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Any Need For A Core Game Programmer - Lot's of Experience

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tylerp9p:
As far as experience in the Source engine goes, I have made some of my own mods, and actully coded a Physics module for the Journeyman Project : Revisioned, but my computer crashed and most of everthing has been lost, so I dumpe trying the project(not to make it seem that am not consistent). I try my best to stay with aproject to thvery end.

I have also seen how most of the stuff in Source works, I am pretty in-touch with all the 3D aspects, HUD, VGUI, etc. as I said earlier.

Of course I can't know everythng about Source, so atleast I can say I can find out about the parts I don't know.

Here were some things I thought I might be able to add:
-Dual-wielding weapon system
-Multiplayer Radar - might take a while
-Adding recoil effects to the weapons
-Singleplayer - Campaign like system
-Some of the gamemodes mentioned in the WIKI
-Character selection menu with model preview, name, weapon/equipment selection, etc.

Also, if I had some time and some graphics/models at my disposal, I could take a crack at making a in-game watch menu like the N64 game, although I don't really think that's possible with VGUI.

I could also do any other programming you need, or whatever...

Mike [fourtecks]:

--- Quote from: tylerp9p on August 24, 2007, 04:00:54 am ---
Also, I have found an easy and very functional way of exporting levels from the Goldeneye 007 ROM to .obj files which can be converted and used as references for map construction if you would be interested in that...


--- End quote ---

Neat. I remember awhile back we had a user on the forums how made a program that you could fly around the level and export the level data. Are you the same guy from then?

Hopefully we can get Scott to set you up soon. Can't wait to see your abilities ;)

tylerp9p:
No, I am afraid I'm not...I didn't the develop the idea, just figured out a convenient way of performing it.

Here's the process:

- First off, you need the Goleneye Setup Editor 2.1, which includes all the level's from the N64 game including Citadel.

- Second, open it up, open your level(uncompressed)[check the help files] and export the level as a .OBJ file.

- Finally, import into 3ds Max and you have a 3d reference from which to develop maps.

Alternately: It really doesn't matter where you import it to, or if you convert, but I have't tried it any other way.

EDIT: I take that back, I had it backwards, he editor only lets you import .OBJ files to turn into maps, but there is a visual editor that lets you examine a lot of the level aspects.

Loafie, Hero of Dreams:
oh man oh man oh man oh man muuuch need for a core programmer

*excited*

I'm gripping my chair to keep from doing an irish jig in my office

tylerp9p:
I added some stuff to the first post, I forgot to put the programs I used and my AOL/MSN contacts.

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