GoldenEye: Source Forums
Debriefing => Join Us => Topic started by: tylerp9p on August 24, 2007, 04:00:54 am
-
Hello,
My name is Tyler, I am a game engine/lead game programmer at Project Nine Productions, a small independent games development studio. I have been programming in C/C++ for 1 1/2 years, C# for 2 years, and Visual Basic/.NET for 3 years. I am a hard core gamer and have recently done some coding and mapping work for a still in-production mod. I spent 8 months programming and mapping a level/mod for the AGEIA PhysX based game CellFactor : Revolution, and have worked in-hand with both AGEIA and Artificial Studios/Immersion Games(the developers). I work well on a team, can complete milestones on-time, and best of all - I am under 18.
I hve worked in the following programs:
-Visual Studio 2005 Express Editions
-Visual Studio 2005 Professional Edition
-Visual Studio 2008 Beta 2
-Adobe Photoshop
-Adobe Illustrator
-RAD Game Tools
-Reality Engine Runtime/Reality Builder(map creation tool)
-Unreal Engine 2 Runtime
-Quake Engine Source Code
-Q-rad
-Hammer - 2 weeks
-Faceposer - 3 weeks
-Source SDK Source Code - 2 years
AOL/AIM Contact - JamesBond92393
MSN/Windows Live Contact - jamesbond92393@aol.com
I do not work for money or do any professional jobs yet for the obvious age limitations. I do strictly mod work and love doing it. Not to brag, but I believe I am talented to the point of your standards.
I am also proficient in GUI/VGUI programming, weapons system/HUD coding, and general game-core programming.
After 3-months I have developed a partly finished game engine, as a sample of my work, and can provide screenshots, code files, and anything else upon request. I can also provide screenshots and a working game-version of the said CellFactor level.
I look forward to helping out here anyway possible - although mainly in programming as I build up my Hammer talents - I am better at 3D in 3ds Max like environments.
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...
Thank you for your time and consideration; I hope to hear from you soon.
-
You sound like you have a lot of the skills we are looking for. One of the leads should be in touch with you soon. Looking forward to seeing what you can do. Good luck!
-
im talking with scott right now, to get you a trial set up sit tight. if scott cant get you a trial, mark will be able to get you something ready soon.
-
What exp do you have with the source engine?
-
:: What exp do you have with the source engine?
Yeah that. I've a decade of programming in my pocket, but I haven't touched Source because I haven't had a safari guide, and I work 40+ now so I can't exactly explore the wilds myself.
We already have a Tyler. You'll be given a new name.
-
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...
-
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...
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 ;)
-
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.
-
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
-
I added some stuff to the first post, I forgot to put the programs I used and my AOL/MSN contacts.
-
Bumped to trial. As its 3am here ill make a trial for you tommorow.
-
best of luck with your trial tyler we could REALLY use you right now hehe