ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


Use HL2 Hammer Editor to create GE Levels
Goto page Previous  1, 2, 3 ... 8, 9, 10, 11  Next
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling
View previous topic :: View next topic  
BillyGlenn
Agent
Agent


Joined: 28 Jan 2008
Posts: 58

 PostPosted: Fri Feb 22, 2008 11:30 am    Post subject: Reply with quote Back to top

i saw that you are able to get all half life 1 levels for hammer.

just thinking about playing black mesa facility as a multiplayer map in goldeneye Cool
 
View user's profile Send private message ICQ Number
ColdshadowX
Secret Agent
Secret Agent


Joined: 15 Apr 2007
Posts: 281
Location: Boston, MA

 PostPosted: Sun Feb 24, 2008 2:02 pm    Post subject: Reply with quote Back to top

i am confused here. I cannot get the textures to come out!! What did i do wrong?
_________________
"I don't know how and I don't know when but my keys have found a way to lock my out agian." - Bishop Allen "Little Black Ache"
 
View user's profile Send private message AIM Address MSN Messenger
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Sun Feb 24, 2008 2:41 pm    Post subject: Reply with quote Back to top

Did you do Save as Project, then Load as Project?
 
View user's profile Send private message
ColdshadowX
Secret Agent
Secret Agent


Joined: 15 Apr 2007
Posts: 281
Location: Boston, MA

 PostPosted: Sun Feb 24, 2008 3:59 pm    Post subject: Reply with quote Back to top

Edit: um..I can't seem to figure it out? Do i "export as a map" or just "save as"?
_________________
"I don't know how and I don't know when but my keys have found a way to lock my out agian." - Bishop Allen "Little Black Ache"
 
View user's profile Send private message AIM Address MSN Messenger
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7197
Location: Ontario, Canada

 PostPosted: Sun Feb 24, 2008 7:40 pm    Post subject: Reply with quote Back to top

Well, I've got my first map in the works. I'm extremely new to this, so I can't say how well this is going to turn out. All I'll say is that it has a temple theme... Razz
_________________

YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Sun Feb 24, 2008 7:47 pm    Post subject: Reply with quote Back to top

File -> Save as Project. File -> Open Project. Pick same one and open. Make sure the ROM you saved using was the one you put the textures in.
 
View user's profile Send private message
ColdshadowX
Secret Agent
Secret Agent


Joined: 15 Apr 2007
Posts: 281
Location: Boston, MA

 PostPosted: Fri Feb 29, 2008 6:54 pm    Post subject: Reply with quote Back to top

Ohhh..Do I need the new version of the editor or anything?
_________________
"I don't know how and I don't know when but my keys have found a way to lock my out agian." - Bishop Allen "Little Black Ache"
 
View user's profile Send private message AIM Address MSN Messenger
BillyGlenn
Agent
Agent


Joined: 28 Jan 2008
Posts: 58

 PostPosted: Wed Mar 12, 2008 2:51 pm    Post subject: Reply with quote Back to top

i´m still working on that obj to map thing to import original maps into hammer.
I got the textures working but it takes very long because i need to rename every single texture and than convert them into a wad file.
All in all i need 5 tools to get textures working in hammer

- ge editor (to export the maps to .obj)
- irfan view (to change the bitmaps into jpg)
- wally (to create wad files out of them)
- milkshape3d (to convert obj to map)
- hammer (to import and change them)

not very user friendly Confused


Update:

Finally!







I didn´t retextured it. Every Texture and their places are from the original game.

just the placements seems to be wrong but this should be fixed soon
 
View user's profile Send private message ICQ Number
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7197
Location: Ontario, Canada

 PostPosted: Thu Mar 13, 2008 2:06 pm    Post subject: Reply with quote Back to top

That's looking really cool, man.
I can't wait to see more stages in Hammer.
Fantastic job getting it all going. Very Happy
_________________

YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Thu Mar 13, 2008 3:05 pm    Post subject: Reply with quote Back to top

Looks great! The placements of what are wrong? Rooms or textures? Can the process be automated?
 
View user's profile Send private message
BillyGlenn
Agent
Agent


Joined: 28 Jan 2008
Posts: 58

 PostPosted: Thu Mar 13, 2008 3:13 pm    Post subject: Reply with quote Back to top



i hope you understand what i mean. the textures aren´t at the right position.

Quote:
Can the process be automated?


maybe. Is there a possibility to change the the ge editor texture format?
After i export a map to a obj i get the texures in bmp format. It would be much easier with jpg. Because i need to convert the bitmap to jpg and also need to change the mtl file to use in wally. The names are also a problem.
Wally only accept short file names but the texture names a very long. Maybe you could change it to just 1-3000.
 
View user's profile Send private message ICQ Number
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Thu Mar 13, 2008 4:07 pm    Post subject: Reply with quote Back to top

oh hmm, I'll see if I can get some version out to you that does it easier. Jpg probably won't happen, but at least they'll be shorter names.
 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Fri Mar 14, 2008 2:07 am    Post subject: Reply with quote Back to top

Wally also works with 256 color bitmaps.

Nice work BillyGlenn. It looks like the texture alignment and/or scaling isn't getting preserved, might have to do that by hand if there's no way to automate it.
 
View user's profile Send private message
BillyGlenn
Agent
Agent


Joined: 28 Jan 2008
Posts: 58

 PostPosted: Fri Mar 14, 2008 9:08 am    Post subject: Reply with quote Back to top

yes right. Hammer set all texture alignment and scaling to default 1.0.
I´m still not sure why this happen. if i look at the same map file with crafty there are no textures at all
 
View user's profile Send private message ICQ Number
Captin.Frosty
Agent
Agent


Joined: 24 Feb 2007
Posts: 108
Location: A cold dark basmenet..

 PostPosted: Sun Apr 13, 2008 11:56 am    Post subject: Reply with quote Back to top

How do you make texures appear? I tried everything!! AND IT COMES OUT WIREFRAME
_________________
 
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling All times are GMT - 8 Hours
Goto page Previous  1, 2, 3 ... 8, 9, 10, 11  Next
Page 9 of 11

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]