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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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Antares_Commander Agent

Joined: 21 Mar 2010 Posts: 40 Location: In space, fightingg the Galactic Empire under the Emperor, whilst trying to figure out the PD editor  |
Posted: Fri Dec 10, 2010 6:20 pm Post subject: |
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all the images are replaced with some sort of Goldeneyehack.com image. Nothing to see other than the same exact background and words... anyone know why I can't view anything? _________________ Elvis:This is Maian!
Skedar King:No, this, is, SKEDAR! |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Fri Dec 10, 2010 6:53 pm Post subject: |
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Antares_Commander wrote: | all the images are replaced with some sort of Goldeneyehack.com image. Nothing to see other than the same exact background and words... anyone know why I can't view anything? |
I no longer own that domain so those images are long gone. Check out the more recent replies to this thread for some pics. |
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Antares_Commander Agent

Joined: 21 Mar 2010 Posts: 40 Location: In space, fightingg the Galactic Empire under the Emperor, whilst trying to figure out the PD editor  |
Posted: Sat Dec 11, 2010 6:18 pm Post subject: |
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bmw wrote: | Antares_Commander wrote: | all the images are replaced with some sort of Goldeneyehack.com image. Nothing to see other than the same exact background and words... anyone know why I can't view anything? |
I no longer own that domain so those images are long gone. Check out the more recent replies to this thread for some pics. | Well, that was a fail on my part. Was a bit late to check the other 2 pages that I hadn't read.
Carry on, sir. _________________ Elvis:This is Maian!
Skedar King:No, this, is, SKEDAR! |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Dec 13, 2010 11:19 pm Post subject: |
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Ok I've been working on this quite a bit for the past few days, I've got 5 rooms fully compiled, exported, lighted, clipped, and portaled. These screenshots should give you an idea of what I have in mind for the looks of the final map.
As I go along adding one room at a time, I can ultimately decide just how many rooms can safely go into this map before it begins to lag too much. Once I reach that saturation point, I won't add any more rooms. This only covers about 20 percent of the total map so who knows just how far I'll be able to go with this, but at least thus far it plays smoothly.
Oh yeah, got the water flowing too.
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Mon Dec 13, 2010 11:59 pm Post subject: |
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Very nice. I like the use of lighting, it really adds so much to the overall look and feel of the map. It'll be cool to see more and more of the sections being added on as your progress continues. Good to see you got the water flowing properly, as well. _________________
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Tue Dec 14, 2010 4:47 pm Post subject: |
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Love it! Especially the lighting...well done
A couple more suggestions...
How about adding a water well somewhere..?
Maybe some standalone rocks, to provide cover from gunfire? |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Tue Dec 14, 2010 7:16 pm Post subject: |
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A water well would be easy - I could import it from my old courtyard map. Not quite sure where I'd place it though. I'd also be concerned about the number of polygons it adds to the map.
I like the idea of rocks - though I'd rather implement them as objects if possible so that I can move them if need be.
Wreck - is creating an object in hammer (such as a rock) and importing it into GE as a type-03 standard object possible? And if so, is it easy to do? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Wed Dec 15, 2010 1:48 am Post subject: |
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Yes, I've done this myself in the past. I've modeled a door, a door with glass, and a standard crate. I bring the model into the Editor as a room file. From there, I open up the newly created .bin room file in Hex Editor, and modify it into a prop. The vertices should be good as-is, but the indices require updating. You also need to create the header, log the images used, and determine the min/max dimensions of the object. It's a bit of work, but not terrible. Sub may have also added more support for this very subject, though I've never tried it out.
If you want, you can model the rock object you want to include in your map, and send the GE Room version to me. My e-mail still isn't setup correctly, so you'd have to upload it someplace for me to grab. I can then change it into a prop file and upload it for you. You'd have to decide which object you'd want to replace, and update the information for it in the 21990 Modifications menu. I can walk you through it, when you get there. _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Dec 15, 2010 4:33 am Post subject: |
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You can also use the model editor in tools to import models from obj should work for simple 03 objects. |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Sat Dec 18, 2010 7:19 am Post subject: |
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I would suggest 3-5 different model rock "piles" of different sizes etc...for variability...and you could probably get away with using one texture, can't think of a reason why just one wouldn't work. |
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