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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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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Sat Jan 30, 2016 4:08 pm Post subject: |
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Good stuff. Nice job.  _________________
Rare wrote: | Perfect Dark Forever. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Feb 06, 2016 7:14 am Post subject: |
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I caved in and ended up making Facility connect with Runway through the conveyor belt. Took a bit of adjusting to get it all lining up, and it turns out both levels used a different texture for the blueish metal parts. I ended up changing the Runway side to match in both levels, to keep continuity. I do think the texture was a better choice in Facility, as it looks more detailed. I will share a pic soon.
Also got quite a few lights put into Facility. It really is a different experience walking around the areas that have had theirs shot out. The dark hallways, flickering when broken lights spark, adds an unsettling feeling. |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
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Posted: Sat Feb 06, 2016 7:38 am Post subject: |
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killedbyurmom wrote: | Looks awesome Wreck!
Lemme throw an idea out... I wonder if you could make the single player where you could select to play as the other Bonds as well as Brosnan? It might clash with the audio voice clips (Connery talking as Brosnan lol) but it's an idea =) |
But aside from the voice and the colour of your suit maybe, there'd be no change to the game. It would work better, I think, if the starting weapon for each level changed according to what Bond you were playing. Maybe the signature weapon for each Bond could be different. |
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orbitaldecay Agent

Joined: 06 Feb 2016 Posts: 1
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Posted: Sat Feb 06, 2016 10:31 am Post subject: |
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Just wanted to drop in and say I think you guys are doing a fantastic job. Please, please, keep up the great work! |
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killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Sat Feb 06, 2016 12:38 pm Post subject: |
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@ Kerr Avon - great idea! I wonder if it would be hard to implement though?
@ Wreck- I can't wait to play the facility level with the lights. It was always something fun to do was to go around on perfect dark and shoot out all the lights haha |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Sat Feb 06, 2016 1:05 pm Post subject: |
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Can't wait to see the new pics of Facility with coronas. Hopefully we get pics of the new vent shaft adjustments as well (hoping the testing with sims works out well). And the new conveyor belt connection to Runway. _________________ "The Eye of Thundera, give me sight beyond sight!" |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sun Feb 07, 2016 11:32 pm Post subject: |
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Here is the conveyor belt connection...
Will share more pics soon. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Mon Feb 08, 2016 2:23 am Post subject: |
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That looks pretty nice.
But at what cost does it do to the games's frame-rate? Since PD/GE had a pretty unstable frame-rate.
I honestly think there should be optimization to the level-polycounts. Since some of them have un-needed polys. (EX: A floor using 1-20 tri-angles rather than using 2) _________________ This is a signature, why did you read this? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Mon Feb 08, 2016 3:14 am Post subject: |
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But then you start losing shadows, shading, and special colouration. That's why the levels look as good as they do. While it has the potential to perform slightly better, it takes away from the nice aesthetics. |
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Omegacop_jp Agent

Joined: 10 Aug 2014 Posts: 89
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Posted: Mon Feb 08, 2016 5:09 am Post subject: |
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Will Surface and Bunker ever be connected? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Mon Feb 08, 2016 5:51 am Post subject: |
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I'm afraid that just can't happen, as the layouts of the two levels don't line up in the slightest. Pretty sure when I last looked into it, it seemed impossible. I may at least try and make the ventilation shaft connection feel the right size. As you may or may not have ever noticed, the area is greatly enlarged in Surface. Drop down the shaft, and you feel like an insect compared to the railings and doors inside. Hopefully that can be adjusted, but I haven't looked at it lately.
Last edited by Wreck on Mon Feb 08, 2016 5:52 am; edited 1 time in total |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Mon Feb 08, 2016 5:52 am Post subject: |
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I think some people dont have a full understanding of whats going on.
I highly doubt that bunker and Surface will be connected.
While A51 is one level, it shares textures. Surface and Bunker only share some textures.
The connection between runway and Facility is another example of shared textures and adds a lovelly area from runway to multiplayer. (the runway itself is not connected)
As for framerates... I think that GE/PD hold up very well. If you want 60FPS you end up with bland maps with 1,666 tri total on screen (This is room+gun+objects+guards+everything else, or another way to say it is, you would basically be playing something that resembles minecraft)
While at first I was designing objects and levels with the lowest polycounts (eg 2 tris per floor) I later realised that there is a point when you Must subdivide to get the quality required for such a game. (eg, 4 tris per floor with vertex shading to create a bright center and darker edges as the light fades)
Another consideration is fog.
The larger the tri, the more fog errors occur.
Basically you dont want tris bigger than ~10m
Now, there are a few cases in the GE levels where optimisations without comprimise are possible, 1 example is the use of mirror for the decals in dam and frigate. The circle line is currently made of 8 tris manually mirrored every 2, however with the mirror flag the whole decal could be done in just 2 tris.
Wreck, is the convayor belt animated? That would be awsome (I assume using the animation from Attack Ship Hangar would do)
Trev _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Mon Feb 08, 2016 5:57 am Post subject: |
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SubDrag mentioned about having the conveyor image move, and possibly also getting it to actually function, by using the escalator object type from the Air Base level. But we currently know nothing of how it works, nor spent any time messing with it. It would certainly be cool if the belt could move players, though. |
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00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Tue Feb 09, 2016 9:08 pm Post subject: |
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What are peoples thoughts on including the drop down vent that was utilized in PD's Felicity, as an alternate route out of the vents? Maybe just for multiplayer. Though players and Sims won't be able to climb up into the vents, they can wait on you to enter the bathroom stall. This additional exit gives you a fighting chance when starting in this unfair spot. |
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