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00action
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 PostPosted: Mon Sep 27, 2010 7:58 am    Post subject: [Map] Archives Reply with quote Back to top


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
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Last edited by 00action on Fri Oct 22, 2010 9:10 am; edited 1 time in total
 
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 PostPosted: Mon Sep 27, 2010 9:55 am    Post subject: Reply with quote Back to top

great work, db and 00action
 
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 PostPosted: Mon Sep 27, 2010 10:32 am    Post subject: Reply with quote Back to top

Wow thats looks perfect DB and 00action.
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 PostPosted: Mon Sep 27, 2010 4:37 pm    Post subject: Reply with quote Back to top

Watch you dont fall out the loft and break your legs, not when your doing such a good job Laughing Razz

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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 PostPosted: Mon Sep 27, 2010 6:08 pm    Post subject: Reply with quote Back to top

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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 PostPosted: Mon Sep 27, 2010 9:44 pm    Post subject: Reply with quote Back to top

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.
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 PostPosted: Tue Sep 28, 2010 12:00 am    Post subject: Reply with quote Back to top

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.
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 PostPosted: Tue Sep 28, 2010 7:49 am    Post subject: Reply with quote Back to top

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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 PostPosted: Tue Sep 28, 2010 9:25 am    Post subject: Reply with quote Back to top

Trevor wrote:
Watch you dont fall out the loft and break your legs, not when your doing such a good job Laughing Razz


LOL thanx trev
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 PostPosted: Tue Sep 28, 2010 10:16 am    Post subject: Reply with quote Back to top

this whole project is just looking/getting better and better Very Happy
 
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 PostPosted: Tue Sep 28, 2010 2:57 pm    Post subject: Reply with quote Back to top

Level Progress: Done a load more clipping again today, the whole middle floor in the back zone is finished and im almost half way through the bottom floor, in all the clipping is about 75% complete.
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 PostPosted: Tue Sep 28, 2010 3:40 pm    Post subject: Reply with quote Back to top

You did a very nice job
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 PostPosted: Fri Oct 01, 2010 2:58 pm    Post subject: Reply with quote Back to top

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.
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 PostPosted: Fri Oct 01, 2010 3:03 pm    Post subject: Reply with quote Back to top

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.
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 PostPosted: Mon Oct 04, 2010 2:22 pm    Post subject: Reply with quote Back to top

Thanx for all you coments guys.

Wreck: As allways it would be great if you could get the objects needed converted over for archives because as soon as i finish the clipping im going to make a start on the VR, Backzone VR and Mission setup.
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