ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


Welcome to my best new level i made Guys
Goto page Previous  1, 2
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling
View previous topic :: View next topic  
Camaro
Secret Agent
Secret Agent


Joined: 10 Aug 2009
Posts: 308
Location: Indiana

 PostPosted: Wed Jan 27, 2010 8:44 pm    Post subject: Reply with quote Back to top

It's hard to visualize these two levels combined, but I would say remove the rooms that are farthest from the center of the map to help keep the size of this map down.
_________________
304 HP
 
View user's profile Send private message
EternallyAries
007
007


Joined: 05 Oct 2009
Posts: 1943
Location: Las Vegas

 PostPosted: Thu Jan 28, 2010 1:19 am    Post subject: Reply with quote Back to top

Hm maybe ill do that one insted.
_________________
There totally nothing to read here.
 
View user's profile Send private message
Entropy Soldier
Secret Agent
Secret Agent


Joined: 13 Feb 2009
Posts: 263
Location: GE:S

 PostPosted: Thu Jan 28, 2010 2:12 pm    Post subject: Reply with quote Back to top

i know what to do.


If it can be preformed with ease, move complex so that its side matches up with aztec (as opposed to being in the corner)

Take the lookout area from the V walkway area and add another hall to it, which connects to the area you have already made that overlooks the shuttle launch bay.

Then, make a hallway that connects the wall under the catwalk in the area you currently connect to aztec that joins that room to the pillar/chasm room in the ruins (or a room near it). Now, connect the ditch to the control room, completely circumventing the area above the ditch. Now delete the room that originally allowed you to descend into the pit, that alcove in which you start, and have the new connection from the ditch go to where the deleted rooms connect to the control room.


Finally, just fuse some rooms together to undermine the room limit.



Anyway, hope that helps
 
View user's profile Send private message Visit poster's website
EternallyAries
007
007


Joined: 05 Oct 2009
Posts: 1943
Location: Las Vegas

 PostPosted: Thu Jan 28, 2010 6:14 pm    Post subject: Reply with quote Back to top

Wow that is way to complex for me Entropy Soldier but maybe ill do it
_________________
There totally nothing to read here.
 
View user's profile Send private message
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7198
Location: Ontario, Canada

 PostPosted: Sat Jan 30, 2010 1:52 am    Post subject: Reply with quote Back to top

Yeah, that's quite a bit to take in, E-Sol. I can picture a fair amount of it, but not everything. Sounds like it'd be quite a bit of work, and also require modification of original stage architecture. I don't know if Aries wants to get that in-depth with this project or not.
_________________

YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN
 
View user's profile Send private message Visit poster's website
EternallyAries
007
007


Joined: 05 Oct 2009
Posts: 1943
Location: Las Vegas

 PostPosted: Sun Jan 31, 2010 10:11 pm    Post subject: Reply with quote Back to top

i got to ask thu wud DeleD be abel to tell me all the rooms perfetly Guys?
_________________
There totally nothing to read here.
 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Mon Feb 01, 2010 7:18 am    Post subject: Reply with quote Back to top

DeleD doesn't like the "g" flag for groups in the obj file; it uses the "o" (object) flag to group geometry instead. The editor outputs primary or secondary with the "o" flag under a "g" flag, so if you look at the scene viewer you'll see something like primary primary secondary primary primary primary secondary ... etc instead of room numbers. You can manually rename them to primary RoomXX or secondary RoomXX and they'll import fine.
 
View user's profile Send private message
EternallyAries
007
007


Joined: 05 Oct 2009
Posts: 1943
Location: Las Vegas

 PostPosted: Mon Feb 01, 2010 3:56 pm    Post subject: Reply with quote Back to top

So maybe my level i ben makeing may not have 179 rooms so maybe it ant Rite?
_________________
There totally nothing to read here.
 
View user's profile Send private message
DF Ank1
00 Agent
00 Agent


Joined: 17 Feb 2009
Posts: 512
Location: Feldkirch, Austria

 PostPosted: Sun Mar 07, 2010 2:29 am    Post subject: Reply with quote Back to top

great i can´t wait to play that. but whats the problem ? can ou not import the map into -the GESE ?
_________________
-----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate
 
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
EternallyAries
007
007


Joined: 05 Oct 2009
Posts: 1943
Location: Las Vegas

 PostPosted: Sun Mar 07, 2010 3:08 am    Post subject: Reply with quote Back to top

The only prblem is that i cant tell how meny Rooms are thar in DeleD and i may Dellet my level to much and well it will look Terbel and even if i got it in the editor my Texter is all mess up to i do not no how to fix this
_________________
There totally nothing to read here.
 
View user's profile Send private message
DF Ank1
00 Agent
00 Agent


Joined: 17 Feb 2009
Posts: 512
Location: Feldkirch, Austria

 PostPosted: Sun Mar 07, 2010 3:51 am    Post subject: Reply with quote Back to top

ohhh that problem... damn unfortanaly i can´t help you. what´s with the other ? they can sure halp you .
_________________
-----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate
 
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling All times are GMT - 8 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
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

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]