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SubDrag
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 PostPosted: Tue Jun 04, 2013 3:09 pm    Post subject: Reply with quote Back to top

You do a new setup at citadel scale, then import bgfile, clipping, make your setup, then you save as project, with rom, then you inject project.
 
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MultiplayerX
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 PostPosted: Tue Jun 04, 2013 3:11 pm    Post subject: Reply with quote Back to top

K I'll give it another go Cool
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MultiplayerX
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 PostPosted: Tue Jun 04, 2013 3:33 pm    Post subject: Reply with quote Back to top

F*ck this blasted level!! lol Sub it's up to you or Wreck bro. NOTHING is working on my end and I'm at a loss. It may very well be something in Zoink's coding that makes it only work with Archives setup. I'm at a complete loss Crying or Very sad PLEASE for the love of God...lol...use your superior knowledge and hack this baby out will ya? Wink Cool

Once again, here's the closest I got to.....

DOWNLOAD CITADEL TEST:



HONESTLY I'M WONDERING IF WE ARE HAVING AN IDENTICAL PROBLEM LIKE WE DID WITH DEEPSEA'S PLAYER TWO NOT WARPING. Shocked

Hope you can figure it out Subway Very Happy Cool
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SubDrag
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 PostPosted: Tue Jun 04, 2013 4:12 pm    Post subject: Reply with quote Back to top

You used the wrong clipping file from Zoinkity's patch.
Here's the ripped fixed one:
http://www.battlefieldforever.com/hackers/priv/subdrag/citadelclipping.bin
 
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MultiplayerX
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 PostPosted: Tue Jun 04, 2013 4:59 pm    Post subject: Reply with quote Back to top

k i'll try it out
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 PostPosted: Tue Jun 04, 2013 5:38 pm    Post subject: BINGO!!!! Reply with quote Back to top

Wink Nice Sub. That was the problem. I'll re-release another download with Citadel included TOMORROW. BTW I found a code that adds water to the level off your old site. Pretty neat stuff Cool

Screenshot


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SubDrag
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 PostPosted: Tue Jun 04, 2013 5:45 pm    Post subject: Reply with quote Back to top

I think you can add water in the editor too, isn't it just modifying the sky block to toggle water on to particular image?
 
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 PostPosted: Tue Jun 04, 2013 8:11 pm    Post subject: FRIGATE WATER no glitches or plugins!!! :) Reply with quote Back to top

I included a new code with Frigate that RESOLVES water issues COMPLETELY!!!

This is a special edition version of Frigate. I don't know how I missed this before but I immediately replaced my old code with this one that actually draws REAL water for Frigate WITHOUT the need for special plugins Smile. It is a combination of Frigate's SKY code mixed with a water code from Citadel. The result is a nice smooth bright blue sea. I think you will find the results very satisfying Wink. MultiplayerX


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 PostPosted: Tue Jun 04, 2013 8:13 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
I think you can add water in the editor too, isn't it just modifying the sky block to toggle water on to particular image?


I don't know. I had to use a gameshark code to get it to write the sky and water.
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 PostPosted: Tue Jun 18, 2013 3:16 pm    Post subject: WIP** MOD in progress Reply with quote Back to top

Okay, many of you have been asking what my plans are for GoldenEye multiplayer so here we go.........

Multiplayer EXTENDED, is an all normal multiplayers COMPLETE makeover. Basically I've had this idea floating around since we were using gamesharks to load levels. I had no idea I'd actually be able to EASILY make this thing happen now Wink. Every level will have it's own per say "THEME" to give it a completely different look than it's EMPTY predecessor. Wink

Let's start with the Menus. Take a look and keep scrolling down:









Okay, starting with the last pic above here's the breakdown:

The Island (RANDOM SLOT): Self explanatory. An original multi map created from it's BETA leftovers. Wink

Catacomb (TEMPLE): This level will resemble a very Tomb Raider type theme. Large trees blocking out access to certain trees and an INSANE amount of PLANT overgrowth and RUIN type objects.


Complex: Not quite certain exactly but I'm sure will end up being some sort of COMPUTER style level with a technical theme.

Caves: I really wanted to create something special for this level. It's hard as hell to see where you are going and I'm thinking of taking it towards an ECOSYSTEM feel. Much like Far Cry type stuff but inside a cave. Viney floors and ceilings. Wink

Laman: A major step up from Library and it's emptiness. It's based off the name of a library I used in school back in the south. Very unique bookcasing layouts, almost like a puzzle with dead ends and interesting angles and turns. Creepy for some hide and seeking. Wink


Basement: Most likely a vehicle theme. Secret chop shop or warehouse for stolen vehicles. Wink

Stack: So may bloody panes of glass. lol. Considered turning this PLAIN jane into a warehouse type level with crates, boxes, office equipment. Wink
Racks filled with objects etc.

Facility, Bunker, and Archives: I'm considering using these levels for a Jurassic Park theme. They have the perfect layout for shadowy corners and turns filled with dark fog and plant life takeover. **Caverns was originally a part of this but I decided it's already a great level and I may just redo it's object layout with some sort of underground factory theme.

Caverns: See above **

Egyptian: I wanted to lock players in the pyramid area with an ancient tomb theme.

I'll keep you posted! MultiplayerX
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 PostPosted: Fri Jun 21, 2013 3:39 pm    Post subject: **Coming Soon** NEW MAP for Multiplayer Extended Reply with quote Back to top

Been working on this for HOURS trying to figure out the best layout and LOOK for this level. I ran into some polygonal flashing issues and ended up not being able to use some objects Sad. BASEMENT needed such an overhaul and honestly I'm proud to have found a concept I believe everyone will like. ??? It's a few days away from completion due to DESIGN but if you'd like to get the idea then click the pic below. This is rough beta:


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 PostPosted: Thu Jun 27, 2013 10:53 am    Post subject: **UPDATE** WIP New map ISLA SORNA Reply with quote Back to top

Okay so I ended up getting involved in yet another complicated map when i swore i wouldn't lol. Seems animations in monitors are tricky sooooo the hard part is done. For those of you that don't know... Isla Sorna is the second island dr graham goes to in jurassic park 3. Home for the much more DANGEROUS dinosaurs. Aztec will look very overgrown and there may be a few surprises IF changing modelling images is successful Wink. This is actually part TWO of a two map theme. Facility will be Isla Nublar, the main island for jurassic park. Below are some teaser screens Wink







ISLA SORNA MONITOR AREA Wink



ISLA SORNA's sign has been stretched for the image in game Isla Nublar will also be modified in the future..........MultiplayerX
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 PostPosted: Thu Jun 27, 2013 11:33 am    Post subject: Reply with quote Back to top

If you'd make a mission out of the Aztec level I'd definitely play it. Razz
 
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 PostPosted: Thu Jun 27, 2013 1:02 pm    Post subject: Reply with quote Back to top

Custom monitors ? Ridic good Cool
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 PostPosted: Thu Jun 27, 2013 7:52 pm    Post subject: **UPDATE** Final monitor look for Isla Sorna map Reply with quote Back to top

working with FOUR frames of animation can be tricky trying to get a result worthy of jurassic park and it's dinosaurs Wink. Final version contains a screenie of a raptor CALLING and another one of the spinosaurus roaring at the camera. Now to the ecosystem!


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