GoldenEye: Source Forums
Global Communications => Development Media => Topic started by: VC on May 05, 2009, 09:22:35 pm
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Scale: 100.225%
(http://img156.imageshack.us/img156/2818/vclibrarypreview0.jpg)
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Amazing.
You even got the texture alignment on the top grates off, just like the original!
Only thing that I don't like the the addition of the light props, they don't seem to fit in with the very simple-geometry map and weren't in the original Library, and makes the map look very Unofficial-Alpha-Library-Map-ish IMO.
I can't wait to play this though.
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Lights require light sources. I tried it without the models and it looked shitty, unofficial, and unprofessional. And since I am sure as hell not going to try to replicate the vertex/gradient lighting of 1999 in Source...
I've also fixed those two crates' placements and the rotation of the big room's ceiling tile.
KM has been informed of the 6|15 issue.
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I get the feeling this screen is missing something...
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VC, you should have been in Rare at the time they were developing GE007.
Great work you managed there. Now all the team has to do is to scale all the maps like you did with Library and we're on the road to the perfect recreation/reinterpretation/mod.
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I'm doing all the classics so those are covered.
There is an alteration to motion speed, but not a large one. The Neo maps will play fine, if not a little better, without any geometry changes. (This statement is taking how they perform as "fine," though we know there are plenty of clipping issues to be fixed.)
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6|15 issue.
great stuff though, although I'd like to play before making final statement. Player speed might screw up the whole thing.
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KM should have a handle on that. The slide and warp around when you touch a wall or railing or anything bug that Valve gave us is far more damaging than a velocity alteration.
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The doorway on the left seems wider, and the ammo box placement should be rotated.
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i'm surprised you would allow a .225% discrepancy lol
great work man thats creepy how dead on the translation is.
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"The doorway on the left seems wider"
I noticed that but I haven't re-measured it yet. It could be the renderer, since GES and Source are very different in how they handle FOV, but the image matches up so well I'm not relying on that.
Edit: Fixed. It was the correct width, but it was one tile to the right, which made it look wider because it's more distorted at the edges of the view.
I may or may not bother with the ammo boxes. The most common 007 orientation is 90-degrees from Source and I'm not going to dick with rotating them all by hand.
0.225% is pretty good. Complex is going to be something like 104%; its base width is both very tight and it comes out as about 15-1/3 in hammer units so rounding down to 15 would make it even more claustrophobic, and rounding up means I'm actually on a natural (binary) unit for a change, which is very very nice when working the textures.
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pretty sexy imo, i'd like to try this *cough*hinthint*cough*.. But all in all it's subtle.. clean.. i like it.. easy on the eyes..
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Soon. I just need to finalize weapon placements (need to double-check my crates because they don't have numbers on them), clean up my player clips, and go through all the bullshit like building cubemaps (because Source 2009 can't do reflections as well as Unreal 1999 could) and packing in some easter eggage.
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wow VC working with units of 16!? ITS A MIRACLE!
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Not like it helps me much. Since Hammer is a shit and rounds to the hundredth, I can't have my 0.09375 scale factors unless I key the whole thing in manually every damn time. Which is shitty when Temple throws things like 0.205078125 at me.
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If the grated platforms above you are just as thin as the original, what is feeding the light bulb on the left-hand underside of the platform?
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If the grated platforms above you are just as thin as the original, what is feeding the light bulb on the left-hand underside of the platform?
Love
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I considered the silly brushwork that would be necessary to make zero-thickness catwalks and what gamplay impact the detail provides and decided against it. They will be simple one-unit guys. Since glass is in the same boat I forego the bother of creating about five brushes for each surface to replicate a solid using tools and func_.
The retiring classic used models for the catwalks, and they only looked like they were zero-thickness, anyway. Smoke and mirrors ahoy.
To power the lamps, the cats are electrified.
(http://img404.imageshack.us/img404/4371/katz4.gif)
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That totally makes sense.
Lamps in real life must also work that way because every time I turn on my desk lamp I hear: "zzzzzttt!...mraiw.."
Let's be honest, I've never heard a cat say "meow," mostly they're derivations of "mrair," but it could be just a New England cat thing, I don't know.
Or if your cat is like my autistic cat, he says: "meeyaw"
Do I need friends?
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Great Job VC. keep up the good work i cant wait till fridget classic ;D
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I know I am a little off on this topic when it comes to comments, but I really think the color should be made a lime green on the walls. To be honest, the other color kind of has a barf feeling to it :D I just think it would look sharper if it was a darker green too.
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I considered the silly brushwork that would be necessary to make zero-thickness catwalks and what gamplay impact the detail provides and decided against it. They will be simple one-unit guys. Since glass is in the same boat I forego the bother of creating about five brushes for each surface to replicate a solid using tools and func_.
Wouldn't it look very similar to having a zero-thickness brush if you nodraw all of the sides of the already thin brush except the ones you want to see? (You'd only see the top and bottom.)
(http://img40.imageshack.us/img40/9018/gewhitevideoland0000.jpg)
1-unit sides nodrawed, the illusion of zero-thickness
(http://img188.imageshack.us/img188/543/gewhitevideoland0002.jpg)
The same 1-unit brush with the sides textured
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If you nodraw all sides except of the upside, you won't see it from below.
(i guess $nocull only works with props)
However there are a few circumstances where you use this technique, like when you make a glass window with func_breakable_surf or a water volume.
Another problem could be the players feet clipping into the floor.
Nodrawing only the sides of the brushes and keeping upside & downside textured might work at most of the walkways where you don't get close to them, but at the ramps it would look odd too when recognizing the 1 WE gap.
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If you nodraw all sides except of the upside, you won't see it from below.
(i guess $nocull only works with props)
However there are a few circumstances where you use this technique, like when you make a glass window with func_breakable_surf or a water volume.
If you create a brush textured entirely with nodraw, you still collide with it, nodraw doesn't have any effect on a player's normal collision with a brush. You can have the top and bottom textured with the grate texture, then just the 1-unit thick sides invisible (nodrawed), and it'll act the exact same as with the 1-unit sides having visible textures.
You've got a point about the ramps being noticeable, but it would probably need some experimenting if it would be considered for use.
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Visually 0-thickness with 1-unit collision thickness is easy to do, but it's ugly.
And I've had my share of ugly in Complex...