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Bond Babe - Updated: March 18th, 2010 @ 1:23pm
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Wreck
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 PostPosted: Mon Jan 18, 2010 6:11 pm    Post subject: Bond Babe - Updated: March 18th, 2010 @ 1:23pm Reply with quote Back to top

prop progress page:
http://www.battlefieldforever.com/hackers/pd/geproject/prop_porting_list.txt
(objects ported: 90)

head progress page:
http://www.battlefieldforever.com/hackers/pd/geproject/head_porting_list.txt
(heads ported: 46)

February 23rd, 2010 @ 5:27pm





Tastes like strawberries.
Beautiful and intelligent computer programmer, Natalya Simonova. She was personally responsible for the creation of the guidance system used by the GoldenEye weapons satellite. Her intimate knowledge of the weapon may prove to be incredibly valuable. That is, if you can keep her alive long enough to utilize it.

February 22nd, 2010 @ 6:59pm






I was always better...
The leader of the Janus Crime Syndicate himself, Alec Trevelyan. He was once James Bond's closest friend, but now he's become his greatest enemy. With the GoldenEye weapons satellite in his control, the world could fall into complete chaos. Only 007 is capable of overcoming this new threat. Does he have what it takes to finish the job, or will his past relationship with Alec interfere with his mission? The decision is in your hands.

February 21st, 2010 @ 9:38pm





Spacey Joe.
After two full days of work, and my vision slowly worsening, I'm proud to show off an actual body ported from GE. All twenty-five parts of the body are intact, and everything works as it should. I was even very happy to see that most of the GoldenEye heads that I've ported seem to fit on it extremely well. They don't sink down like they do on PD bodies. It was interesting to see Boris and Baron Samedi in Elite gear. I'd need to redo the vertices to include all of the RGB entries for the blood to form better, but that actually won't be that hard. Other than that, he works exactly as he should. Smile

February 19th, 2010 @ 6:31pm

http://www.battlefieldforever.com/hackers/pd/images/pd_gegoldengirls.jpg

Femme Fatales.
Remember these faces? Mandy, Marion, Sally and Vivien. They really don't look anywhere near as good as the female heads in PD. They're fairly low quality, even when compared to most of the other GoldenEye heads. It's no wonder none of them made it into the actual missions.

February 18th, 2010 @ 7:11pm

http://www.battlefieldforever.com/hackers/pd/images/pd_geheadscsmenu3.jpg

Head is a Specialty.
Here are the four classic Bond villains. It's actually quite surprising how simple some of these heads are. You wouldn't really know it by looking at them, either. Oddjob is quite boxy, though. Baron Samedi's hat is rather complex, which makes sense. This just leaves the Helicopter Pilot for heads that need to be stripped from bodies. He's next.

February 17th, 2010 @ 4:37am

http://www.battlefieldforever.com/hackers/pd/images/pd_geheadscsmenu2.jpg

More Head.
Four more heads stripped out of their body files and added to Perfect Dark. That should leave only the Helicopter Pilot and the Guest Star characters. Sunglasses look like they're going to be a pain, so I don't know when I'll get around to testing those out. Bodies might not be too far off, either...

February 16th, 2010 @ 9:39pm

http://www.battlefieldforever.com/hackers/pd/images/pd_geheadscsmenu1.jpg

Heads Up.
Four more heads have been ported. Three of which were actually part of full body models and needed to be stripped out. Only Mishkin had a separated head originally. This means that Trevelyan, Xenia and Natalya can now have their heads put on different bodies. PD offers more customization, which is a great addition to GoldenEye.

February 15th, 2010 @ 6:16am

http://www.battlefieldforever.com/hackers/pd/images/pd_geheadbalaclava1.jpg
http://www.battlefieldforever.com/hackers/pd/images/pd_geheadbalaclava2.jpg

Feel the Terror.
Thought I'd try for another head port. Seeing as he's one of the most popular of all the GE characters, I figured he'd be worth the effort. Also managed to finally find a PD head that only contains a single model, rather than two or three. The Terrorist, or "CheadbalaclavaZ" head, only has one model, and uses two textures. Pretty simple, actually. I think I'm starting to get a hang of these heads. There's really only two pieces that I'm not totally sure on how to handle. One seems to be fine when just using data from another PD head, but the other makes blood stains act up. Seriously, one shot to his face had almost his whole head red. Other than that, it's pretty much complete.

February 15th, 2010 @ 2:58am

http://www.battlefieldforever.com/hackers/pd/images/pd_gedoorpanel.jpg

Screened.
Kind of happy about this one. It's the PdoorpanelZ object from Dam, I believe. It's the one placed next to those big security doors. It features two functioning screens. For some reason, you seem to be able to fire through the screens. However, I checked out the normal Ppd_consoleZ model and it does the same thing. Do all screen objects in PD act this way?

February 13th, 2010 @ 6:31pm

http://www.battlefieldforever.com/hackers/pd/images/pd_geglassdoors1jpg.jpg

Hinged Glass.
Ported three of the glass door models. The Severnaya Bunker security door, the Arkangelsk Facility lab door, and the Converted Missile Train windowed slider. Aside from some weird issues I had with the lab door in the G5 Building, everything seems to be working properly.

February 12th, 2010 @ 1:40pm

http://www.battlefieldforever.com/hackers/pd/images/pd_gemetalcrates.jpg

They're crate!
All three of the metal crates from GE. One of which was never actually used in the original game. But I guess if you were to find it anywhere, it'd have to be inside of Area 51.

February 10th, 2010 @ 11:54pm

http://www.battlefieldforever.com/hackers/pd/images/pd_gegasbarrels.jpg

Secrets.
Little did Joanna know, Daniel's villa was a housing facility for dataDyne's chemical weapons division. Her eyes were wide when she saw barrels of toxic gas stockpiled in the caverns outside his residence. How she felt used. Betrayed. Alone.

February 10th, 2010 @ 6:00pm

http://www.battlefieldforever.com/hackers/pd/images/pd_gealarm2.jpg

Stay alert.
The recently installed alarm system in the G5 Building is still confusing the guards. As you can see, they have no idea where the actual alarm panel is located. It wasn't until Davey tried to get coffee from the red-thing on the wall that it finally sank in.

February 10th, 2010 @ 1:04pm

http://www.battlefieldforever.com/hackers/pd/images/pd_gegasplantswinger2.jpg

Swinging.
There was a complaint that the shiny wooden doors in the Felicity were giving people headaches. Apparently, the light reflected by the metallic strip could actually bring on migraines to those unfortunate enough to stare at it for longer than seven hours straight. They found a bunch of these gray swingers in storage and put them in place. Might not be as fancy, but at least they pose no long-term health problems.

February 10th, 2010 @ 11:28am

http://www.battlefieldforever.com/hackers/pd/images/pd_gewoodentable1.jpg

Kickin' back.
It's kind of boring working at Area 51. I mean, it's not like aliens crash land in Nevada everyday. The facility is so well protected, that there's not much worry of an intruder, either. So, for this security team, it's all about comfort.

February 8th, 2010 @ 12:35am

http://www.battlefieldforever.com/hackers/pd/images/pd_gemetalcrate3.jpg

Dangerous cargo.
Not that being trapped under metal crates is bad enough, these ones have nasty skulls on them.

February 7th, 2010 @ 10:41pm

http://www.battlefieldforever.com/hackers/pd/images/pd_geoildrum7.jpg

Imported oil.
It may be a little old, but it's Russia's finest!

January 19th, 2010 @ 4:29pm

http://www.battlefieldforever.com/hackers/pd/images/pd_getimedmine1.jpg
http://www.battlefieldforever.com/hackers/pd/images/pd_geproxymine1.jpg

Timed Mine and Proximity Mine props.
First time either one of them have ever stuck to anybody. Razz

January 19th, 2010 @ 3:27pm

http://www.battlefieldforever.com/hackers/pd/images/pd_geremotemine1.jpg

I'm still working this one out, but the prop model is done. Been trying to mess around with the inventory version, as well as the weapon block. When I get one thing going, another thing breaks. Should have the other mines in shortly.

Original Post






He isn't perfect, but he's good enough to show to others. The texture used for his hair is displaying white in PD, so I've temporarily swapped it out for another black one. It leaves some gray stripes on the back of his head, which means I'll need to replace it with a different one. I've also had to reposition his head slightly to better fit the Dinner Jacket (Brosnan) body that's available in PD. I've noticed that it seems like PD angles heads downward slightly, whereas GE keeps them straight. Might take some time to figure out everything, but I thought you'd like to see my progress.
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Last edited by Wreck on Sat Oct 09, 2010 1:00 pm; edited 36 times in total
 
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acceptable67
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 PostPosted: Mon Jan 18, 2010 6:39 pm    Post subject: Reply with quote Back to top

Omg man.. Nice job... o.o How did you get to implement Information about the bond?
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radorn
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 PostPosted: Tue Jan 19, 2010 3:35 am    Post subject: Reply with quote Back to top

spectacular, wreck.
 
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fantsu
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 PostPosted: Tue Jan 19, 2010 3:50 am    Post subject: Reply with quote Back to top

Nice job!
Laughing Laughing Laughing
 
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monkeyface
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 PostPosted: Tue Jan 19, 2010 4:14 am    Post subject: Reply with quote Back to top

Very much like the real deal, good job.
 
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oldyz
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 PostPosted: Tue Jan 19, 2010 7:20 am    Post subject: Reply with quote Back to top

Arribaaaaa!

please Wreck, can we use 3 of the pics to support our lost cause?
 
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HackBond
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 PostPosted: Tue Jan 19, 2010 9:53 am    Post subject: Reply with quote Back to top

The texture on the legs look a bit streched don't they?
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Dragonsbrethren
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 PostPosted: Tue Jan 19, 2010 10:04 am    Post subject: Reply with quote Back to top

Heh, I really wish Rare held onto some of the Bond license. Just think of how awesome it would've been if this popped up officially after beating the game on Perfect Agent or something.
 
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Wreck
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 PostPosted: Tue Jan 19, 2010 10:37 am    Post subject: Reply with quote Back to top

Thanks, guys.
I hope to port another head soon. I'll probably choose an enemy head to do next, since it'll include both the near and far versions, as well as the sunglasses. Brosnan's special MP and bonus mission head only contains one model, whereas some of them have up to three. Would be neat to get a recognizable GE head wearing sunglasses into a PD mission.

Spyster wrote:
The texture on the legs look a bit streched don't they?

Either it's a plugin issue, or it's just the way the legs actually look. That's the Dinner Jacket (Brosnan) body from Perfect Dark, not a port. So no fingers can be pointed at me for that one. Razz

Edit: Included an image of the GE Remote Mine in the first post.
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 PostPosted: Tue Jan 19, 2010 12:49 pm    Post subject: Reply with quote Back to top

Wow Very Happy Well done Wreck i cant belev you can put james bond on perfect Dark but how did you do it? Can you tell us.
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Dragonsbrethren
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 PostPosted: Tue Jan 19, 2010 12:55 pm    Post subject: Reply with quote Back to top

Is it just me, or are those mines a little more jagged-looking around the edges than they appear in GE? Maybe I'm just not used to seeing them so up close. Nicer looking than the PD mines, anyway.
 
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HackBond
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 PostPosted: Tue Jan 19, 2010 1:05 pm    Post subject: Reply with quote Back to top

EternallyAries wrote:
Wow Very Happy Well done Wreck i cant belev you can put james bond on perfect Dark but how did you do it? Can you tell us.


Port the head model.
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Wreck
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 PostPosted: Tue Jan 19, 2010 1:35 pm    Post subject: Reply with quote Back to top

EternallyAries wrote:
...how did you do it? Can you tell us.

The easiest way to describe the process is...
I open up the head model in a Hex Editing program. Then, I change GE's format over to PD's. It's very similar, yet different enough to require time and patience to figure out. Once done, I have to bring in the textures. I rip them out of the GE ROM, then insert them into PD. Afterwards, I update the texture ID's used in the model and test it out. If all went well, it'll display correctly. Smile

I think the Remote Mines look the same. It could be that I'm so close up, or the fact that PC emulation sometimes makes things look much sharper than the N64.

Added the Timed and Proximity Mines to the first post.
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acceptable67
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 PostPosted: Tue Jan 19, 2010 1:56 pm    Post subject: Reply with quote Back to top

Damn man.. you always find ways to impress me.
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oldyz
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 PostPosted: Tue Jan 19, 2010 2:51 pm    Post subject: Reply with quote Back to top

i don't remember the "progress " leds lights on the mines.
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Wreck wrote:
January 19th, 2010 @ 4:29pm


Is it something extra you made ?


also please check the private message.
we don't want to make any mistake
or make you angry.
 
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