|
|
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
|
|
|
|
|
|
|
|
|
|
AL64inthedark 00 Agent
Joined: 18 Sep 2014 Posts: 548 Location: France |
Posted: Tue Mar 28, 2017 7:01 am Post subject: |
|
|
I really wonder how it will look like. I never managed to decide if it was better with or without that dome light. But I'm confident you'll keep with what's the best looking result. Looking forward to see that ! |
|
|
|
|
|
|
|
|
|
|
Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
Posted: Tue Mar 28, 2017 8:58 am Post subject: |
|
|
GoldenEye X has made a lot progress since 2010, this is one of the best projects to edit levels, characters, weapons, action blocks, and more, good Wreck progress, take your time for details. _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
|
|
|
|
|
|
|
|
|
|
The Renegadist Secret Agent
Joined: 10 Feb 2016 Posts: 379 Location: Facility Vents |
Posted: Tue Mar 28, 2017 11:01 am Post subject: |
|
|
Fantastic! _________________
|
|
|
|
|
|
|
|
|
|
|
Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
Posted: Wed Mar 29, 2017 5:50 am Post subject: |
|
|
I really like that Aztec level has a moon in the sky, and I liked the Taser more, now it looks better, I liked the watch detonator, the elevator in the Cradle level, and the new ammunition refill of the guns, excellent work Wreck , well done _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
|
|
|
|
|
|
|
|
|
|
Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Wed Mar 29, 2017 4:27 pm Post subject: |
|
|
Well, it's not all just me. Pavarini does terrific work on weapon / gadget animations, and SubDrag helps out a lot with the lesser "seen", but more "felt" changes. Like making the shield act more like armour, or moving + extending tables of data to allow more fun stuff. Trevor was responsible for the much improved moon in Aztec.
I have all the Silo L-shaped hallways that lead into the fuel rooms lit. I have to do all the T-shaped hallways after the fuel rooms, then the ending areas. Some ceilings are just rock, but Rare did have dome light sprites attached to them. I'll have to see how that looks when I get to it. Might have pics tonight.
Last edited by Wreck on Wed Mar 29, 2017 4:35 pm; edited 2 times in total |
|
|
|
|
|
|
|
|
|
|
Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
|
|
|
|
|
|
|
|
|
|
Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
|
|
|
|
|
|
|
|
|
|
Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Apr 02, 2017 9:45 pm Post subject: |
|
|
Here are a few shots of Silo with lighting...
It's mostly done, with some exceptions. The launch tubes have not been touched. Those strip lights would be a major pain in those spots. Rareware didn't add interactive lighting everywhere there were BG lights in PD. Rooms with no lights are kind of a problem, especially if they fall between rooms with lighting. If you break the lights in the connecting rooms, while they do darken, the unlit room stays the same. It can be extremely noticeable in certain cases. Not sure if there can be workarounds for that. I also did not alter the size or transparency of the lights, so expect that to change. |
|
|
|
|
|
|
|
|
|
|
The Renegadist Secret Agent
Joined: 10 Feb 2016 Posts: 379 Location: Facility Vents |
Posted: Mon Apr 03, 2017 4:53 am Post subject: |
|
|
👍 _________________
|
|
|
|
|
|
|
|
|
|
|
AL64inthedark 00 Agent
Joined: 18 Sep 2014 Posts: 548 Location: France |
Posted: Mon Apr 03, 2017 5:20 am Post subject: |
|
|
Feels natural. Normal. Like the lights have always been there |
|
|
|
|
|
|
|
|
|
|
Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
|
|
|
|
|
|
|
|
|
|
Kerr Avon 007
Joined: 26 Oct 2006 Posts: 913
|
Posted: Tue Apr 04, 2017 11:20 am Post subject: |
|
|
That looks great! |
|
|
|
|
|
|
|
|
|
|
PaRaDoX 007
Joined: 17 Oct 2009 Posts: 713 Location: Grid |
Posted: Tue Apr 04, 2017 6:28 pm Post subject: |
|
|
Awesome! |
|
|
|
|
|
|
|
|
|
|
The Renegadist Secret Agent
Joined: 10 Feb 2016 Posts: 379 Location: Facility Vents |
Posted: Tue Apr 04, 2017 11:43 pm Post subject: |
|
|
cool _________________
|
|
|
|
|
|
|
|
|
|
|
Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
Posted: Wed Apr 05, 2017 9:53 am Post subject: |
|
|
question, works the Co-op missions, a simulant and the mission does not fail when there are scientists and mark that they are dead? If that problem has not been fixed, you have all the time to fix it, we are all patient _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|