ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


Cabin fever
Goto page Previous  1, 2, 3, 4
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
Antares_Commander
Agent
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

 PostPosted: Fri Dec 10, 2010 6:20 pm    Post subject: Reply with quote Back to top

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!
 
View user's profile Send private message
bmw
Hacker
Hacker


Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Fri Dec 10, 2010 6:53 pm    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message Visit poster's website
Antares_Commander
Agent
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

 PostPosted: Sat Dec 11, 2010 6:18 pm    Post subject: Reply with quote Back to top

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!
 
View user's profile Send private message
bmw
Hacker
Hacker


Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Mon Dec 13, 2010 11:19 pm    Post subject: Reply with quote Back to top

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.

 
View user's profile Send private message Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7253
Location: Ontario, Canada

 PostPosted: Mon Dec 13, 2010 11:59 pm    Post subject: Reply with quote Back to top

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.
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Tue Dec 14, 2010 4:47 pm    Post subject: Reply with quote Back to top

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?
 
View user's profile Send private message
bmw
Hacker
Hacker


Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Tue Dec 14, 2010 7:16 pm    Post subject: Reply with quote Back to top

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?
 
View user's profile Send private message Visit poster's website
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7253
Location: Ontario, Canada

 PostPosted: Wed Dec 15, 2010 1:48 am    Post subject: Reply with quote Back to top

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.
_________________

YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6177

 PostPosted: Wed Dec 15, 2010 4:33 am    Post subject: Reply with quote Back to top

You can also use the model editor in tools to import models from obj should work for simple 03 objects.
 
View user's profile Send private message
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Sat Dec 18, 2010 7:19 am    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4
Page 4 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]