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New Map + Mission: Soviet Office Tower
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Dragonsbrethren
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 PostPosted: Fri Feb 15, 2008 11:38 am    Post subject: New Map + Mission: Soviet Office Tower Reply with quote Back to top

This is my new map:



It only took me a few hours total, which should be proof of how easy it is to make something like this with Hammer and the setup editor. Originally I was just going to make a multiplayer setup for it but I instantly got an idea for a solo mission while walking through it, so I'm going to start on that as soon as I'm done typing this post. The map, as you can see in the screenshots, has two floors, offices on one floor and the rooftop. It's kind of small so my mission will be really short, I think it'll make a great multiplayer level as well.


Last edited by Dragonsbrethren on Sat Feb 16, 2008 3:23 pm; edited 1 time in total
 
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SubDrag
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 PostPosted: Fri Feb 15, 2008 12:56 pm    Post subject: Reply with quote Back to top

Wow that's awesome!!! I am very excited about this, the Hammer editor can be our key to quick new and awesome multi levels!

Now all of the new ones are one room only, because I don't think hammer actually lets you separate rooms and whatnot, or does it? That's fine for most levels, unless they get large.

This is a great new frontier billyglen started.
 
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Wreck
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 PostPosted: Fri Feb 15, 2008 4:02 pm    Post subject: Reply with quote Back to top

Very, very cool, DB!
I've always been a big fan of the look from the Archives and Library, so I'm glad to see it return in your map. Be sure to keep us updated on your progress with the mission and/or multiplayer setup.

Oh, by the way, are you still having transparency issues with certain textures? I'll likely be able to fix it for you, if that's the case.
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eshocker6
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 PostPosted: Fri Feb 15, 2008 4:03 pm    Post subject: Reply with quote Back to top

Maybe if we introduce this to some Hammer editor mapping communities, people will start to map for Goldeneye. Smile Thanks Billyglen for this great idea. Maybe eventually, it will be possible to do this in other editors as well (Maybe the Halo editing kit, Unreal Editor etc.) Also, great map.
 
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mcbrainlegend
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 PostPosted: Sat Feb 16, 2008 6:33 am    Post subject: Reply with quote Back to top

OOOO!!!!!!!!!!!! Shocked Very Happy
 
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Dragonsbrethren
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 PostPosted: Sat Feb 16, 2008 3:33 pm    Post subject: Reply with quote Back to top

The solo setup is complete, it will be released once I finish the multiplayer setup. Here are some screenshots from the mission:




SubDrag wrote:
Now all of the new ones are one room only, because I don't think hammer actually lets you separate rooms and whatnot, or does it? That's fine for most levels, unless they get large.

Hmm, Hammer does support grouping but I don't think it retains it after compiling. I'll group some rooms later and test that. If we can't come up with a way to separate the maps into rooms this isn't going to be practical for large solo missions, I had to cut about half the objects I put in the stage to get the framerate back to something decent.
 
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SubDrag
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 PostPosted: Sat Feb 16, 2008 4:35 pm    Post subject: Reply with quote Back to top

That is looking very cool! Like your level picture too. This hammer editor is really seeming to be highly useful for quickly making new levels.

You can always edit the .obj file manually later, to separate by rooms. Do a g Room01, g Room02, etc in between where it draws (the f lines)
 
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Dragonsbrethren
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 PostPosted: Sat Feb 16, 2008 5:11 pm    Post subject: Reply with quote Back to top

Okay, I finished the multiplayer setup in almost no time so it's ready for release, I'm just waiting to hear back from Wreck.
 
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Dragonsbrethren
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 PostPosted: Sat Feb 16, 2008 6:21 pm    Post subject: Reply with quote Back to top

Someone will correct me if I'm wrong but I'm fairly certain only new setups can be played via a GameShark, anything with more complicated changes (21990 modifications, image editing) needs to be played on a backup device.

Anyway, I was doing some more testing and this happened:



It looks like Natalya is wearing an Xenia costume! Laughing

I think I accidentally forgot to delete the single player start point on that preset and ended up with two starts in the same place.

Edit: That's precisely what it was.

As for progress, Wreck is currently working on getting the textures displaying properly with Rice/Mudlord's plugin, I'm going to hold off on releasing this until he's done with that.
 
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SubDrag
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 PostPosted: Sat Feb 16, 2008 7:25 pm    Post subject: Reply with quote Back to top

I'll have to see what Wreck actually changes. If it's simple enough maybe can improve the output. Yepers, you've got two people in one spot.

Did you not heed the editor's error about not having 4 start points! Yes, only setup files can be uploaded to console without a backup device. As of now, new non-ported PD levels do not work on backup device though either, Zoinkity's on it.
 
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Dragonsbrethren
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 PostPosted: Sat Feb 16, 2008 7:32 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Did you not heed the editor's error about not having 4 start points!


I have more than four start points, I just stuck two of them on the same preset. Razz
 
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zoinkity
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 PostPosted: Sat Feb 16, 2008 9:01 pm    Post subject: Reply with quote Back to top

21990 changes can be done on gameshark if you know the proper codes to do so. In fact, a generator could probably be made by comparing output values to unchanged binaries (and skipping the crazy stuff that isn't pertinent)

The base conversion is +80020D90 to whatever the offset is from the start of the 21990. Value is different for J/P.
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SubDrag
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 PostPosted: Sat Feb 16, 2008 9:12 pm    Post subject: Reply with quote Back to top

21990 yes, bgfiles no (and related 21990 restructuring).
 
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Wreck
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 PostPosted: Sat Feb 16, 2008 10:34 pm    Post subject: Reply with quote Back to top

I've sent the new Indice file off to DB to try out. With his newly created and imported textures (A8A - A90), the background was completely invisible with Rice's Video Plugin 5.5.1. What I did, was replace them with their original GE values. This got the images displaying properly, with the exception of the greyscale type. Those needed their "FC" and "BB" commands changed in order to fix the transparency issues they were facing. So, with that taken care of, the stage should look the way it did back in Hammer.

However, there's still a problem with flickering triangular textures. Almost as if there's something going on with the Vertices and / or Indices. It's *possible* that more memory needs to be allocated to something, considering the size of this one room. That may be worth checking into.

Edit: Using Mudlord's Rice Video Build 6.1.4 (thanks to Dragonsbrethren), the flickering seems to be have been cut down a little bit. It does still happen, just not as much. Although multiplayer in general is rather hurting with this plugin, as every stage flashes. But one apparent drawback, atleast how it appears on my PC, is the custom level select icon is squished to half-size. When I looked at it in the multiplayer menu, the right half was that of Control. Another time it was Temple. Could be a weird glitch. Also, all folder recon photos are squeezed by fifty percent. Maybe my settings need adjusting?

By the way, I have to say it, from being able to test out the level while checking out the texture problem, this is a really well put together map. It really goes to show you just how far GoldenEye modification has come. Great new stages being brought to a decade old game. How awesome is that? Smile
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Last edited by Wreck on Sun Feb 17, 2008 12:03 am; edited 5 times in total
 
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bmw
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 PostPosted: Sat Feb 16, 2008 11:35 pm    Post subject: Reply with quote Back to top

Are there any basic Hammer tutorials out there? I can hack gameshark codes with a hex editor, I can create entirely new missions with new rooms in the setup editor, but I can't for the life of me even figure out where to start in the Hammer editor. I have ZERO experience with 3d editing.

Maybe somebody could post a step by step procedure for creating a simple 4-wall square room?
 
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