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SATURN_81
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 PostPosted: Tue Jul 23, 2013 7:21 am    Post subject: Reply with quote Back to top

eso es una buena explicacion sobre como se comporta y actua GE a diferencia de otros juegos de N64 Sogun. no se si PD tiene la misma forma de actuar que GE. lo cierto es que parece que tienes bastante conocimiento sobre como mejorar el FPS y tambien sabes que cosas inutiles quitar para que los mapas vayan mucho mas fluidos. un tema hablando de estos aspectos antes de que un usuario lance un nivel al publico seria una buena idea, (sobre todo para el aprendizaje) de forma que antes de lanzar el nivel pueda comprobar si funciona de forma optima.

quizas estos juegos te gusten para nuevos niveles, (intuyendo tus gustos Sogun):

-Nightmare Creatures64 ( tiene muchas texturas y la extracciones se hace complicada).
-40Winks.
-Castlevania64.
-Mystical Ninja Starring Goemon64.

ENGLISH:
that's a good explanation of how GE behaves and acts unlike other N64 games Sogun. not if PD has the same way of acting that GE. the truth is that you seem to have enough knowledge on how to improve FPS and also know useless things removed so the maps go much more fluid. a topic talking about these issues before a user launches the public level would be a good idea (especially for learning) so that before launching the level to see if it works optimally.

maybe these games you like to new levels, (sensing your tastes Sogun):

-Nightmare Creatures64 (has many textures and the extraction is complicated).
-40Winks.
-Castlevania64.
-Mystical Ninja Starring Goemon64.
 
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 PostPosted: Fri Jan 24, 2014 3:08 pm    Post subject: Reply with quote Back to top

Heh, it's been a while since this topic had any activity.

There's been a little talking about the progress of my maps since the last release and some new features I was thinking about in the Everdrive64 forums, so I'll post what I said there.

I've been thinking about adding skins to the selectable characters so you can "choose" Mario, Link and others. There are two ways I'm thinking of doing it:
-Simply by replacing body textures in some developers characters (Mario Hollis, Luigi Doak, Link Ellis... Razz).
-Or if I was able to enlarge the selection list, add those replacements with hats on their heads. The problem with hats it's that they act as part of the head, so headshots are easier to score, and that's why I want to make these characters as an extra and not as a replacement.

I was thinking about adding some custom weapons too, but only if I can expand the weapon list. I had some ideas like replacing grenades with Zelda bombs, Hyrule shield as Body Armor, Bomberman remote bombs as remote mines, Master Sword with instant kill... The idea would be to have an extra setup with these weapons.
Heh, I already did a test a long time ago with a 1,500 tris Master Sword and that didn't work. I removed tris until there were only 400 tris left to make it work on emu (and probably console too).

The problem is that I don't know how to expand those lists. I know Zoinkity's NSNA hack does it, but I'm not sure if the rom would be complatible with Editor for further edits.

The new maps that will make it... I have a list that doesn't replace all 11 multiplayers and some maps in that list I'm not sure if they will work, hehe (but I'll try to).
You already know that I want to include Blue Resort from Bomberman 64, and that's the next map I'll do after my part in Goldfinger 64 is done. Perhaps Blue Resort isn't expected by much people, so I was thinking of doing a two map update for next patch including Big Boo's Haunt from Super Mario 64 too (I think I've already mentioned this was my favourite Mario 64 level to port to GE and PD).
I'm open for map suggestions, although I have discarted some that have already been said. If I don't see the map working as multi I won't do it. Razz

After releasing the new patch I'll work in the Perfect Dark version.



With that said, I'm going to show you some old progress that has been done:

-Detail texture in Zelda grass.


Some of you may remember I already tried this, but there were some issues when the detail texture collided with a texture with transparency. I don't know if that happened because it was Perfect Dark or I missed something, but it 's perfect in Goldeneye!
I have to do this to the Forest Tempe map too.

-Portrait trick in Super Mario 64
http://youtu.be/g6T5BBPwlAM
GE Editor now allows you to have custom mipmaps so I was able to replicate the trick. This works on console and not emus, although Glide64 pluging can show part of it.
For those who don't know, a mipmap is a smaller version of the texture that is used when the size of the texture on screen is smaller than the texture real resolution. The N64 autogenerates mipmaps when the texture is 2 KB or lower, and now we can do our own mipmaps thanks to editor if the smaller textures use the same colors as the original one (luckily the Bowser and Peach textures share palette).



I'll move this topic to the Q-LAB HACKING DEPARTMENT in the following day since I'm not asking about how to model a map anymore. Just a warning so you know where to find this topic in the future. Laughing
 
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 PostPosted: Fri Jan 24, 2014 3:45 pm    Post subject: Reply with quote Back to top

Oh my gosh !!

Is the Nintendo Classics patch updated ? With the Peach/Bowser portrait trick

Would LOVE to see that right here !!!
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Sogun
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 PostPosted: Sat Apr 05, 2014 4:07 pm    Post subject: Reply with quote Back to top

Hi guys.

I don't know if I should post this since I'm not going to release a new patch in the near future, but since there hasn't been any info in a while I think I should confirm that I'm still working on this (at a very slow pace).
Also as a reminder that the topic has been moved to a more fitting subforum.

First of all I discovered a major flaw in Kakariko that was hurting framerate. The windows portals were always "on", even with the shutters closed, so everytime you saw a window from the outside/inside whatever was behind it was always loaded. Depending of how players were placed outside almost the full map could be loaded at once, and that's quite a bit of polygons. It was a weird bug since the shutters had the correct flag, but I needed to add some clippings tiles to make it work. Emulator performance has improved after fixing this, however I don't notice much improvement on console. The map still lags a lot, though.
I also improved some greyscale textures thanks to new features in Editor. For example, the blue transparent thing in the Peach's Castle basement now shades perfectly. Same with the flames in the Forest Temple. You don't see the pixels changing colors anymore.

I started working in the new maps but the only thing I did was assembling the different areas. I still have to make some additions in order to improve navigation in the levels, split into rooms, do clipping, do portals, do lighting and do setup. Clipping and lighting are the more time consuming tasks.

-Blue Resort from Bomberman 64
http://i1185.photobucket.com/albums/z345/Sogunesp/Ge_BlueResort_zpse9d90269.jpg
http://i1185.photobucket.com/albums/z345/Sogunesp/Ge_BlueResort2_zpse6836cb4.jpg
http://i1185.photobucket.com/albums/z345/Sogunesp/BlueResort_ingame_01_zps50b110b8.jpg

-Big Boo's Haunt from Super Mario 64
http://i1185.photobucket.com/albums/z345/Sogunesp/BigBoo_1_zps02ecb4a8.jpg
http://i1185.photobucket.com/albums/z345/Sogunesp/BigBoo_2_zps7d721cb8.jpg

Since there's no clipping done (I reused the background model) I can't get very far. Luckily I was able to scape clipping and float around in the Blue Resort map, so people that isn't familiar with it can see how cool it will be, hehe. I'm a bit concerned that Blue Resort will have same issues as Kakariko, but it's worth trying.
 
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SATURN_81
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 PostPosted: Mon Apr 07, 2014 4:28 am    Post subject: Reply with quote Back to top

Hola Sogun:

Me resultaba dificil inmaginar un nivel de Bomberman64 en GE , debido a que los personajes y el entorno son enanos , pero has hecho una buena adaptacion para GE. Respecto a tu preocupacion con este nivel, creo que no sera tan problematico ya que parace que desde cualquier angulo del nivel no tiene que cargarse un horizonte lejano.

en Big Boo's Haunt tambien me resulta dificil inmaginar como vas a comunicar la planta de arriba del nivel con la de abajo. por cierto no se si alguna vez podras poner en PD la sala giratoria de la planta de abajo de este nivel a funcionar.

Parece ser que te gustan los niveles como campos, Selvas y niveles donde haya vegetacion y buenos niveles de este tipo existen en Turok Dinosaur Hunter. por desgracia los plugins para extraer la geometria no funcionan con este juego. lo que me gustaria saber es si se le puede dar solucion a esto como lo que se hizo para Jet Force Gemini, es decir una especie de editor o extractor especifico para este juego. se que los niveles de Turok Dinosaur Hunter son inmensos, pero tambien es cierto, que solo se carga una parte del nivel cada vez que cruzas un portal, me gustaria saber si alguna vez puedes hacer una parte del primer nivel y portarla a GE o PD.

un saludo Sogun.

ENGLISH:

Hi Sogun :

I found it difficult inmaginar Bomberman64 level in GE , because the characters and setting are dwarfs, but has made ​​a good adaptation to GE . Regarding your concern with this level , I think there will be as problematic as it seems it from any angle that level has loaded a distant horizon.

Big Boo 's Haunt inmaginar I also find it hard to communicate as you go upstairs to the level below. certainly not if you can put on the rotary PD room downstairs level of this work.

It seems that you like the levels and fields , jungles and levels where there is vegetation and good levels of this type exist in Turok Dinosaur Hunter. unfortunately the plugins to extract the geometry does not work with this game. what I would like to know is if you can provide solution to this as what was done to Jet Force Gemini , ie a kind of editor or specific extractor for this game. is that levels of Turok Dinosaur Hunter are immense , but it is also true that only a portion of the load level every time you cross a portal, I wonder if you can make a part of the first level and a port to GE or PD .

one Sogun greeting.
 
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 PostPosted: Mon Apr 07, 2014 6:43 am    Post subject: Reply with quote Back to top

Hola SATURN_81

El nivel de Bomberman 64 son en realidad 3 fases unidas en una sola, por eso queda un tamaño muy bueno para un nivel multijugador. Aún así queda un poco raro para GE porque las escaleras tienen una pendiente de 45 grados y las texturas están pensadas para ser vistas con una cámara alejada. Intentaré darle un aspecto más serio con la iluminación.
El principal problema de este nivel es la carga poligonal. Ahora tiene unos 4400 polígonos, y el exterior de Kakariko son unos 1500. Como los edificios son más altos y limitan el campo de visión, parece que el framerate es bastante estable, pero no consigo cargar el nivel para más de 2 jugadores en multijugador. Necesitaré partir en nivel en trozos y seguramente meter niebla para que sea jugable a 4 jugadores.

En Big Boo's Haunt pondré escaleras o algo parecido para acceder al ático o sustituir el ascensor que lleva al sótano. Para comunicar la planta baja con la superior por medio de esos grandes escalones haré lo mismo que en la sala del reloj en el Castillo de Peach -> grandes saltos.
La sala giratoria en PD quizás sí sea posible. Tendría que probarlo.

Los niveles que me gustan a mí son los que se organizan en torno a una especie de circuito. Que puedas moverte hacia delante en todo momento sin tener que volver sobre tus pasos, con pocos callejones sin salida y que se pueda llegar a los sitios por medio de varias rutas. También que se pueda disparar desde diferentes alturas y largas distancias. En Kakariko y el Templo del Bosque hice algunos arreglos para conseguir este circuito, igual que pienso hacer en Blue Resort. En el Castillo de Peach eso no fue posible, y Big Boo's Haunt será un poco lo mismo.

Se puede hacer un programa con el que exportar los escenarios de cada juego. Pero alguien tiene que tener el interés y la habilidad para hacerlo. No es algo fácil y que se pueda hacer en poco tiempo. Si el juego se pareciese a otro que ya tuviera editor se podría hacer más fácilmente.
De todas formas juegos como Turok también salieron en PC; y si se puede jugar mediante Direct3d me parece que hay un programa que funciona muy parecido al plugin de Nemu. Pero a mí me interesa Jet Force Gemini y Conker, que son los únicos que he probado que de momento no funcionan bien con el plugin.


ENGLISH:
Blue Resort are actually 3 levels merged into one. That's why the size is fitting for a GE multi. It's a little weird because textures are meant to be seen from a distance and not from a FPS view and the stairs have a 45 degrees slope. I'll try to give it a more serious look with the lighting.
The main issue of this map is the poly count. It has 4400 tris, while Kakariko exterior was around 1500. Fortunately the buildings are tall and you don't see many polygons at once, so framerate is quite good. But since the level has so many polygons I can't make it work with more than 2P in multi. I'll have to split into rooms and probably add fog.

In Big Boo's Haunt I'll add ladders or something similar to join the second floor with the penthouse and replace the elevator that takes you to the basement. As for the big steps that connects the first and second floors, they will act just like the one in the clock room from Peach's Castle -> big jumps.
The rotating room at the basement might be possible in PD. I'll have to try it.

The levels I like are the ones with some kind of "circuit". Maps that you can move non-stop, where don't need to walk back and where you can acces some locations from different spots. Also maps where you can shoot from different heights or long distances. In Kakariko and Forest Temple I did some changes in order to have this circuit, but this wasn't possible in Peach's Castle. I think Big Boo's Haunt will feel more like the Castle.

You can create a tool for every game, but you need the time and the knowledge. It isn't something you can do in a short time. Perhaps only if there's already an editor for a similar game.
Games like Turok were released in PC too, so if they run in Direct3D I think there's a tool that lets you rip the backgrounds just like the Nemu plugin does.
But I'm interested in Jet Force Gemini and Conker, hehe. I can't rip anything good with the Nemu Plugin. Other games I'm interested in work fine.
 
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SATURN_81
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 PostPosted: Mon Apr 07, 2014 7:45 am    Post subject: Reply with quote Back to top

gracias por responder tan rapido Sogun:

en primer lugar coincido contigo sobre tus gustos, en cuanto a los niveles en forma de circuito y que se pueda acceder a casi cualquier zona por medio de rutas. Cuando dices niveles que se organizan en torno a una especie de circuito, creo que te refieres a niveles multijugador no ? : yo cuando pensaba en Turok lo hacia pensando en una especie de mision, se que este juego tiene niveles mas bien lineales y no tiene muchas rutas que conecten diferentes areas, los caminos son siempre en linea recta, y tambien sucede esto en este juego por que la trama fue diseñada de esta forma tan lineal, pero tambien tengo que decirte que pense estas cosas porque anteriormente hiciste niveles de diferentes juegos donde creaste areas y rutas para adaptar el nivel a los juegos GE o PD. por ejemplo :pense que en un nivel de Turok portado, puedes adaptarlo haciendo desparecer el agua, para convertir ese area en una zona donde se pueda caminar, y que los saltos de Turok sean anulados mediante la creacion de puentes de madera que unan dos barrancos, e incluso usando tierra y roca.

el Listado de juegos injugables con los plugins de extraccion seria bueno conocerlo, ya que hay varios juegos y creo que algunos son exclusivos de N64, otros juegos son jugables, pero la extraccion de la geometria se entremezcla, algunas areas desaparecen cuando cargas otra extracion del mismo nivel y ni siquiera se puede resolver con MeshLab, por ejemplo esto me ocurrio con los juegos Doom64 y Nightmare Creatures.

ENGLISH:

thanks for responding so fast shogun :

First I agree with you on your tastes, in terms of levels as circuit and I can access almost any area through routes . When you say levels that are organized around a kind of circuit , I think you mean no multiplayer levels? : I thought Turok when thinking of what to kind of mission is that this game is rather linear levels and has many routes that connect different areas , roads are always in a straight line , and also happens in this game the plot was designed for this very linear, but also have to tell you these things because I thought you did above levels where different games created areas and routes to adjust the level to GE or PD games. for example, thought that a level of Turok ported , can adapt making disappear the water to turn that area into an area where you can walk, and breaks Turok being overridden by creating wooden bridges linking two ravines , and even using earth and rock .

List of unplayable games with plugins would be good extraction to meet you, as there are several games and I think some are unique to N64, other games are playable , but the extraction of geometry is mixed , some areas disappear when you load another extracion the same level and you can not even resolve MeshLab eg this happened with me and Nightmare Creatures Doom64 games.
 
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 PostPosted: Mon Apr 07, 2014 9:09 am    Post subject: Reply with quote Back to top

@ SATURN81

Me estoy refiriendo en todo momento a niveles multijugador. No tengo pensado usar estos niveles para crear misiones, aunque voy a permitir recorrerlos en el modo de un jugador (sin enemigos, ni armas, ni objetivos).

Si alguien quiere hacer misiones en estos escenarios puede usar mis archivos y hacerlo.

Sólo me interesan mapas multijugador. Si algún día realizo misiones para un jugador serán completamente nuevas, y seguramente para Perfect Dark.


ENGLISH

I'm always talking about multi levels. I'm not going to create missions for these maps, although I'm going to let players wander in 1P mode (no guards, no guns, no objectives).

If someone wants missions in these levels he/she can reuse my files.

For now I'm only doing multi maps. If someday I do one player missions they are going to be completely new, and probably for Perfect Dark.
 
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 PostPosted: Mon Apr 07, 2014 2:17 pm    Post subject: Reply with quote Back to top

Sogun wrote:
Hi guys.

I don't know if I should post this since I'm not going to release a new patch in the near future, but since there hasn't been any info in a while I think I should confirm that I'm still working on this (at a very slow pace).
Also as a reminder that the topic has been moved to a more fitting subforum.

First of all I discovered a major flaw in Kakariko that was hurting framerate. The windows portals were always "on", even with the shutters closed, so everytime you saw a window from the outside/inside whatever was behind it was always loaded. Depending of how players were placed outside almost the full map could be loaded at once, and that's quite a bit of polygons. It was a weird bug since the shutters had the correct flag, but I needed to add some clippings tiles to make it work. Emulator performance has improved after fixing this, however I don't notice much improvement on console. The map still lags a lot, though.
I also improved some greyscale textures thanks to new features in Editor. For example, the blue transparent thing in the Peach's Castle basement now shades perfectly. Same with the flames in the Forest Temple. You don't see the pixels changing colors anymore.

I started working in the new maps but the only thing I did was assembling the different areas. I still have to make some additions in order to improve navigation in the levels, split into rooms, do clipping, do portals, do lighting and do setup. Clipping and lighting are the more time consuming tasks.

-Blue Resort from Bomberman 64
http://i1185.photobucket.com/albums/z345/Sogunesp/Ge_BlueResort_zpse9d90269.jpg
http://i1185.photobucket.com/albums/z345/Sogunesp/Ge_BlueResort2_zpse6836cb4.jpg
http://i1185.photobucket.com/albums/z345/Sogunesp/BlueResort_ingame_01_zps50b110b8.jpg

-Big Boo's Haunt from Super Mario 64
http://i1185.photobucket.com/albums/z345/Sogunesp/BigBoo_1_zps02ecb4a8.jpg
http://i1185.photobucket.com/albums/z345/Sogunesp/BigBoo_2_zps7d721cb8.jpg

Since there's no clipping done (I reused the background model) I can't get very far. Luckily I was able to scape clipping and float around in the Blue Resort map, so people that isn't familiar with it can see how cool it will be, hehe. I'm a bit concerned that Blue Resort will have same issues as Kakariko, but it's worth trying.


That is so f*cking AWESOME SO! I am VERY interested in doing this if you'll pm me the stuff I need and I'll help you port over some Jet Force Gemini levels too ;D MARIO 64 looks fantastic in GE Great work!
 
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 PostPosted: Tue Apr 08, 2014 3:47 am    Post subject: Reply with quote Back to top

Hi MultiplayerX

In order to rip the geometry of the games you need the 1964 emulator (I use v1.1 but I suppose all work) and the Nemu Graphic Plugin
I'll explain the process later, but what you get is a VRML file with the polygons and a lot of BMP textures. So you need a modeling tool that supports VRML in order to merge the parts and export it to OBJ so you can import the level to GE Editor (I use a combination of 3dstudio max and Deled)

So the process is as follows:
-Create a folder named 'VRML' in C:\ where all the files ripped from the emu are going to be saved.

-Open the 1964 with the Nemu plugin as your graphic plugin. Load your game and go to the level you want to rip.

-Go to the graphic emu settings and check the 'Export VRML' feature. Now the game will slow down a lot. After one or two frames, pause the emulator and uncheck 'Export VRML' feature.


-Now you should see the files in the C:\VRML folder. Move the files from there or they will be overwriten if you try to rip more levels. Creating a new folder in this directory works fine.

-Open the VRML with you program of choice and see if everything is correct texture-wise. If textures are missing or don't match the original game, I'm afraid you need another tool (I use 3dstudio max).
Mario 64 may rip the level in a slanted position. This happens because the camera was slanted when you ripped the level. You need to try to make it look straight by using the C-up view. Other games I have tried didn't have this kind of issue.

-If the full level wasn't ripped but just part of it it's because the real hardware doesn't load it all at once. You need to go to that area in order to rip it (that's why I suggested moving the files from the C:\VRML folder).
Then you merge all the parts in modeler, and probably need to place them too.

-If the level had lots of areas merged you'll notice that there's a lot of textures that have the same image but use different names, so you end up with crazy numbers as 800 textures when there are actually 50 being used. You either reduce the number of textures in modeler or give them same ID in the textures.txt when you convert the level to GE Editor.

-In modeler you'll have to split the level into rooms, create the clipping and create the portals.
I merge the level in 3dmax, then export to Deled (this was a real pain to make it work) so I can group the tris in rooms and reduce texture amount. Then I export to autocad so I can model the clipping and do portals. Also, from Deled I do the OBJ files that I'm going to use with the GE Editor.

-Before converting the files to GE format, you need to be sure the texture are in the correct form (bmp, 254 colors max for color textures, and 24bit bmp for greyscales). I use irfanview in order to edit the textures.

-Then you are ready to add texture to rom, convert level in GE Editor, import clipping and portals, and do the setup.


Unfortunately this process doesn't work with all games because they are poorly emulated by the Nemu graphic plugin. I know Conker rips only like half of the tris (although all textures) and I don't know how JFG does, but emulation is so poor you can't wander the levels.
If acceptable67 manages to make his JFG editor to export backgrounds I'll use that. For now I'll rip levels from other games that work.
 
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 PostPosted: Tue Apr 08, 2014 8:06 am    Post subject: Reply with quote Back to top

okay cewl! I'll give her a go with this when I have spare time Laughing
 
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 PostPosted: Mon Apr 28, 2014 8:48 am    Post subject: Reply with quote Back to top

Just having fun with a model I found.




This is Guts model from the Dreamscast game 'Sword of the Berserk: Guts' Rage'. If you were on these forums long enough maybe you would remember him as my old avatar, hehe.

The model has 3049 tris. To my surprise, it runs very smooth. 60 fps on emu and like your usual GE level on console (I would say around 20 fps or a little more). Hi-poly models seem doable on N64, but I guess if you want to animate them is when performance would drop drastically. Not mentioning some kind of real-time lighting casted on the model.
Also, it looks much nicer on emu that it does on console, becuase the real thing doesn't have enough resolution to match the amount of detail of the model (especially the hair).

Here's the patch if you want to see it yourselves: https://www.mediafire.com/?ib1bxs2b9voot85
Be careful since Guts can explode! haha. Also, he is prop #0057 in case you want to mess with him.

Choose Archives and go to the initial room.


Last edited by Sogun on Thu May 01, 2014 11:52 am; edited 2 times in total
 
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 PostPosted: Mon Apr 28, 2014 12:58 pm    Post subject: Reply with quote Back to top

Nice Wink Really cewl sh*t So. Glad you paid a visit to the forums again. Can't wait to see your new maps bro! I'm about done with the final version of my Multiplayer Extended Mod then back to Perfect Dark again. Have a secret level I'm just about debugging out clipping on. Oh hey did you decide if you were going to rip like a few of the Jet Force Gemini levels? I tried but I got lost after I exported the VRLM Laughing Tis a complex task that I may need additional training on later on. Keep up the goodies bro! Multi


P.S. I ran into a MAJOR issue ripping levels in JFG simply because you can't see where the hell you are going and have to guess Laughing
 
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 PostPosted: Mon Apr 28, 2014 6:26 pm    Post subject: Reply with quote Back to top

Oh my god. That's fantastic. I didn't know you were into SEGA Sogun :}

I barely got to make progress.. after like three warzones I got in narrow paths in village and they gang on me from afar. So that guy is Guts ? I LOVE his crazy red eye in the game.. also I think just Berserk the Japan one is choice as there is no censorship

He looks beautiful in GE007 :} Giving this a whirl THANKS
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 PostPosted: Tue Apr 29, 2014 12:03 pm    Post subject: Reply with quote Back to top

MultiplayerX
I plan on doing at least one map from JFG (Sekhmet) but I'm running into the same issues as you. I'll try again in the future after I have done other maps that I've been working on. Luckily Acceptable67's JFG Editor can extract levels to OBJ when that time comes, hehe.

mistamontiel
Nah, I'm not that into Sega although some friends owned Master System and Dreamcast consoles and I played them very often. But I'm a big fan of the Berserk manga although publication is very irregular (the author just released a new 21 page long chapter after 15 months from the last one!).


I have tried a new model (this time 7150 tris!). It runs at 60 fps on emu too, but on console it's like 12-10 fps, heh. Still pretty amazing.
Again, it looks a lot better on emu because of resolution.

I have updated the old link with the new patch:
https://www.mediafire.com/?ib1bxs2b9voot85

Select Facility and walk in the first room to the right.



While doing this one I noticed that the Guts model probably can be improved because it's small and the units got rounded and missaligned the vertices. Well, it still looks very good.

Link is prop #00E0 if you want to know.


Last edited by Sogun on Thu May 01, 2014 11:52 am; edited 1 time in total
 
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