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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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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Thu Aug 18, 2011 2:25 pm Post subject: |
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I must admit falls are very difficult to do in GE, and editor doesn't have a good way of doing it, but very doable in PD. And no warp points in GE for multi. |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
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phillies037 Agent

Joined: 05 Jun 2011 Posts: 21
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Posted: Thu Aug 18, 2011 5:56 pm Post subject: |
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quaternio, how do you import/export between PD and GE? I am having problems doing said task. |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Fri Aug 19, 2011 6:29 am Post subject: |
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If you are still planning on doing this on GE, I think the clipping should be like this: http://i1185.photobucket.com/albums/z345/Sogunesp/GEfallingclipping.png
You should check how it is done in the Facility bathroom, although there you can only fall from one of the edges of the vent.
PD Clipping works much better, but you'll need to clip the walls too. |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
Posted: Sun Aug 21, 2011 12:26 pm Post subject: |
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All's working fine now
Even the difficult fall is working properly. I'm very glad it's working now.
I only have one problem left: You can't go through the clipping, because it's not like in Sogun's drawing, the place you fall down is on the opposite site, so when you're falling down with back to door, turn around and want to go to door you can't. The clipping is like a barrier here. I don't know if that could be solved, too, but it would make my level easier to play.
My clipping problems solved very suddenly; I think the new beta editor is a reason for that, too.
quaternio _________________ Projects:
Own level: "Lab" (work in progress)
Pictures: http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=47776#47776
Own translation: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5227 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sun Aug 21, 2011 12:32 pm Post subject: |
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That's the connections. Think of connections as all possible ways you can go. If you fall and land on one, there needs to be a way back to the other side. So you might manually need to connect the tiles on floor, since they're prob connected to fall maybe. Need to see your clipping pictured. |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sun Aug 21, 2011 1:46 pm Post subject: |
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Did you do Stan Convert and then Redo Clipping connections? Can be many issues, multiple tris same spot, not aligned.
Also the floor is key, not the vertical clipping, you need to probably manually connect the two floor pieces right next to vertical. |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
Posted: Sun Aug 21, 2011 1:58 pm Post subject: |
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SubDrag wrote: | Did you do Stan Convert and then Redo Clipping connections? Can be many issues, multiple tris same spot, not aligned.
Also the floor is key, not the vertical clipping, you need to probably manually connect the two floor pieces right next to vertical. |
I always do Stan Convert and Redo Clipping connections.
I'll take a closer look at the floor tris.
OK, I clipped the whole room again, but after going into this room, I can float through anything
Then Bond is ignoring clipping until it stops suddenly.
quaternio _________________ Projects:
Own level: "Lab" (work in progress)
Pictures: http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=47776#47776
Own translation: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5227 |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Tue Aug 23, 2011 9:12 am Post subject: |
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There was already a facility clipping mod made a long while back. For a while it was even distributed with the editor. I removed the grate, placed a hole in the roof of the room, added the drop, and changed the Doak objective to place him at stage start instead of when you leave the bathroom or vents or whereever it was.
At the least, its a fair example of how you'd do that. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
Posted: Mon Aug 29, 2011 2:51 pm Post subject: |
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zoinkity wrote: | There was already a facility clipping mod made a long while back. For a while it was even distributed with the editor. I removed the grate, placed a hole in the roof of the room, added the drop, and changed the Doak objective to place him at stage start instead of when you leave the bathroom or vents or whereever it was.
At the least, its a fair example of how you'd do that. |
I think I'll modify this room because falling down vice-versa into a room full of guards is not the best solution
quaternio _________________ Projects:
Own level: "Lab" (work in progress)
Pictures: http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=47776#47776
Own translation: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5227 |
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