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00action
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 PostPosted: Tue Oct 05, 2010 1:35 pm    Post subject: Reply with quote Back to top

Level Progress: Clipping is now 100% done, i will post a picture when the setups are in and theres somthing to show.
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Wreck
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 PostPosted: Tue Oct 05, 2010 2:37 pm    Post subject: Reply with quote Back to top

I'll have to get the metal door in shortly, but here's a list of object ID's that will help to get the setup started...

Doors
08F: Psteel_door3Z, New ID: 03B
125: PsafedoorZ
129: Parchsecdoor1Z, New ID: 083
12A: Parchsecdoor2Z, New ID: 084

Props
00B: Pbookshelf1Z
012: Pcard_box1Z, New ID: 005
028: Pdesk_lamp2Z
02B: Pfiling_cabinet1Z
032: Pmetal_chair1Z, New ID: 063
035: Pmetalcrate3Z, New ID: 022
055: Pwooden_table1Z, New ID: 062
068: PwindowZ, New ID: 004
069: Pwindow_lib_lg1Z, New ID: 13D
06A: Pwindow_lib_sm1Z, New ID: 13E
06B: Pwindow_cor11Z New ID: 13F
0FE: PsafeZ

Pick-ups
085: PwppkmagZ
086: Ptt33magZ
112: PchrblackboxZ

Keys
0F3: PchrkeyyaleZ
0F4: PcrhkeyboltZ
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00action
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 PostPosted: Fri Oct 08, 2010 3:10 pm    Post subject: Reply with quote Back to top

I always love this part of converting a map, the clipping is done and you can make a start on a setup, thanx for the object list wreck.
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Wreck
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 PostPosted: Fri Oct 08, 2010 3:58 pm    Post subject: Reply with quote Back to top

Yeah, clipping is the biggest, most tedious job (especially when doing the entire map tile-by-tile). It can feel like it takes forever to get through it, and you can't really move onto other things until it is done. But once it is, you're free to test out the setup and see how well the level performs.
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EternallyAries
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 PostPosted: Fri Oct 08, 2010 4:07 pm    Post subject: Reply with quote Back to top

I agree with Wreck on that one clipping can be a pain.

But it seem like to me it keeps getting easyer ever time you do it.
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 PostPosted: Fri Oct 15, 2010 3:11 pm    Post subject: Reply with quote Back to top

I managed to drag myself away from GE:X for a couple of hours today to get some more work done on Archives Smile
Ive converted the VR setup and fixed all the doors and start points, ive also mapped where i think all the guns are going, its coming along nicley and il post a picture when its playable.

I also managed to get a little work done on the Mission setup, mainly a bunch flags and getting the doors working.

The portal issue i was having has now been fixed, when Wreck made me the new background with the textures in, the portal just worked! so there must of been some problem when i converted the background.
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 PostPosted: Fri Oct 22, 2010 9:24 am    Post subject: Reply with quote Back to top

New picture added to first post of Archives VR.

All the doors, glass and crates are complete.
The weapon placements are now complete and exactly the same as goldeneye.

Sim navigation problems: they have a lot of trouble with the stair cases and they are also currently not able to use the two secret hallways, these can be resolved by modifing the sets. I may need help with these.

Once the sets are complete there is only hills and bases to go, any suggestions on these?

I never noticed this before but the weapon placement that would be the golden gun in goldeneye only has one ammo crate, ive added a second for now but what do people think, do i keep it to the original goldeneye and only have one crate?
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Wreck
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 PostPosted: Fri Oct 22, 2010 10:22 am    Post subject: Reply with quote Back to top

Preview Update: Wow, that really looks like it's going to be sick. The battles are going to get pretty intense inside those hallways. Those explosive crates will be even more useful against the Sims. It's really coming along great. Smile

Ammo Crates: Isn't there actually two ammo crates for the Golden Gun in Archives, but they share the exact same position? If you shoot at it, it'll look like one comes popping out. I remember seeing this when working on the Archives Backzone. There was definitely a full eight sets, as I didn't need to add in any more myself. Take a look and see if that is what's happening. I'd also suggest re-arranging the two ammo crates, since sticking two inside of each other really doesn't cut it.

Sim Navigation: The secret passages should be easy enough to include, and the staircases shouldn't be too terrible. It's probably a pad flag issue. I still have some problems to sort out in Complex, so I could always check this out for you, as well.

Hills / Bases: Here are some suggestions, but it's hard to really choose Hills without seeing how the rooms are divided up. The execution area is split up into so many small parts, that it isn't worth utilizing. See if these are any good, and feel free to deviate if something doesn't feel quite right.

Hill 1: Upstairs Interrogation Room
Hill 2: Second Office on Left-hand Side (closest to stairs)
Hill 3: Secret Passage near Backzone Entrance
Hill 4: Hallway Outside Bond's Interrogation Room (if big enough)
Hill 5: Stairwell near Golden Gun

Base A: Bond's Interrogation Room
Base B: Farthest Office on the Right-hand Side (closest to backzone)
Base C: Under the Stairwell near Golden Gun
Base D: First Office on the Left-hand Side (closest to secret door)
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 PostPosted: Fri Oct 22, 2010 1:11 pm    Post subject: Reply with quote Back to top

Im glad you like it, i think this map is going to turn out great for VR, as ive been test playing ive realised your never very far from a battle esspecialy with 8 sims Smile

Ammo Crates: i didn't notice that at all, i thought the only level that had this problem was temple.

Sim Navigation: That would be great, what im going to do is give it a go and see what i can do then when im stuck il shout for help.

Hills / Bases: theres some nice ideas there, il keep these in mind and any other good suggestions that might come along when im implementing them into the map.
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Trevor
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 PostPosted: Fri Oct 22, 2010 3:07 pm    Post subject: Reply with quote Back to top

gargle... this is to die for with those sims...

Cant wait to play it.

Trev
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 PostPosted: Fri Oct 22, 2010 11:52 pm    Post subject: Reply with quote Back to top

Holy cow Shocked

This level is going to be sick to play it in Goldeneye X.
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 PostPosted: Tue Oct 26, 2010 9:28 pm    Post subject: Reply with quote Back to top

Did you get a chance to play around with the AI Path Network at all? If not, I should be home any day now. Between the two of us, we should be able to fix the remaining hiccups in Sim navigation.
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 PostPosted: Wed Oct 27, 2010 10:13 am    Post subject: Reply with quote Back to top

No i havn't had chance to look at it yet, well, i started then went off on a tangent seeing if i could figure out the drops problem. I will be attemping to fix it though, i have a couple of hours free tomorrow i think, so il give it a go then. having your help would be great.
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 PostPosted: Wed Nov 03, 2010 2:48 am    Post subject: Reply with quote Back to top

Any news?
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 PostPosted: Wed Nov 03, 2010 3:15 pm    Post subject: Reply with quote Back to top

Not much im afraid fantsu, not had much free time this week, having said that ive fixed a couple of things in the setup one being an extra ammo crate that wasnt needed and the other was the crates needed to be modified so they couldn't be pushed around the level because that not very goldeneye like Smile

Wreck: im going to email you the latest archives files so you can have a look at the AI network, i wanted to have a look myself but i just havn't had time.
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