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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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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Aug 22, 2009 5:05 am Post subject: |
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Apart from artwork and sketches, specially of possible sections not shown on film, I'd be very interested in the "technical specs" of the settings, blueprint-like stuff and so on. I'm a nut for precission. |
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monkeyface Moderator
Joined: 05 Apr 2008 Posts: 275
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Posted: Mon Aug 31, 2009 4:29 am Post subject: |
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I've tried searching for it, but it's hard. The Rare team had those things, but they had an official game so it's not too surprising.
Also, it seems that the second news update made its way to the front page of http://www.moddb.com/. Nothing major perhaps, but that means we have a public venue for the news, and maybe the weekly updates will keep getting there. That means more views and supporters and possibly more contributors, so if you feel you have something to say or show to the people, just contact me! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6124
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Posted: Mon Aug 31, 2009 2:09 pm Post subject: |
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Cool! I'm going to have my site just link to yours instead for Goldfinger...much easier to keep one source and moddb's is fine. |
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Camaro Secret Agent
Joined: 10 Aug 2009 Posts: 308 Location: Indiana |
Posted: Fri Sep 11, 2009 1:05 pm Post subject: |
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No one has posted in this forum in the month of September so far, so...How's it coming along? Have you had time to work on the Prison map, monkeyface? Any progress for any part of the project at all? _________________ 304 HP |
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monkeyface Moderator
Joined: 05 Apr 2008 Posts: 275
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Posted: Fri Sep 11, 2009 2:18 pm Post subject: |
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Yes, of course! But I mostly post news-updates on our moddb.com profile, for some reason. Also, I don't post if I don't feel it's representative of what I had in mind. Right now, Prison is in that state. Things are starting to come together but textures are not finalized, and I need to do a little play-through before carving out the final details. And that will be a pain, since I'll have to split the level into rooms, modify the .mtl files, add portals, clippings, maybe add a few props, just to see if the size is "right".
Don't be discouraged if I don't post. I'm working on it quite regularly.
Here's a quick overview picture:
There will be a weekly update this time as well, so check it out, there'll be some new media and things of that nature.
*EDIT* What you see in this picture, is a little less than half of the map. |
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Camaro Secret Agent
Joined: 10 Aug 2009 Posts: 308 Location: Indiana |
Posted: Fri Sep 11, 2009 8:34 pm Post subject: |
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Ok, thats good to know. I just didn't know if anything was going on because no one had said anything in a week and a half. And wow, a little less than half? Alright, I'll check out the moddb profile from time to time. _________________ 304 HP |
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monkeyface Moderator
Joined: 05 Apr 2008 Posts: 275
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Posted: Fri Sep 25, 2009 12:49 pm Post subject: |
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No inclination on the vehicles when going up or down, sorry people. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6124
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Posted: Fri Sep 25, 2009 8:12 pm Post subject: |
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Cool test map! Of course you're normally inside it so not a big deal, but does look interesting there. |
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monkeyface Moderator
Joined: 05 Apr 2008 Posts: 275
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Posted: Sat Sep 26, 2009 6:39 am Post subject: |
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http://goldfinger64.googlecode.com/svn/IPS-patches/ARENA.rar
There it is, with some primitive lighting effects added. If anyone's interested.
There are some texture deformation which appears when it's imported into the editor, and the clipping doesn't work on the left side of the slopes. The reason for that is because the shadows are at another set of tris, located one unit above the actual ground and I can't select the ground tris and turn them into clipping tiles. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6124
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Posted: Sat Sep 26, 2009 9:46 am Post subject: |
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You can go under it and try to clip, give that a whirl. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Sep 27, 2009 12:04 am Post subject: |
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You can manually tweak the clipping tiles in the GoldenEditor. That's how I had to handle some of the stairwells in PD's G5 Building (mission version) during an unfinished port. There should be an option when you right-click on the tile, which should read something like "Open Tile Dialog". From there, you choose the tile you want to manipulate and change the values within. Simply lower them down by a single point at every Y axis. When you redo clipping connections (and maybe Stan Convert), it should automatically connect them with the surrounding ground (given they share the same height). I believe that is how TimEh handles the same sort of situation - which is a very clever idea.
That's a lovely little testing grounds you've constructed there, Monkeyface. It'll be nice for testing out new objects and characters... and then running them over.
(2500th post, w00t-w00t! ) _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Captin.Frosty Agent
Joined: 24 Feb 2007 Posts: 108 Location: A cold dark basmenet.. |
Posted: Sun Sep 27, 2009 2:39 pm Post subject: |
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wow guys; this is coming a long awesome..
I wish I knew how to do the modeling stuff; meh
maybe i will learn eventually _________________
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monkeyface Moderator
Joined: 05 Apr 2008 Posts: 275
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Posted: Mon Sep 28, 2009 5:07 am Post subject: |
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Wreck, sounds nice. You can't do the same with map geometry, can you? Also, I really need to ask, I want people to try out new models and such in this little area, it's a quick load and looks "official", what files do I have to distribute so you guys can open it in Goldeneye editor?
Thanks Captain.frosty, well, if you feel like giving it a shot for practice and experience, I'd be more than happy to supply you with a task or two. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Sep 28, 2009 12:41 pm Post subject: |
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I'm pretty sure you can manipulate the room model points within the GoldenEditor, by right-clicking on the triangle you want to change and choosing the option that allows you to alter the RGB values. Just change the Y Coordinate instead, lowering or raising it to match the surrounding edges. I remember testing this option out before, so it should be possible. Just be sure to export the modified room files and replace your originals with them. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6124
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Posted: Mon Sep 28, 2009 4:28 pm Post subject: |
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That reminds me - I need to have project mode reload all the prop files since some could've changed in ROM itself. Or maybe a menu option to load props from ROM. Which seems more useful? Both I guess? |
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