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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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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Mon Sep 27, 2010 7:58 am Post subject: [Map] Archives |
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A preview of the Archives level for GoldenEye:X.
Dragonsbrethren had already made a start on this level, he had converted the background and done alot of the clipping in the multiplayer area of the map, about 40% of the total clipping was done.
Ive now taken over the project and made a little progress, ive fixed the visibilty and portal issues all but 1 (between room 35 & 36), all the floor clipping is now done (including footsteps) and ive made a start on the walls.
A preview of Archives VR, Playable in Combat with Sims _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action
Last edited by 00action on Fri Oct 22, 2010 9:10 am; edited 1 time in total |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Sep 27, 2010 9:55 am Post subject: |
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great work, db and 00action |
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Mon Sep 27, 2010 10:32 am Post subject: |
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Wow thats looks perfect DB and 00action. _________________ There totally nothing to read here. |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Mon Sep 27, 2010 4:37 pm Post subject: |
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Watch you dont fall out the loft and break your legs, not when your doing such a good job
Question: are shadows ported from GE? they look different (though id have to look ingame to see) also are they 'fake' because theres no lights...
(yeah, probably a recurring theme with me...)
trev _________________
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Sep 27, 2010 6:08 pm Post subject: |
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mmmm, that's a good question, actually, and not just applicable to this level, but all of them.
in GE all the lighting in the backgrounds was done through static shading in the 3d geometry, but in PD there's also dynamic lighting... perhaps that will have to be tweaked later. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Mon Sep 27, 2010 9:44 pm Post subject: |
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There are a few RGB issues in this map wich i will have a look at, at a later date. real lighting is still being documented by wreck, so hasnt been implemented yet.
Progress: got loads of clipping done last night, the whole multiplayer area of the map is now fully clipped and ive made a start in the backzone area. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue Sep 28, 2010 12:00 am Post subject: |
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Very nice work, 00action. I'm glad to see that you were able to pick up where DB left off and continue on with this level. I've always enjoyed the Archives, both mission and multi. It'll be interesting to see how it plays with Sims.
The rooms are being ported over as-is, matching those from GoldenEye exactly (barring some current RGB issues, which are going to be worked out at a later date). GE didn't have interactive lighting, so nothing ever changed, even if you shot out all of the light fixtures in an area. PD does incorporate lighting, but mainly in a "bright" or "dark" version of the room. Those shadows that are present need to be there, because the lighting itself doesn't cause them to appear. When the room goes dark, everything gets darker, which can almost make the shadows disappear (depending on just how dark the area becomes). It's just acting like a Brightness function on a television or monitor. I don't know quite enough at this time about it, but I have documented a good deal of information thus far. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Sep 28, 2010 7:49 am Post subject: |
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I didn't intend to say to replace all BG shading based lighting with dynamic room lighting. I know that's impossible. I just meant that maybe they will have to be adjusted so bg shading doesn't look too bad when combined with dynamic lights. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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PaRaDoX 007
Joined: 17 Oct 2009 Posts: 713 Location: Grid |
Posted: Tue Sep 28, 2010 10:16 am Post subject: |
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this whole project is just looking/getting better and better |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Tue Sep 28, 2010 3:40 pm Post subject: |
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You did a very nice job _________________
Rare wrote: | Perfect Dark Forever. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Fri Oct 01, 2010 2:58 pm Post subject: |
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Level Progress: clipping at 95% its realy coming along nicley now, the loft/attic slowed me down because its a strange shape. Alls that is left is a coulpe of walls in the loft/attic, the railings on the stair cases and the bit outside in the streets. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Oct 01, 2010 3:03 pm Post subject: |
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I'm really looking forward to having a run around the map. I'll have to remember to port the main door used throughout the level. I think everything necessary for multiplayer is already in, as well as all the glass objects in the backzone. I suppose the bookshelf should be added, too. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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