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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: Sun Apr 18, 2010 8:21 am Post subject: |
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yeah, the antenna building would look quite awesome with some PD lights, but some geometry would have to be added, since there are no "lamps" in the original GE geometry... mmmmh
Plus, I wonder if it would stray much from the original...
In any case, if that's going to be done, whoever does it would do good in paying attention to the actual film to see if there are any lights in there and, if there are, where. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Sun Apr 18, 2010 1:00 pm Post subject: |
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Wreck wrote: | I've got all of the Train textures in, and am left with 82 images in this block. That should be enough for something like Archives or Bunker ii. Hopefully there were a few that get shared by other maps in Train, as that would help cut down on what else needs brought over. |
Nice 1. just so you know i tryed using the texture 713 in perfect dark for the toilet lid in train (GE=363) and that looked pretty good, that might save you a texture. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Sun Apr 18, 2010 2:03 pm Post subject: |
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hmm, yes, look at the film. My image was only an "impression" using a light on each corner as a default layout.
Keeping to the origonal is good but there are certian features from PD Id like to see more of in GoldenEye, Lights are one.
Trev
Movie:
[IMG]http://www.therwp.com/forums/picture.php?albumid=646&pictureid=4212[/IMG] _________________
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Sun Apr 18, 2010 2:11 pm Post subject: |
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Whilst I think that the levels should stay true to to how they are in GE, it wouldn't hurt to add a few PD features.
Imagine the moon shining down in the Statue level, with stars in the sky, or the sun in the Cradle level. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Sun Apr 18, 2010 8:50 pm Post subject: |
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Wud it be even possbel to add snow in the game _________________ There totally nothing to read here. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Apr 19, 2010 1:25 am Post subject: |
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Yes, there are many new elements that can be added to GE maps, that don't actually require BG modifications. Rain and snow are two great weather conditions that could be included in stages like Runway, Surface, Jungle or Depot. There's also the possibility of adding in suns, which will be a very nice feature. The moon is actually part of the BG file, but probably wouldn't be hard to implement. There's also a few things we still need to determine when it comes to interactive lighting. I understand the basics, but not how the rooms tie together or how much darker the area is supposed to become. We do have some ideas, such as putting in real ceiling fans and replacing some fake doors with real ones, but nothing too dramatic. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Mon Apr 19, 2010 12:16 pm Post subject: |
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Wow i cant beleve how much stuff we can add now _________________ There totally nothing to read here. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Wed Apr 21, 2010 5:52 am Post subject: |
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Hate to get greedy here, but I think I'm going to call the Surface, as well. Since I have all of the Bunker ii textures in, it actually covers a decent amount of the Surface map images. It's kind of neat hearing the snow crunching under your feet as you walk around outside of the Bunker, as well. Plus, I really want to see if we can get it snowing outside.
Oh, you can also update the Bunker ii status to "In Progress - clipping, setup". _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Apr 21, 2010 8:27 am Post subject: |
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I put you down for Bunker i as well, figured you'd want to handle that one too. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Wed Apr 21, 2010 8:49 am Post subject: |
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Probably not a bad idea. I think most of the textures are shared between the two Bunker maps, with only a few different ones for the under construction areas. Guess I should see if I can squeeze the necessary images into the ever-shrinking block I've been working with. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Fri Apr 23, 2010 4:00 pm Post subject: |
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This is probably a better place to explane a find of mine with shadows in surface.
Wreck, if you look in the dish building you will see 2 pipes with shadows behind opposit the enterance, if you look at the wall on your right and at the roof youl see a 'copy?' of the pipe shadow on the right (above enterance)
there are also some more shadows that could be fixed If you could.
Also it seems there are supposed to be 2 lights inside, 1 either side of the turbine tower.
hmmm bed time... Im starting to get confused about what ive typed...
Trev _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Apr 24, 2010 8:04 am Post subject: |
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Little changes, such as changing RGB or adding more lights to the BG, could be done at a later time. The important thing is that we get the maps in and clipped. Once that is complete, we could make modifications to the backgrounds and re-import them afterward. I don't mind the idea of making some adjustments and edits to the maps, but it isn't a real priority at this time. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Apr 24, 2010 9:13 am Post subject: |
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Oh, an update for Bunker i. I got the few extra textures that it needed in, so now I'm just fooling with the clipping a bit and testing it out in-game. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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