with the advent of Dam Overture by MRKane as well as the master prop list from the GoldenEye Wiki, this could probably be done in a much greater detail than before.
This is going to take a long time, and I'm only doing early testing in Facility. What is to come next?
Who knows, I'm just gonna take this one step at a time and not get ahead of myself like I did with my now failed Source Project for TF2. _________________ Who? |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Aug 28, 2010 1:26 pm Post subject: |
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nice job  |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Sat Aug 28, 2010 1:33 pm Post subject: |
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@radron - Thank you
There is one problem I am eventually gonna run into; so might as well get it out of the way.
The Red, Grey, Yellow, and White Tanks. I can't exactly change the textures without having the color stay; so it comes to recoloring them.
Is there anyway to recolor all of the verticies(spelling?) at once without having to do them one by one? and how do I stop that bleeding effect[example: When I tried to re-color the Yellow tank; I got the gray on there. But the yellow remained.] _________________ Who? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sat Aug 28, 2010 11:43 pm Post subject: |
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Very interesting project you're taking on, Nero. It's alright looking pretty good. There's quite a few shots of the Facility for you to work with, so you're actually rather lucky there.
As for recolouring the tanks in the processing room, you'll probably have to do those on a tri-by-tri bases. Right-clicking on the tile you want to modify, selecting the right option from the menu window, then adjusting the RGB values accordingly. The other way to do it, though it won't be pefect and will require updating afterward, is to copy and paste an RGB value. I can't remember what the keyboard commands are, but you should be able to find them in the Visual Editor Help window. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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CharAznable0 Secret Agent

Joined: 13 Jul 2010 Posts: 306
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Posted: Mon Aug 30, 2010 1:56 am Post subject: |
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Nice, everything looks rather eye catching |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Sun Sep 12, 2010 7:16 pm Post subject: |
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Ok, I took a quick break from this when I switched to a much better computer. But testing has begun again.
So far I'm having a lot of fun with this, expect more screenshots soon. _________________ Who? |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sun Sep 12, 2010 10:46 pm Post subject: |
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Cool glad to no that your still working on it. _________________ There totally nothing to read here. |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Wed Oct 06, 2010 6:30 am Post subject: |
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Ok, I had to put this project away for a bit to deal with school work, but now I am going to restart. This project will be taking a long time because it might bring on a life of it's own and become something else.
But, to hold you over until I get around to either a beta release or a preview release of this. I hope to get my next project finished as soon as possible but not rushing it to much.
This involves basically messing with the Arctic Commando to basically make a Siberian Commando. So A "White Camo" version of the Arctic one. Something small, but also to be released with two new characters as well, being the C.I.A Worker from Perfect Dark, and a fixed port of the Datadyne Office Workers. I had already tried once, but screwed it up so hopefully this will be fixed.
Screenshots and info to come later, sorry for all the dev problems.
EDIT: Fixed _________________ Who? |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Fri Oct 08, 2010 4:21 pm Post subject: |
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Ok, quick update on the progress.
After tons of problems with the editor.. I finally fixed them.
This is a first look at the "Siberian Commando"
Yes. It is just a white Arctic/Jungle Commando. But that is basically the point. The color has been changed on the Arctic Commando for better camouflage in snow levels such as scratch-made Snow Levels in Hammer or Surface Remixes.
Soon To Come
C.I.A Worker
A Simple port of the C.I.A office workers from Perfect Dark. This will be for civilians so they look a little more appropriate in say a hostage mission or a stealth/infiltration mission.
Facility Beta Re-Texture
To early in testing to explain anything.
For any new updates check back at the top of the thread after this _________________ Who? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Fri Oct 08, 2010 4:31 pm Post subject: |
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He actually looks quite good. Rare made two versions out of the same character, so there's no reason why a third can't exist. Nice job.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Fri Oct 08, 2010 11:44 pm Post subject: |
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Well done on the camo texture NapalNero. _________________ There totally nothing to read here. |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Sun Oct 17, 2010 8:35 am Post subject: |
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DAM IT'S COLD!
When I was working on the Facility project it began to take a life of it's own and a lot of ideas began to fly around in my head. So that is where the "Siberian Commando" idea came in. After I was done with it the idea of a Surface expansion style level which would have incorporated parts of Surface, Caverns, and Dam all in one. Then I thought of the Hi-Rez texture pack someone made for GoldenEye and how Dam's floor was actually covered in snow!
Then it hit me and I said to myself "Dam it's cold.." and well.. the rest is in the screen shot above! It's only a quick concept shot too show off the new textures. The guards will be Siberian Commandos and that green leg thing.. it supposed to be a drone gun, it won't actually be there in the level it was just there as a place holder. The reason you can't see the top is because of a glitch. Again this is only a concept shot and a lot more work needs to be done.
And No: The Facility project is not dead. I need to work on Vertice Coloring before I continue so I can fix the colored gas tanks, then I'll get back on it. _________________ Who? |
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