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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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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Sat May 05, 2018 6:48 pm Post subject: |
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Hmm, I never had that one myself, that I can recall. I'd think someone would. I only grabbed the GoldenEye images to mess around with.
If some things don't come out perfect (either from Hammer acting strange or the conversion of formats into .obj into GE style), you can manipulate things afterward in the GE/PD Editor in Visual mode. Common issues include bad texturing (squished / repeated images) and gaps between rooms. All fixable with time and manual tweaks. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sat May 05, 2018 6:50 pm Post subject: |
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As someone who is working with a hammer made map, I would not use hammer again. The optimization required was painful, to the point where it would have been quicker to have made the map from scratch in XSI/Blender/3DS.
I'm not saying this to deter you from continuing, just that you understand that the hammer export will need to be cleaned up so the n64 can render at a reasonable speed. If you want to see an hammer made map with no optimization, check out office. |
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Reflectionist Agent
Joined: 03 May 2018 Posts: 15
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Posted: Sat May 05, 2018 7:55 pm Post subject: |
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@Wreck : Yeah, since I had thought of this map because of Goldeneye X, I didn't have much of a problem using the GE.wad for my project. Serves the 007 vibe better than PD. And since I'm more enchanted by the various sofas, tables, and chairs I saw in the PD prop images folder... no huge loss. Those BETA Carrington Institute sofas would look great in this map.
@Pavarini: Yup, and it's going to be a long process for sure, but I think I can handle optimizing it, once I get XSI to download. Hammer has been pretty intuitive to work with, is XSI intuitive like that? Or is it a pain to work with?
If you check out TimEh's 4-part video tutorial, it looks like this can be kinda fixed IN hammer, right? He put that no-draw texture on everything (which I still can't find) and then was able to texture paint every surface the player could see, so the save file wouldn't even HAVE the extra geometry, right? |
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Avast: Magical Biohazard Agent
Joined: 03 Feb 2018 Posts: 9
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Posted: Mon Jul 30, 2018 1:49 am Post subject: |
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Reflectionist wrote: | If you check out TimEh's 4-part video tutorial, it looks like this can be kinda fixed IN hammer, right? He put that no-draw texture on everything (which I still can't find) and then was able to texture paint every surface the player could see, so the save file wouldn't even HAVE the extra geometry, right? |
"Nodraw" is a texture for the Source engine (Half-Life 2), whilst the Goldsource engine (Half-Life 1) uses "NULL", a black texture with the letter "N" in blue. Maybe that's the texture you want? _________________ I'm gonna need some help with the editor...
At least I'm experienced with Hammer. |
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