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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: 7254 Location: Ontario, Canada  |
Posted: Thu Apr 23, 2009 9:07 am Post subject: |
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Yes, it'll include everything from the mission or Combat Simulator map. This way, you won't be missing any doors from the level. You can also place whatever office or house furniture there is around the stage, filling in the empty space. Though this may be better suited towards the mission maps, it'll also benefit many Combat Simulator arenas, too. _________________
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r.e.l. 237 Secret Agent

Joined: 12 Mar 2008 Posts: 270
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Posted: Thu Apr 23, 2009 9:53 am Post subject: |
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Sounds good. I'm not too familiar with GE and texture/memory hacking but would it someday be possible to port all PD textures and objects into GE or is there not enough space? And also it seems like a PD map pack is overdue so many PD ports. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Fri Apr 24, 2009 2:31 pm Post subject: |
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Wreck wrote: | I'm not sure if PD had any crazy multi-part doors that were a single object, like how GE had the Eye-lid and Iris doors in Caverns.. |
In the solo G5 building level, the first few doors (orange with red and white caution stripes) open in a manner that would probably be a challenge to port.
Also from G5, I'd like to see the blue door with the rectangle window ported, and the plant pots from Carrington Villa if possible please! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Fri Apr 24, 2009 8:07 pm Post subject: |
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Hehe, those three planters were probably next on my list of things to port. I'm not sure why, but I really would like to port all of the Villa objects. Last I'd heard though, the Villa wasn't loading properly. If it's acting up, I'll need to look into it. It could be a texture that needs correcting, like many other PD maps had. A Villa interior multi would be a lot of fun, especially with four players.
Well, considering how many more objects and textures there are in PD, I'm not sure if we could get them all over. Textures might be possible, as Zoinkity figured out a way to reduce the image table to allow far more entries. Also, I believe PD's textures are smaller in file size, which is quite helpful. But with 65 Hex (101 Decimal) more props than GoldenEye has, I doubt we could get them all in. Even excluding all of the unused beta models, it may still not be enough. We'd also need to keep a few from GoldenEye, such as the splash screen, logos, and folder menu.
I'll check out that blue door with the rectangular window for you, Kode-Z. It'd make a nice addition to GoldenEye, I'd imagine.
You've got a point with those G5 garage fire doors, too. I think they are in four pieces, if I remember correctly. The two smaller parts open diagonally, I'm pretty sure. There may be a way to set that in GoldenEye, though I can't say for certain without testing.
Edit: I was able to port those three planters, which means there's a new screenie in the first post.
Edit ii: A big metal bin that trash sits inside has been ported. Pic on first page.
Edit iii: A deskside trash receptacle is now visible in the first post. _________________
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Apr 25, 2009 10:41 am Post subject: |
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If I ever do a 2.0 version of my Silo mission those planters are definitely going in. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sat Apr 25, 2009 11:01 am Post subject: |
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Yeah, those three planters would make a nice addition to any indoor area, especially offices. I may have to play with them a little before release, though I'm not sure if they'll get any better. It's not the looks, it's the performance.
The Hovercop background model (that flies around the dataDyne building, Lucerne Tower) has been ported. I'll have to try the better police car next, since this one looks rather silly. But, since it was only designed as a moving, long-distance object, you can see why. _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat Apr 25, 2009 5:09 pm Post subject: |
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I had no idea the dumpster had wheels! Just checked over Chicago PD, and whadya know, it does, though barely noticeable. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Apr 26, 2009 3:07 am Post subject: |
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Ha, I never did either! I guess that explains how you can push them around in Chicago so easily. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sun Apr 26, 2009 7:48 am Post subject: |
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Added the blue slider w/ window from the G5 Building to the first post. I've ported plenty of Villa related props, so expect a nice group photo sometime soon.
I'm having some difficulty porting models that contain internal textures. They look fine from certain angles, then look terrible from others. Unfortunately, there are a fair amount of objects in PD that are built like this. For now, I'm going to leave them be.
Hehe, the wheels may explain how you can push the dumpster around so easily, but what about all the random couches throughout the game?
Edit: Included the windowless blue slider from Grid.
Edit ii: Added a shot of two Area 51 Vertical doors. _________________
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Fri May 08, 2009 12:04 pm Post subject: |
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I think the mainframes in Area 51: Infiltration would be a great port, Wreck! I think there's about three or four different styles. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat May 09, 2009 7:50 pm Post subject: |
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Wonder if that "G5" door was originally the one used for the meeting room? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sun May 10, 2009 10:55 am Post subject: |
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Mainframe: I'm not totally positive, but I believe that there's only the one mainframe model. They just modified the dimensions of them in the level and stacked some to make them appear different. Atleast, that's what I'm thinking they did. I'd have to take a look, just to be certain.
G5 Door: The one without the window is actually used in Chicago, as the upper entrance to the Pond Punk. But you do have a good point about it possibly having been meant for the meeting room. It is a classified area, where only selected members of the organization are allowed access. Letting others peak inside isn't exactly wise. _________________
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fantsu 007

Joined: 30 Apr 2007 Posts: 1003
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Posted: Sun May 10, 2009 11:45 am Post subject: |
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pond punk...
anyone remembers the beta picture, where it still was "pink" something?
anyone has it?
I think it was the first beta picture of PD...
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun May 10, 2009 11:59 am Post subject: |
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It was called the Pink Pony in the earliest shots:
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fantsu 007

Joined: 30 Apr 2007 Posts: 1003
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Posted: Sun May 10, 2009 12:15 pm Post subject: |
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Dragonsbrethren wrote: | It was called the Pink Pony in the earliest shots |
yep, that I was meaning, they had that "health indicator" in the corner.  |
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