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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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fantsu 007
Joined: 30 Apr 2007 Posts: 1003
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Posted: Thu Feb 28, 2008 1:18 am Post subject: |
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Wreck wrote: | It's a shame that they didn't sneak a few more GE maps into PD's Combat Simulator. Bunker ii and Archives would've kicked some serious ass, had they been included. I also would have enjoyed seeing what changes the Water Caverns could've went through. The three we got were great, but it's too bad there weren't a couple extra. |
YES! Bunker 2 and archives! YES!
Bunker2 and archives to PD!
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DELETED Guest
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Posted: Thu Feb 28, 2008 1:21 am Post subject: |
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DELETED |
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fantsu 007
Joined: 30 Apr 2007 Posts: 1003
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Posted: Thu Feb 28, 2008 4:42 am Post subject: |
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Frigate and Dam......
DAMN!
Want them!
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Thu Feb 28, 2008 5:24 am Post subject: |
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We've actually had some success in porting room models from GoldenEye into Perfect Dark. Zoinkity had done some rooms from Bunker ii, and I'd ported select rooms from various stages. But the biggest problem stems from Stage Scaling. All of PD's maps were done at full scale, while the vast majority of GE's are far smaller. Infact, the only one that was actually larger than full scale was Facility. As is, it would be a little big in PD. Bunker i and ii are just a bit too small to make it decent. Other than that, none of others are anywhere near large enough to fit in PD.
The only thing we could do, is figure out how to make Perfect Dark register Stage Scaling. If that is possible, we could definitely resume porting GE maps into PD. Not only that, but update them, as well. Such as making rooms get darker when lights are shot out, for instance. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Feb 29, 2008 12:41 am Post subject: |
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It would be nice to retexture them with PD textures as well, it would be in the same spirit as the other Classic maps. I mentioned in another topic how nice Archives would look with Air Base textures, Air Base has the same two texture walls thing going on in places, it was the obvious choice to me. Maybe retexture Bunker to look like Skedar, you have the snowy outside area, the inner corridors could be darkened like the solo Skedar stage...it would have a ton of atmosphere.
Maybe the stage scale problem could be handled by an external program rather than trying to reenable it in PD? |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Fri Feb 29, 2008 3:08 pm Post subject: |
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There are a lot of things that rely on the stage scale. The points and clipping both assume a certain scale, and these aren't float values, mind you. You can't scale it up .652386 and expect the results to be consistant enough that the thing actually works.
The scale thing was a shortcut the original GE crew used. They built a stage, then had to get it to fit within the coordinate range allowed. So, the cheap route was to alter the scale till it fit and worked. PD wasn't done the same way. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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dTerent Agent
Joined: 11 Nov 2007 Posts: 18
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Posted: Fri Feb 29, 2008 4:25 pm Post subject: |
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For me, Ravine Felicity and Temple _________________ Perfect Dark. Simply. Perfect. |
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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
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