[WIP] Goldeneye Facility

...haven't had much time to do much of anything on the level. here's a pic of the railing. It's the same height that's found in goldeneye.
MC looks a bit small, but the level still feels annoyingly cramped. Once I finish everything bsp related, I'll start looking into fixing that. He definitely needs to be slowed down.
*back to homework*


yeah...i know. It was rather carelessly thrown together. At least it's better than what goldeneye had. A single face or two with a railing texture on it.rossmum wrote:Not bad, corner of the railing could do with a little work though.
The more I look at everything, the more things I see that I still need to touch up on. Especially lighting.

original(from rom) railing and platform from one of the first 2 gas tank rooms.
I still need to find a good pic to make a texture for the stairs and platform...

EDIT:In case anyone is curious, the problem I was having earlier was when I boolean-ing the vertical bars to the horizontal ones, it was creating a handful of super elongated/thin faces, which were pretty much ok with 3dsmax(stl), but tool didn't like them, and was considering them to be open edges. After I realized that was the problem, I just sliced the horizontal ones every few vertical bars
&&Idea!!
Red team flag=USSR flag
Blue team flag=British flag
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My railing and platform in test box level

(didn't want to screw with running radiosity on the entire level)
I remade the stair/platform texture, and the blue metal texture. I couldn't find a picture of anything resembling the surface on the stairs and the platform, so I just remade the original the way I thought it might look if it were at higher detail(i know it looks lower in this pic). Also, I refuse to use any textures from goldeneye.
EDIT: showing new flags in bloodgulch



(didn't want to screw with running radiosity on the entire level)
I remade the stair/platform texture, and the blue metal texture. I couldn't find a picture of anything resembling the surface on the stairs and the platform, so I just remade the original the way I thought it might look if it were at higher detail(i know it looks lower in this pic). Also, I refuse to use any textures from goldeneye.
EDIT: showing new flags in bloodgulch


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On the open edge faces like that when you name the material, for example "railing", put % on the end of it so its "railing%" the name of the actual shader in guerilla would still be "railing" but tool would be able to run it as you need it to.
By the way you can find all the different shader symbols in the HEK tutorial that came with HEK. % is basically double sided plane with collision, ^ is a climbable surface, - is breakable glass, ! render only no collision, etc.... can't think of them all but this should help you with your future progress, you can also combine some of them, nice work and good luck with it.
By the way you can find all the different shader symbols in the HEK tutorial that came with HEK. % is basically double sided plane with collision, ^ is a climbable surface, - is breakable glass, ! render only no collision, etc.... can't think of them all but this should help you with your future progress, you can also combine some of them, nice work and good luck with it.
Where is it, i couldnt find it wut the file name?Stinger77s wrote: By the way you can find all the different shader symbols in the HEK tutorial that came with HEK. % is basically double sided plane with collision, ^ is a climbable surface, - is breakable glass, ! render only no collision, etc.... can't think of them all but this should help you with your future progress, you can also combine some of them, nice work and good luck with it.
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Actually double sided gives it shaders and collision on both sides of the plane, that is the way it was origionally done on GE and PD. I wasn't trying to give you a crappy way around it.
http://www.cortana.org/HEK_Tutorial/
The link for the web version, same thing as the one in the HEK folder. Click on "Materials Overview" on the left and scroll down until you get to the shader symbols portion of it.
http://www.cortana.org/HEK_Tutorial/
The link for the web version, same thing as the one in the HEK folder. Click on "Materials Overview" on the left and scroll down until you get to the shader symbols portion of it.
Thank youStinger77s wrote:
http://www.cortana.org/HEK_Tutorial/
The link for the web version, same thing as the one in the HEK folder. Click on "Materials Overview" on the left and scroll down until you get to the shader symbols portion of it.
- MasterChief2829
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My level may look pretty cool, but it's not going to be anywhere near goldeneye source. The GE:S people are recreating it from scratch, and are going far above and beyond what the n64 game had.MasterChief2829 wrote:Wow, this is OUTSTANDING!!! Well to me at least. I loved Goldeneye, the best console FPS Ever. I'm gettin hyped for this and Goldeneye: Source.
I, on the other hand, am making improvements upon the geometry taken from the game, and staying true to the original look of things.
and just for the heck of it, here's a pic of the vents.(i think i might need to tone down the reflectiveness of it a bit)

(depending on your screen's gamma, this may not show up well)
- MasterChief2829
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Yeah, I like how this looks more like the N64 version, should feel great when playing
Are you planning on making any more maps? (Complex, Temple, Cradle, Egyptian, etc.). Although I know this is taking a lot of time so I can see if your are not.

Are you planning on making any more maps? (Complex, Temple, Cradle, Egyptian, etc.). Although I know this is taking a lot of time so I can see if your are not.
Last edited by MasterChief2829 on Sat Sep 02, 2006 2:54 pm, edited 1 time in total.

metals like that usually aren't produced in a way that makes them especially shiny. Take the inside of the average computer chasis for example.Dos Mes wrote:so shouldn't they be shiny?
but if looks good, i'll probably not change much. It does need a new/different cubemap though. It's currently using the pistol cubemap I think. And I'm aiming to use as few Halo shaders/bitmaps as possible.