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Level Designer: Classics
kraid:
So? Learn to build maps with hammer, it's really not that hard to learn the basics.
But for the textures, are you seriouse about using these extreme low-res textures in a source game?
Create your own or use existing textures, there's no need for having it look exactly as blury as the N64 version. Try to keep the look but have it hi-res, like rare does with the XBLA port of PD or the cancled Goldeneye remake.
[GE:S Com] DF Ank1:
Mhm yes GoldenEye have only 64x64, 32x32, 64x32 and 32x32 bitmaps. Very low-res. Have to make higher one... Mhm....
Well the only problem what i have with Hammer is to set all those settings.
kraid:
Which settings? The mod setup?
http://forums.goldeneyesource.net/index.php/topic,2954.0.html
Or anything else?
[GE:S Com] DF Ank1:
I mean the settings in "Configure Hammer"
http://forums.goldeneyesource.net/index.php/topic,2954.0.html , the reply form major. He post a picure. I mean those settings.
And then the next problem i think is to clip the level.
If you don“t know what you mean with clip : A Clip file is a file, where the player can walk. So i have to clip ground, stairs, air that player can walk. or does the Hammer Editor make this automaticly ?
kraid:
Yea, Hammer will build the colision data from the Geometry used to build the level.
There are things like Playerclip (regular Brush with the Playerclip texture applied) and other Tool textures too, but they are for additional things like invisible Walls e.g. to prevent the player from beeing caught on tiny poly edges.
It will even run a visibility calculation during compiling, to check which parts of the map will be visible for the player from which point of the map.
Ofc. this often needs some optimizing in certain areas of a map. But that's more advanced stuff you should take a look at later.
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