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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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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Sun May 03, 2009 3:53 am Post subject: [WIP] Carrington Villa: Interior (Multi) [PD Port] |
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Hi everyone!
After a four month break from the hacking scene, I've started work on a new Perfect Dark port (which was initially planned towards the end of last year).
It is the Carrington Villa: Interior, whicht will feature objects from the Villa level itself (thanks to Wreck), and should hold a 4 player match without much lag!
Pics to come within the next few days!
(Plus, a re-release of PD Complex is on the way soon!!!)
Last edited by Kode-Z on Mon May 04, 2009 11:59 am; edited 1 time in total |
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r.e.l. 237 Secret Agent
Joined: 12 Mar 2008 Posts: 270
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Posted: Sun May 03, 2009 6:51 am Post subject: |
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Sounds great |
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fantsu 007
Joined: 30 Apr 2007 Posts: 1003
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Posted: Sun May 03, 2009 6:53 am Post subject: |
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One of the most played maps in PD (I mean the krijy's map) by me and my friends, nice, waiting already...
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun May 03, 2009 6:57 am Post subject: |
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Unfortunately, I may not be able to properly port two of the objects from the Villa; the wooden door and wooden table. They both use internal textures, rather than calling upon those stored at the end of the ROM. My attempts at the door have left me with texture errors. The objects will look fine from some angles, and then quite nasty from others. The only way to describe it, is that it's a scrambled neon mess. So, if these two models can't be ported correctly, we may need to settle for the wooden door from Train, and the coffee table from PD.
Anyways, I look forward to seeing your progress, Kode-Z. Just let me know when you'll need the props and I'll work them into your Villa ROM / GE Visual Editor. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Tue May 05, 2009 2:50 am Post subject: |
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Wreck wrote: | Anyways, I look forward to seeing your progress, Kode-Z. Just let me know when you'll need the props and I'll work them into your Villa ROM / GE Visual Editor. |
Will do Wreck - thanks again!
EDIT: Does anyone have screenshots of Krijy's Carrington Villa multi level, I could use it for reference if people would like me to. (For example; spawn locations, weapon placement etc). |
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r.e.l. 237 Secret Agent
Joined: 12 Mar 2008 Posts: 270
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Posted: Tue May 05, 2009 9:20 am Post subject: |
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Villa and Carrington Villa aren't the same right? Just checking. |
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fantsu 007
Joined: 30 Apr 2007 Posts: 1003
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Posted: Tue May 05, 2009 9:53 am Post subject: |
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r.e.l. 237 wrote: | Villa and Carrington Villa aren't the same right? Just checking. |
No, they aren't.
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue May 05, 2009 10:32 am Post subject: |
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They're both Villa's, but only one is Carrington's. However, I quite often refer to the maps as Villa and Villa CS. I just tack "CS" onto all of the Combat Simulator map names, just to be sure no one gets mixed up.
Kode-Z: You could always grab the codes from Krijy's PD Level Modding FAQ for his interior Villa, then check it out in PJ64 for a first-person look. That'd probably give you the best sense of where everything is laid out. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Fri May 08, 2009 1:48 pm Post subject: |
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Having just spent 15 minutes trimming Carrington's Villa down by deleting a large chunk of rooms, in the event of saving the rooms a lot of "missing .bmp" messages popped up, and eventually crashed the Editor.
I now have to delete the rooms again! Is there a way around these missing .bmp's?! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat May 09, 2009 7:53 pm Post subject: |
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There's something odd about some of the sizes in Villa, I'm not sure why it fails to load the bitmaps. They're the 65 x 65. Unfortunately it doesn't backup bgfiles.
Did you export the room positions file? That's prob more useful than saving as rooms since it redoes them prob poorly?
I'm sorry about crashing, it seems to have memory problems with the large levels, especially when moving a lot of data. |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Sun May 10, 2009 7:39 am Post subject: |
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I think I did "File, Save As Project + Rooms". |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun May 10, 2009 10:19 am Post subject: |
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I don't think that normally works for PD levels, because it reoutputs all of the rooms in my format, without the fancy Rare commands. I'd recommend doing it via the room positions, then reexporting the bgfile |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Sun May 10, 2009 12:17 pm Post subject: |
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Ok, done that and it worked!
Now I can commence! |
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