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SubDrag
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 PostPosted: Sat Apr 26, 2008 9:15 am    Post subject: Reply with quote Back to top

That map looks great! It's a little trickier to do multiple because you need the textures to be the right #s, so you need to actually convert and add the textures all to the same ROM every time. Then you inject all them when you're done to the same ROM.
 
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monkeyface
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 PostPosted: Sun Apr 27, 2008 1:33 pm    Post subject: Reply with quote Back to top

I'm sorry, but you have to more explain it more thoroughly, it's just not working for me.



Here are the projects I wish to add to a single .rom, they all work separately without a problem but if I inject them into the same .rom at the same time, only one works, naturally, you could say. The problem, I think, is that I don't know how to switch between levels and keep the information from the last one that I changed. I can change Temple to Matrix but I don't know what to do next. Maybe it's much more simple than I can imagine, but there aren't any tutorials dealing with this topic. It would be very helpful if you could lead in me in the right direction.

I also have one more question, the full bright light is making me naseus, almost. It would mean a great deal for the atmosphere you could add light, and the result of it, shadows. Do you have any idea of how it works, and how much work it would be to implement it? I'm sure that it's a lot of unpaid work, but it would be a lovely addition. And you'd always get my gratitude, even if it doesn't pay the bills.
 
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 PostPosted: Sun Apr 27, 2008 2:42 pm    Post subject: Reply with quote Back to top

Light doesn't exist in GE, at least the way it does in other games. Shadows and lighting are faked by darkening and lightening stuff. For instance, the 'red light' you see in parts of Complex is the result of making the surface red.

Each clipping tile has its own fog coloration though that acts as ambient light affecting anything that is 'located' on the tile. It doesn't affect the background itself, but it does affect all the objects on it.
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 PostPosted: Sun Apr 27, 2008 3:04 pm    Post subject: Reply with quote Back to top

The problem is that when you made the 3 separate ROMs, they each are the only ones with the textures. You need to sort of recreate the conversion on one ROM, but to three separate projects as you have there, and they all refer to that one ROM with textures.
 
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 PostPosted: Sun Apr 27, 2008 10:18 pm    Post subject: Reply with quote Back to top

zoinkity wrote:
Each clipping tile has its own fog coloration though that acts as ambient light affecting anything that is 'located' on the tile. It doesn't affect the background itself, but it does affect all the objects on it.


Where is this data stored? Is it stored in the clipping file itself? And is it something that could theoretically be added to the Setup Editor as a feature?

I had always wondered how they pulled off lighting effects.


Last edited by bmw on Mon Apr 28, 2008 5:00 pm; edited 1 time in total
 
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SubDrag
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 PostPosted: Mon Apr 28, 2008 4:14 am    Post subject: Reply with quote Back to top

It's in the setup editor, right click on a tile and choose R, G, or B and change it.
 
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 PostPosted: Mon Apr 28, 2008 1:26 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
The problem is that when you made the 3 separate ROMs, they each are the only ones with the textures. You need to sort of recreate the conversion on one ROM, but to three separate projects as you have there, and they all refer to that one ROM with textures.


Okay, I got it working now. Thank you very much, I was afraid to go on before I knew that it would actually work.

Here is a progress shot, it's 2forts in Egyptian robes:



zoinkity wrote:
Light doesn't exist in GE, at least the way it does in other games. Shadows and lighting are faked by darkening and lightening stuff. For instance, the 'red light' you see in parts of Complex is the result of making the surface red.

Each clipping tile has its own fog coloration though that acts as ambient light affecting anything that is 'located' on the tile. It doesn't affect the background itself, but it does affect all the objects on it.


That's interesting. I realize that by altering the color of the clipping tiles you get that ambient effect, but the "visual" shadowing still isn't there. If you fly around the Jungle in No Textures mode it's pretty obvious that the geometry is painted somehow, something that hasn't to do with the clipping at all.

As I'm already asking, I might as well go on. In Bunker (and in many other maps) there are decals that are painted. The texture itself is black-and-white but by painting it they achieve some kind of color. Transparent textures falls under the same category, I guess, in Complex they have these red transparent rails, and I simply can't figure out how to achieve the same effect. I'm very aware of the possibility that you've already investigated the issue, but I can't find any text dealing with it.
 
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 PostPosted: Mon Apr 28, 2008 5:58 pm    Post subject: Reply with quote Back to top

I said, the 'lighting' isn't lighting at all. It's direct coloration of the rgba vertices. The converter likely doesn't account for this yet. It's been a sort of oversight among all N64 development. Even the 3DS converter requires a seperate program to fiddle with vertex shading...

Alpha combining is only used by two objects in GE and no backgrounds. They prefered to set whole surfaces to a single, solid level of translucency.
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 PostPosted: Wed Apr 30, 2008 2:44 am    Post subject: Reply with quote Back to top

zoinkity wrote:
I said, the 'lighting' isn't lighting at all. It's direct coloration of the rgba vertices. The converter likely doesn't account for this yet. It's been a sort of oversight among all N64 development. Even the 3DS converter requires a seperate program to fiddle with vertex shading...

Alpha combining is only used by two objects in GE and no backgrounds. They prefered to set whole surfaces to a single, solid level of translucency.


Would it be hard to implement vertex coloring? And is it possible to use alpha surfaces? To make rails, decals and such.

Anyway, right now I'm making the pack 11 maps big. Since the most popular CS maps often have a certain, "minimalistic" approach it's not very hard. I have finished five maps, and the goal is to always make use of small textures, many rooms and a small amount of vertices, to improve the fps.
The things I need help with right now are Alpha textures, skies, and "texture screw ups".
I simply don't know how to make use of Alpha textures, and I want to use it for the trees in Iceworld and other things, such as rails.
I know how to alter the sky, but since most of the maps are located outdoors, I wonder if it is possible to add more skies. Right now, Library, Basement, Stack and Caves doesn't have skies, I guess you could fake it by using a big texture above but it wouldn't be the same thing.
The "texture screw ups" is not really a big deal, but it is kind of annoying. Look at this.


It's impossible for me to know what's causing it. The texture is only like this on a few places, but it's enough to be an eye sore.

Here is 2Forts, without weapons, sky, or icon. Just choose Library to play it. Look at it as a demo or something. http://www.rarhost.com/download-d7rb6s.html
 
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 PostPosted: Wed Apr 30, 2008 5:17 am    Post subject: Reply with quote Back to top

I had that same texture problem in a few places in Office. It was fine when I previewed the compiled map in Crafty, the texture problem didn't show up until I imported it.

Edit: 2forts is nice, should be fun in Goldeneye. Smile
 
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 PostPosted: Wed Apr 30, 2008 2:15 pm    Post subject: Reply with quote Back to top

I just played iceworld, and it's fantastic! I can't wait to see your other maps. Something I might mention is, possibly mixing up the weapon placement a bit. The special weapon both placements are along the same corridor. A thought might be to have the specials on opposite ends of the map. This will be brilliant with all shotguns, throwing knives, the list goes on. It's tight size wise, but it will play great!!
 
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 PostPosted: Wed Apr 30, 2008 2:35 pm    Post subject: Reply with quote Back to top

Just checked out 2forts. Cool man! Seems like an ideal size. Hell of a project you have going here.

Question about 2forts. I've never played the CS map so I'm a newb but.... In CS can you jump the gap? The only thing going through my mind was having flooring instead of gap. That's just my GE head thinking I guess!

I realize it's test version, but are the textures remaining as is? It can be hard to distinguish the floors and areas when looking down.

EDIT: Think about having floor and no gap, I realize CS is all about team play. So I do get it. However, GE is more FFA which is why I was wondering about a solid floor. my 2cents.
 
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 PostPosted: Thu May 01, 2008 6:13 am    Post subject: Reply with quote Back to top

GE MASTER wrote:
I just played iceworld, and it's fantastic! I can't wait to see your other maps. Something I might mention is, possibly mixing up the weapon placement a bit. The special weapon both placements are along the same corridor. A thought might be to have the specials on opposite ends of the map. This will be brilliant with all shotguns, throwing knives, the list goes on. It's tight size wise, but it will play great!!


When I get to place weapons I will post some preliminary overview maps and consult you guys about weapon placement, thank you for the review!

GE MASTER wrote:
Question about 2forts. I've never played the CS map so I'm a newb but.... In CS can you jump the gap? The only thing going through my mind was having flooring instead of gap. That's just my GE head thinking I guess!


No, you can't jump it in CS. The thing is, what makes this map distinct is the gap and the bridge. Many of the other maps are much more FFA-friendly with big open areas and a lot of floor, so I think this map makes up for some nice variation. But if people would like it better without the gap I can always change that, for now it stays.

GE MASTER wrote:
I realize it's test version, but are the textures remaining as is? It can be hard to distinguish the floors and areas when looking down.


I'm not quite sure what you mean, I thought the tiled floor texture shows the depth and level differences pretty accurate. Show me a screen of what you mean. Do you mean that you can't distinguish the different floors from each other?

Right now, the geometry for seven maps are finished.
 
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 PostPosted: Thu May 01, 2008 8:36 am    Post subject: Reply with quote Back to top

Let me have another look. I will say, these levels seem simply amazing. Perfectly designed for GE! Seriously, these seem like GE levels! Think about the ramps and layout of Temple. I love it man. How far are we off before checking out the others? Do you have any links to pics/info on the originals from CS?
 
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 PostPosted: Sun May 04, 2008 7:02 am    Post subject: Reply with quote Back to top

GE MASTER wrote:
Let me have another look. I will say, these levels seem simply amazing. Perfectly designed for GE! Seriously, these seem like GE levels! Think about the ramps and layout of Temple. I love it man. How far are we off before checking out the others? Do you have any links to pics/info on the originals from CS?


Yes, do that, it's important to me that everything "feels" right, and all kind of input from other people than me is much appreciated.

Some of them I edit, alter the proportions maybe, replacing ladders with ramps, simplifying geometry, nothing big but it matters.

One week or two should be all I need. But now I have a dilemma of sorts. Should I keep the original CS-textures (sizing them down to 32*32, of course) or should I try to stay with the original Goldeneye textures? Anyway, might come with some screens later on.

*EDIT*

Here are the original maps:

See next page for the maps and pictures.

As you can see, two maps are missing. If you got any ideas, tell me.

I will also post screen to screen comparisons to the Goldeneye versions when they're all done and I'm happy with the aesthetics.


Last edited by monkeyface on Sun May 04, 2008 7:45 am; edited 2 times in total
 
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