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 PostPosted: Thu Jul 29, 2010 9:26 am    Post subject: Reply with quote Back to top

^ good to hear
 
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 PostPosted: Fri Aug 06, 2010 11:02 am    Post subject: Train GE:X Reply with quote Back to top

Ive now Swaped the crate id's in my setup over to the new ones wreck provided for me, the way the crates were before with there massive exposions i had to make them invincible so you could at least get through the first carridge.

Other small things that needed doing like the monitor size was way to big, some doors were to fat and showing through the level have all been corrected.

Ive been messing around with the action blocks again, this time ive actualy got a result:
The roller doors at the end of the level are set to open by defult and can not be activated, and now when you get to close to natalya all the roller doors close locking you in the last carridge just like the original level Very Happy
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 PostPosted: Fri Aug 06, 2010 12:59 pm    Post subject: Reply with quote Back to top

I'm very pleased to hear that you've been able to spend some more time on the Train, and that the new patch has helped to resolve certain issues. I'll have to search out the explosive setting for the props, as I'm forced to replace particular objects with specific explosions. Some aren't quite right still, but do work for the time being. Animated screen models may also require tweaking, even though they do seem to function correctly.

Sounds like most of the Train has been accurately reproduced within PD. All we really need to worry about now are the Action Blocks. At least we can already get this thing up and running in VR mode (Combat Simulator) and include it in the second official release. I always thought the Train played well in GoldenEye's multiplayer, so it'll be interesting to see how it plays out here.
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 PostPosted: Mon Aug 09, 2010 10:26 am    Post subject: Train GE:X Reply with quote Back to top

Yeah its realy coming along now, i think the only things left object wise is the key card needs changing to the key and Orumov needs putting in but from what i remember you were having problems with these.

Im looking forward to seeing what you do with a multiplayer, i cant wait to play with sims.
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 PostPosted: Mon Aug 09, 2010 12:04 pm    Post subject: Reply with quote Back to top

I could port both of those models, but they each have their own little quirks...

As you may have seen in the patch I sent to you for testing purposes, the Male Scientist body has a gap in his lower torso. This is due to the way the character (and quite a few others) is setup. There is a connection missing from the hi-poly midsection. Until I figure out how to properly connect them together, certain characters will appear to be split in half. Unfortunately, there is a decent number of generic enemies who also suffer from this. I've only bothered to port the scientist, so far.

The key uses a very large number of unique RGB colouring and shading values. With the way PD handles the RGB, it becomes a huge annoyance porting it over. It'd be easy for me to just mock the RGB up in a more simplified manner, but there's a good chance that it won't look as good. The keycard fills in that role for the time being.
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 PostPosted: Fri Oct 01, 2010 3:07 pm    Post subject: Reply with quote Back to top

ive decided to try and optimize the clipping on this map, il finish the facility clipping first then give this level a go.
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 PostPosted: Mon Oct 04, 2010 10:54 am    Post subject: Reply with quote Back to top

Oh, just in case you weren't sure on this...
During my testing, I didn't see any use for the RGB on wall tiles. It appeared as though any planted props (such as a mine) relies on the nearest floor tile for colouring and shading. That means that the colour doesn't really matter for any non-ladder vertical tile. With this in mind, you don't need to worry about what colour the walls are, and can also freely stretch tiles out to fill in a larger area without thinking that it might do any harm to in-game looks. Just make sure that tiles don't cross room boundaries, as it can affect both Sims, as well as players.
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 PostPosted: Mon Oct 04, 2010 2:10 pm    Post subject: Reply with quote Back to top

Wreck: i knew about the fact you couldnt cross room bounderies but i had know idear about the RGB stuff, thanx for the info.
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 PostPosted: Fri Oct 29, 2010 3:56 pm    Post subject: Reply with quote Back to top

The train has no problem at all fitting inside the boundries as the very begining of the train is at 1431.0000000000 witch means there is plenty of room for it to move back, i think its just possisioned funny, also ive tested moving the clipping back and that worked fine and clipping spans the whole map so the background and pads should be fine. As for other levels i dont know.
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 PostPosted: Fri Oct 29, 2010 4:04 pm    Post subject: Reply with quote Back to top

I guess we'll just have to see what happens with each level we try bringing over. At least this one can be corrected without giving us too big a headache. I don't know if I ever sent you the texture replacement text file for the Train, which is needed for reconversion. I'm not sure if the PD Editor can properly support editing of a BG. Certain things don't work out properly (I think even in GE mode), which causes some loss of indice formatting and other important elements (all depending on the method chosen and files used). We might have to do all the adjustments in GE, then reconvert to PD. Either way, we'll figure this one out. Good findings, I just hope we won't run into this too often. But when we do, let's pray that it's a simple fix.
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 PostPosted: Tue Nov 02, 2010 12:14 pm    Post subject: Reply with quote Back to top

No i never got the replacement texture file of you, what changes have you made?
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 PostPosted: Wed Nov 03, 2010 8:03 pm    Post subject: Reply with quote Back to top

None, that I know of. But you will need the texture replacement text file, if you're going to make modifications to the original GE background (room centers, perhaps?), and re-convert to PD format. It really all depends on the method being utilized to shift the map over.
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 PostPosted: Sat Nov 06, 2010 8:59 am    Post subject: Reply with quote Back to top

Subdrag has kindley added a feature that i suggested to the editor that allows you to shift the whole level (BG, Pads, Clipping) in goldeneye before converting to perfect dark so you can reposition your map better if its not sitting right in the level bounds when converted to perfect dark.

Train was not sitting right, it was hanging over the edge of the level bounds, ive now fixed the problem thanx to this new feature and the level is sitting nicley within the level bounds.

Im definatly restarting the clipping on this map and when finished its going to be just like goldeneyes, hopefully going to make a start on tuesday.

Wreck: if i email you the new background could you re-do the textures for me please or if you want send me a list of the new texture IDs and il do it.
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 PostPosted: Sat Nov 06, 2010 6:46 pm    Post subject: Reply with quote Back to top

I'll e-mail you the .txt file with the texture replacement data. You should be able to use that to reconvert the background file properly. If you have any trouble, you can send me the necessary files (room positions, portals, etc.) to check out. Glad to hear this issue will be corrected.
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 PostPosted: Thu Feb 03, 2011 1:41 pm    Post subject: Reply with quote Back to top

New Picture added to first post.
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