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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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therektafire Agent

Joined: 21 Aug 2018 Posts: 8 Location: none of your business ;)  |
Posted: Tue Aug 21, 2018 3:44 pm Post subject: GE/PD mapping noob with questions |
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Hello everyone I have been mapping for several retro games like Doom and Quake for the past few months and wanted to give GE and PD a try, but I have some questions like
What is the maximum amount of polygons you can use in your map?
What is the max texture size you can use and how many textures can you have at once?
What are the max physical dimensions the map can be?
Where can I find a texture pack containing the vanilla textures? I tried opening a GE texture wad I found in Trenchbroom 2(hammer like Quake map editor) and it wouldn't open even with the texture format set to Valve format which is annoying. Also what texture format do GE and PD use?
What is the max entities (doors, guards, etc) you can have in your map?
What is the max size a custom Midi can be for a map and what are the GE and PD instrument mappings compared to normal GM?
I have tried looking around for answers to these put it seems that unlike Doom mapping good tutorials and resources on PD/GE mapping are pretty scarce. |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Wed Aug 22, 2018 2:44 pm Post subject: Re: GE/PD mapping noob with questions |
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therektafire wrote: | What is the maximum amount of polygons you can use in your map? |
Maps are more limited by the maximum vertices per room. But even then you can exceed the DL allocation just by placing too many props within a room as well. There isn't any kind of defining hard limit, as most cases the N64 will just run really poorly.
therektafire wrote: | What is the max texture size you can use and how many textures can you have at once? |
If you use too many you will hit the allocation limit and textures will start to corrupt (like frigate with cheats on). Again, there is no way you can figure this out before hand. Just make the map and increase mt when you need to.
therektafire wrote: | What are the max physical dimensions the map can be? |
GE maps can have a scale modifier at the expense of vertex precision. PD are set to a constant of 1.0f. If you set your map to a small scale, you can make your maps very large, but will have to quantize to the nearest integer upon import.
therektafire wrote: | Where can I find a texture pack containing the vanilla textures? I tried opening a GE texture wad I found in Trenchbroom 2(hammer like Quake map editor) and it wouldn't open even with the texture format set to Valve format which is annoying. Also what texture format do GE and PD use? |
Some use grayscale, some use 8-bit palettes, some use RGBA uncompressed. It depends on the texture.
therektafire wrote: | What is the max entities (doors, guards, etc) you can have in your map? |
599 for GE, not sure how many for PD.
therektafire wrote: | What is the max size a custom Midi can be for a map and what are the GE and PD instrument mappings compared to normal GM? |
It depends on the uncompressed size of the MIDI. You can increase the allocation used for midi for GE, I don't know how midi is handled in PD. There is a GE soundfont on the vault which replicates the limited note ranges. http://www.goldeneyevault.com/viewfile.php?id=224 |
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therektafire Agent

Joined: 21 Aug 2018 Posts: 8 Location: none of your business ;)  |
Posted: Wed Aug 22, 2018 3:17 pm Post subject: |
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@pavarini thanks for the info About the 8 bit palette textures, I assume it is similar to say Doom where the game comes with a palette your textures should use? Or is it saved with the texture?
And another question about map size and coordinates. So from what i have read it seems like the player is 128 units high at least in Hammer, does that apply to Deled as well? Obviously I need to know to scale the map properly |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Wed Aug 22, 2018 8:28 pm Post subject: |
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therektafire wrote: | About the 8 bit palette textures, I assume it is similar to say Doom where the game comes with a palette your textures should use? Or is it saved with the texture? |
Palette is part of each texture.
therektafire wrote: | And another question about map size and coordinates. So from what i have read it seems like the player is 128 units high at least in Hammer, does that apply to Deled as well? Obviously I need to know to scale the map properly |
It depends on the scale you decide on the map. At scale 1.0f: 1 unit = 1 cm. Bond is roughly 1.8m tall.
There are some tutorials on the vault, this one being a good starting point http://www.goldeneyevault.com/viewfile.php?id=217 |
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