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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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Thu Oct 10, 2013 10:32 am Post subject: [Map] Control Mission... |
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Here's a few shots from Control. Since learning a lot more about lights in PD, I decided to take extra care with them in this level. There were many walls that had lit spots on them in the cavernous area by the beginning elevator, but they didn't have an actual light fixture mounted above them. I took some time to carefully place them wherever they were absent. Also, some brand new fixtures were added into the area where you find two drone guns during the mission. There were previously no lights there, but you'd never know after seeing them in place. It just seems appropriate.
No progress on the mission setup, but the majority of clipping is complete. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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PaRaDoX 007

Joined: 17 Oct 2009 Posts: 713 Location: Grid  |
Posted: Thu Oct 10, 2013 10:50 am Post subject: |
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Awesome news!
When bored back in PD I sometimes went in missions only to shoot the lights, guess I'll do that in Goldeneye X as well now. |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Thu Oct 10, 2013 11:40 am Post subject: |
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Excellent!
Pictures 1 and 3 look awesome, although I think pic 2 needs some little tweaks.
In the second pic, the transition between lighted polygons and shadowed polygons is too evident. Moreover, the lighted polygons above the lightbar are too bright in my opinion.
What I would do is shade the top vertices of the slanted surface next to the light with the same value as the bottom vertices of the slanted vertices next to the floor (see pic). Then shade the horizontal surface above the light with the same value.
If that value doesn't look right, then you'll have to experiment a little more. Perhaps you need to change the shading in pic 3 too, only in the horizontal surface.
Anyway, loving the new additions.  |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Thu Oct 10, 2013 6:16 pm Post subject: |
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great images and great work that is being done in this field of lights. would be good on some levels using a switch on / off , as exists near the roof of dataDyne , but also abuse these things can influence the game difficulty . another idea might be to use the lamps that appear on the images beta level GE files . and finally in the Streets level can have a unique touch if we add streetlights , whether on the floor or on the walls of buildings, you can inmaginar as can if we add up snow or rain.
seems that in the fourth image some light is lost when the lights are destroyed.
regarding the configuration of the mission seems quite difficult to find especially in PD a "block of action " similar to that used for level control Natalya in GE , but I think if Elvis can have perhaps the same use that was given Natalya in GE (Elvis is perhaps the equivalent of Natalya in missions ) . |
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K1lo Agent


Joined: 10 Jun 2012 Posts: 112 Location: Albert Embankment, Vauxhall  |
Posted: Fri Oct 11, 2013 5:53 am Post subject: |
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This looks excellent, can't wait to be able to shoot out the lights in Goldeneye levels.. many many years ago when I was first playing GE I remember taking potshots at the strip lights lining the walls in Bunker 2.. unfortunately all that happened was the light texture switched to the non-illuminated version with the surrounding baked on precalculated lighting unaffected. The thought that one day all the levels will have dynamic lighting is really awesome!
Keep up the great work  |
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TH126 Agent


Joined: 30 Dec 2009 Posts: 173 Location: Pennsylvania  |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Fri Oct 11, 2013 12:51 pm Post subject: |
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Lighting looks great.  _________________
Rare wrote: | Perfect Dark Forever. |
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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Fri Oct 11, 2013 9:22 pm Post subject: |
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The maps look great. Love the shot of the lights being shot at causing it to look dark in that area. Amazing work, keep it up. I hope to see more threads like this one for the other maps. |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sat Oct 12, 2013 2:07 am Post subject: |
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Oh my god... That looks awesome... Very awsome.
on lighting, the verts in both yellow and red boxes will need to be detached and shaded seperatly.
so, correctly stated to top fave should be say 255, the sides should be 192-128 the yellow should be 230-220 while the red should be 140-140
gotta go. _________________
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