[WIP] Goldeneye Facility

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
Post Reply
p0lar_bear




Articulatist 250

Posts: 365
Joined: Wed Apr 20, 2005 8:17 am

Post by p0lar_bear »

Make sure to make it into scenery, and give it LODs.
-Laser-




Articulatist 250

Posts: 380
Joined: Tue Jan 03, 2006 11:18 pm

Post by -Laser- »

p0lar_bear wrote:Make sure to make it into scenery, and give it LODs.
It is scenery. How do I do LODs, or is there a tutorial you can point me to?
PlasmaGhost





Posts: 149
Joined: Wed Oct 05, 2005 12:23 pm

Post by PlasmaGhost »

VERY VERY nice dude

i used to play goldeneye when i had my n64. its so weird...just yesterday i tried using ur tut :P

appantly u cant get zelda: majoras mask roms :(

nice work man
p0lar_bear




Articulatist 250

Posts: 365
Joined: Wed Apr 20, 2005 8:17 am

Post by p0lar_bear »

-Laser- wrote:
p0lar_bear wrote:Make sure to make it into scenery, and give it LODs.
It is scenery. How do I do LODs, or is there a tutorial you can point me to?
Right here:

Reduce the polies used on the model as needed, and save it as one of these files in the models directory of your scenery's folder:

superhigh.jms
high.jms
medium.jms
low.jms
superlow.jms

Also, you will need to set, in the tag, what the distance cutoffs are, in WU.
fritzistheshit





Posts: 111
Joined: Sun Jul 10, 2005 2:40 pm
Contact:

Post by fritzistheshit »

this is still looking good. whats the new release date?
Never argue with an idiot, they drag you down to their level and beat you with experience.
(i learned this one the hard way).
The science of Kaboom





Posts: 211
Joined: Tue Apr 25, 2006 6:12 pm
Location: Colorado

Post by The science of Kaboom »

lol plz have a spawning point in the vents :D
Sig over 3 lines.
citruspers





Posts: 247
Joined: Sat May 13, 2006 10:30 am

Post by citruspers »

yeah.
dont forget to make the vent spawn crouching :P
Image
Image
-Laser-




Articulatist 250

Posts: 380
Joined: Tue Jan 03, 2006 11:18 pm

Post by -Laser- »

fritzistheshit wrote:this is still looking good. whats the new release date?
I'm aiming to have it done by the end of the summer, but I don't have a set date, nor do I plan to set one at this point. I just got home from a trip, I should have some free time during the next few days to work on it.


BTW, I will have a spawn point in the vents.
------------
Interesting idea came to me recently: next map, a few week project at most: Rush 2 stunt track?
-Laser-




Articulatist 250

Posts: 380
Joined: Tue Jan 03, 2006 11:18 pm

Post by -Laser- »

Image
^Lazy RARE texturers..



Some of these may be hard to see depending on your gamma.
Image
Image
Image
Image
Image
Image
Image

(oops, double post, sry)
User avatar
JK-47




Bloodhound Pyre Socialist Grunge

Posts: 10883
Joined: Wed Dec 01, 2004 2:54 pm
Location: Utah

Post by JK-47 »

Looking great :) Looks like you could pull this off before summer ends, because you are making progress fast on this :wink:
Image
[users]MrBalll





Posts: 501
Joined: Thu Apr 20, 2006 8:13 pm
Location: You Know...

Post by [users]MrBalll »

:D This looks so good.
User avatar
Excal




Socialist Pyre

Posts: 1779
Joined: Fri Jan 02, 2004 9:55 am
Location: Bronx, NY

Post by Excal »

Nice textures. My only problem is it looks really cramped...
Image
User avatar
JK-47




Bloodhound Pyre Socialist Grunge

Posts: 10883
Joined: Wed Dec 01, 2004 2:54 pm
Location: Utah

Post by JK-47 »

Well, it was pretty cramped in the origonal game :)
Image
rossmum





Posts: 3178
Joined: Mon Mar 08, 2004 12:19 am
Location: in ur forums ownin ur noobs
Contact:

Post by rossmum »

You're a great skinner... very nice, very very nice...
p0lar_bear




Articulatist 250

Posts: 365
Joined: Wed Apr 20, 2005 8:17 am

Post by p0lar_bear »

You, sir, have won the interweb.

That's nice. Can't wait to see the final product! :D
-Laser-




Articulatist 250

Posts: 380
Joined: Tue Jan 03, 2006 11:18 pm

Post by -Laser- »

Excal wrote:My only problem is it looks really cramped...
It is. :? The level feels less cramped when playing it on goldeneye. This is probably due to the fact that bond moves slower than master chief. I'm trying to decide whether to simply scale the level up, resulting in a master chief that appears to be 4 ft tall, but allowing more room for movement, or to slow down mc a bit, making it easier not to run into walls at every turn(a problem i've been having frequently).
User avatar
Excal




Socialist Pyre

Posts: 1779
Joined: Fri Jan 02, 2004 9:55 am
Location: Bronx, NY

Post by Excal »

Yeah, and I think the FOV in goldeneye is bigger too. Id just scale the level up and see how it looks.
Image
p0lar_bear




Articulatist 250

Posts: 365
Joined: Wed Apr 20, 2005 8:17 am

Post by p0lar_bear »

Even with the speed cheat on in Goldeneye, it seemed like a normal-sized level.

Possibly it's because there is no jump on Goldeneye; ceiling height meant nothing, unless you made a vent.
citruspers





Posts: 247
Joined: Sat May 13, 2006 10:30 am

Post by citruspers »

just slow the MC a bit, that would solve it, and also give it the "goldeneye feeling"
Image
Image
User avatar
FleetAdmiralBacon




Critic Pyre Articulatist 500

Posts: 2377
Joined: Sat Nov 26, 2005 7:01 pm
Location: Ohio
Contact:

Post by FleetAdmiralBacon »

If the field of view in GoldenEye is bigger, you can adjust in Halo to make it the same...
Image
Everything you'll ever need to know about me.
Need help with Linux, C#, C, Python, Java, PHP, Javascript, CSS, or VB? I'm available from 3:00PM-8:00PM EST on weekdays.
Post Reply