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DF Ank1
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 PostPosted: Sat Apr 29, 2017 11:12 am    Post subject: Reply with quote Back to top

Mhm i´ll think about the bridige Smile

Btw I did this one :

Hope it will be transparent ingame, I don´t know how the editor handle this.


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DF Ank1
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 PostPosted: Sat Apr 29, 2017 12:32 pm    Post subject: Reply with quote Back to top

I did this one. I hope it will also be transparent ingame.




https://picload.org/image/rcirilwi/066.jpg
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 PostPosted: Sat Apr 29, 2017 1:21 pm    Post subject: Reply with quote Back to top

DF Ank1 wrote:
Mhm i´ll think about the bridige Smile

Btw I did this one :

Hope it will be transparent ingame, I don´t know how the editor handle this.



Great fantastic That well, the texture lost then, that well DF Ank1
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DF Ank1
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 PostPosted: Mon May 01, 2017 9:41 am    Post subject: Reply with quote Back to top

The Bridge Smile - There are some pillars missing and some other stuff, but it look good so far I think .






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 PostPosted: Mon May 01, 2017 9:53 am    Post subject: Reply with quote Back to top

Wow, that bridge is very original, with everything and lighting lamps, well done
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DF Ank1
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 PostPosted: Mon May 01, 2017 10:14 am    Post subject: Reply with quote Back to top

Mhm I need some other textures. Maybe I´ll remove the skewed pillar from the middle. What do you think about that=?




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 PostPosted: Mon May 01, 2017 10:17 am    Post subject: Reply with quote Back to top

Mhmmm.. looks better.. very good!
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DF Ank1
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 PostPosted: Mon May 01, 2017 11:06 am    Post subject: Reply with quote Back to top

Take a look at that ! Very Happy

I was just playng around with the light Smile








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 PostPosted: Mon May 01, 2017 11:08 am    Post subject: Reply with quote Back to top

DF Ank1 wrote:
Take a look at that ! Very Happy

I was just playng around with the light Smile









Oh wow, very original, very good!
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 PostPosted: Tue May 02, 2017 4:27 am    Post subject: Reply with quote Back to top

Lighting is good, however the below bridge structure is not very "structurally sound".

There is too much concrete "hanging" there.

While it is an original design, it would pass much better as a single arch road bridge.





Or, If that is too much stone, you could do a triple arch with the main arch over the train and 2x two thirds arches into the mountain sides. this would mean a stone pillar and add more tris, although, less than your current design.
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Garabuyo
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 PostPosted: Tue May 16, 2017 3:04 am    Post subject: Reply with quote Back to top

Johnny Thunder wrote:
DF Ank1 wrote:
Take a look at that ! Very Happy

I was just playng around with the light Smile









Oh wow, very original, very good!


Hí. I don´t agree with you in some aspects. You need optimice the model or scenery in relation of the number of polygons by element and by Room. You need a reference from a photo (Rusadas.com for exapmple), plans or scenery in the conceptual phase.

Another important question is considering always the situation of the portals and the Rooms. If you don´t consider those importants things You will regret it with a lot of work and spend hours fixing and adapting the scenery for the rooms and portals. The clipping is other thing related with the rooms.

Do not modelling with primitives! They have a lot of polygons.

After You should set a reference (looking similar things in Goldenye Editor for example) about the performace and tranform circles or curved forms into a simple polygons to reach a good performance. In this phase you can use the GoldenEye Editor to set a refernce about the performance.


You can look below a similar example related to your project in a Level (Streets):





I made a stone bridge with more details (and more polygons):





Regards








[Reedited 3x]
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Last edited by Garabuyo on Tue May 16, 2017 6:05 am; edited 1 time in total
 
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Garabuyo
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 PostPosted: Tue May 16, 2017 3:18 am    Post subject: Reply with quote Back to top

About the illumination you should make the "50%" of the work and the editor "make the rest":

The result:



The illumination "added" with the editor:



Your neccesary work with polygons (You understand me):



With this method you can make precise shadows and some lights efects (With semi transparencies).

Regards.
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MRKane
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 PostPosted: Tue May 16, 2017 9:11 pm    Post subject: Reply with quote Back to top

Hey Garabuyo, is that lighting done using the editors lighting tools? Smile
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Garabuyo
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 PostPosted: Mon May 22, 2017 4:32 pm    Post subject: Reply with quote Back to top

MRKane wrote:
Hey Garabuyo, is that lighting done using the editors lighting tools? Smile


It is the default illumination of the original level. It´s seems to me that the editor simulate this effect.

The illumination in the editor is based of the coloring of vertices with nice results. You can set the color of the light and other settings. You can add color to the vertices directly (not recomended for extensive and complicated areas) or use a lighting tool. This tool add color to the vertices (Semi-automatically) depending of the parameters of the light source.

The ilumination is another hard process for me aboutf developing of GE mod.

I am not an expert but I can make a lot of things.

You can correct me if I have been wrong about anything.
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Johnny Thunder
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 PostPosted: Fri Jun 23, 2017 3:04 pm    Post subject: Reply with quote Back to top

I have a great idea for you, do the DeLorean (Normal or Back to the Future) on GoldenEye, do not you think?
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