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Work in Progress / Goldeneye

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Shadow Robert
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Posted: 21st Dec 2004 07:43
There were discussions earlier this evening about issues such as this.. and what will be happening is there is a plan to extend certain levels.

Going to have a trial run with the Dam level, see what people think once it is all finished up. Then go from there.
There may be some Resident Engine Shaders sneaking into Andy's YOLT Engine, so the graphics between original / standard / enhanced are going to jump quite dramatically hopefully.

I'm going to develop Dam in Resident to see how it's going to look roughly. Still got alot to do with my other project though, so Resident is definately getting a real workout this month


Goldeneye Nemesis
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Posted: 22nd Dec 2004 04:02 Edited at: 22nd Dec 2004 04:03
I promised to let you all see what's been done recently to Goldeneye, so below is the change-log. The big improvements involve music and the in-game menu. There are sliders for sound and music volumes etc and a cracking graphic in the control section.

The next job for tonight is to add the plane key to runway, so you can’t escape in the plane until you pick up the key, and have the objective system handle all this and report statuses to the on screen menu. Once that’s done I may try and fix the stupid memory leak with unloading and reloading levels. I'm now sure it’s down to NGC but I'll have to dig a little deeper.

Here's a couple of screenshots to show you some new features of the in-game menu.







And here's the change-log.

Steve Fash
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Posted: 22nd Dec 2004 06:48
What a great start !
Love the sniper rifle and zoom
Definately a project to keep an eye on !
*Respect!*


For game/demo music for YOUR PC productions visit:-www.futuredevelopments.org.uk
Goldeneye Nemesis
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Posted: 22nd Dec 2004 09:33
Well you can never argue with getting fan mail like that thanks for that Fash, call back soon for updates. I wonder if this post has made it on to any "bookmark/favourites lists" out there???

Well it’s getting late and I've done a good bit more. Here's today’s final work-log (there’s a good few bits that would have took too much explaining, but you get the drift):


I've actually managed two days coding in one on my schedule so tomorrow I get to start blowing things up. I'm sure a few particle explosions won't go amiss when you shoot some barrels etc. Well fingers crossed it'll get done or at least started tomorrow, but I have to go to work too so we'll see.

I think I’ve solved or at least lessened the problem you Intel users have had with frame rate drops. I’ll need some more Intel-based guys to test the demo (who know what I’m talking about) to see if it’s any better. Email me if you want to test the latest demo.
Cavex
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Posted: 23rd Dec 2004 05:13
Had other idea I think that the pen grander needs to be added.
Goldeneye Nemesis
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Posted: 23rd Dec 2004 18:37
I had that idea too, but where could you use it? I was thinking of adding it to the control level somewhere but can't think how. Any ideas how to add it to the story CaveX?
PowerSoft
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Posted: 24th Dec 2004 02:38
its a bonus weapon lying around a level?

Liberty: Fight for Freedom
Cavex
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Posted: 24th Dec 2004 02:48
Or it could be used as a stealth weapon.
Goldeneye Nemesis
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Posted: 24th Dec 2004 07:59 Edited at: 24th Dec 2004 08:00
Well I like the idea the pen-grenade being a bonus weapon powersoft. Maybe leave it somewhere in control in an unused area with bonds watch and equipment to finish things off, then you could use it as a stealth weapon (cavex) or do whatever you want with it.

Anyway... 3 guesses what I've spend the last 3 hours working on! (sorry in advance to any 56k users)











Osiris
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Posted: 24th Dec 2004 10:59
looks nice so far in the outside level you need some better boundry textures , but other than that nice, maybe someone could model a hand for you later on

Cian Rice
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Posted: 24th Dec 2004 11:00
Haven't posted here ina while, looks really nice, I'm waiting for the next demo to download.

Have a heart and join my message board.And now my messageboards work again!Woot!
Cavex
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Posted: 24th Dec 2004 19:21
Just wow.
Goldeneye Nemesis
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Posted: 25th Dec 2004 02:50
Merry Christmas to everyone on the DB forums - especially those who posted here, your input on this project has been invaluable.

As I promised, here's the Xmas Demo of Goldeneye. I've spent so much time bug-fixing that the engine shouldn’t now crash at all. It will of course crash somewhere lol, so if you break it – email me or post below and let me know.

If you want to unlock all the guns on the levels to play with, just press the console key (`) and then type in "give all". Also the new in-game menu can be accessed by pressing enter.

For a complete list of all the changes made since the last demo, see the changelog.txt file in the game directory.

Here's the demo

Goldeneye Christmas Demo http://www.enigmatekuk.com/goldeneye/downloads/GoldeneyeDemo.exe


So where do we go from here?

Well there are plenty of things to do, although I think that the engine is now robust and stable, so future developments will be easier than before. There are main things that need to be tackled like levelling, enemies, explosions, ladders etc, but also little things like finishing the objective system so that you can complete an objective by powering down a computer terminal. Each of these will have to run along side each other. I think a good place to start is with surface. If I can make a better job of the level, and then set it up with all its objectives, then add doors etc then we will be much closer to finishing. Then I’ll do the same with the other first 5 levels. After the levels are done, complete with objectives, doors, crates and other bits, it will be time to add in shine like explosions and ladders. Then, when everything is blowing up nicely and you can get everywhere in the level that you need too, we can think about enemies and physics.

Well that’s one hell of a boring blurb, but now at least you have a good idea of where the project is going. There’s plenty of room on the team for anyone who wants to lend a hand. Now you can see that the engine is coming along well, I hope some of you come up with ideas (thanks for all the good ideas so far) and even help out with the code and media.

Again, have a very nice Christmas everyone.
qwe
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Posted: 30th Dec 2004 04:19 Edited at: 30th Dec 2004 04:23
" I wonder if this post has made it on to any "bookmark/favourites lists" out there???"

its on mine

ill be glad to help with this, goldeneye is one of my favorite FPS of all time

if youd like any help with coding or modelling weapons or levels, or have another position you could talk to me about, ill discuss/show what ive done and how i can help... email me or IM me, chriscontreras1[a]aol.com

p.s. you said in your team request thread "Basically I can provide a modeller with a full Goldeneye Level, it will then be their job to play with it and make it look as good as possible." id love to do this

p.p.s some constructive critism, i disagree with your comment that the engine is "stable"... my FPS goes from 5 to 100, depending mainly on where i look, and it can get quite confusing

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Goldeneye Nemesis
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Posted: 30th Dec 2004 06:48
@Chris: Goldeneye is my favourite, there's just something about it that makes it beat any modern day FPS.

Quote: " p.s. you said in your team request thread "Basically I can provide a modeller with a full Goldeneye Level, it will then be their job to play with it and make it look as good as possible." id love to do this"


... If you are willing to play around and tweak the levels as I complete them then I'd love to bring you on-board. At the moment it's a bit of a one man band as the level guy has a little too much on at the mo to help. If you would like to play with the Runway level first of all then that would be a massive bonus. It is complete as far as the polygons go, but needs tweaking with textures and little details adding. I also have a good couple of ideas for making it just a little bit larger so it can be turned into a multiplayer map. If you're interested, get me on your MSN list or drop me a line. I don’t have AIM I'm afraid.

I'm guessing you're running on Intel, because no AMD people who have tested it have had the frame rate drops. I thought I'd nailed the problem but I guess its back to the drawing board. Thanks for the pointer anyway. Other than that, compared to previous releases, I think this is the most stable and robust it has been to date, so maybe I should have said that instead.

I’m gonna do a few bits tonight, I want to finish the surface level off and also make a list of all the games objectives. I may write them into the main menu system tonight if I get the chance.
Shadow Robert
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Posted: 31st Dec 2004 09:44
Quote: "Goldeneye is my favourite, there's just something about it that makes it beat any modern day FPS."


after a week of playing it, i definately know what it is about Goldeneye that is just so untouchable.
technically, i'm not here heh

still have a good few days of holiday left and i totally plan to use them
be back around monday though hopefully with a nice surprise heh


MikeS
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Posted: 31st Dec 2004 15:25
Excellent work on this game Andy198. Always liked GoldenEye (I was a big Perfect Dark fan as well), and I'm glad to see a project like this.

You seem to love remaking great games though, and that's definitly a good thing for people like me.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Steve Fash
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Posted: 2nd Jan 2005 03:08
Ooh, just noticed the new build ! downloading now

For game/demo music for YOUR PC productions visit:-www.futuredevelopments.org.uk
Goldeneye Nemesis
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Posted: 5th Jan 2005 07:17
@Raven:
Quote: "after a week of playing it, I definitely know what it is about Goldeneye that is just so untouchable"


...Well if you can bottle the stuff then let me know, we could do with tapping into some of that amazing playability with this game. I love the avatar by the way

@MikeS: I do seem to like remakes, well there is this and Streets of Rage, and Wolfenstein. Wolfenstein was my first attempt at a FPS, and since it was the worlds first attempt at a FPS it seemed quite a good idea . Streets of Rage is one of my all time favourite games, but there is nothing like it around these days, that's why I had to have a go at it. Goldeneye has been an ongoing project ever since my DBC days; it's only recently that it has evolved into something which actually looks quite good. Thanks for the kind words too

@Fash: I hope you like it, put a post up some time and tell me what you think, feedback is very important.



During the next few days, Raven is hopefully going to help me with the level-loading system. When that’s finished, the levels should be totally independent from the engine, meaning we can send out level updates as a pack, and you just add them to the game directory. This will save a lot of large updates flying around.

I have made a complete list of objectives now, and written in support for most of them in the engine, so once the level system is finished, we can leave levels and objectives alone for a while and concentrate on more pressing matters - shooting the hell out of some soldiers for example

Keep an eye out for more info if you're interested, and keep the feedback coming in. It really helps when people spot bugs etc and tell me what they think of the game so far.
Shadow Robert
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Posted: 6th Jan 2005 11:04
Yeah, I'll be shooting you the information sometime today, maybe tommorrow really. I've been pre-occupied trying to get my website up... well that an some new GameCube games *^_^*

It is also nerve-wracking what is going to be announce at CES in like 10minutes time..!

I've been focusing on stripping the guards, sorting out what can be static objects, how I want to declare them and such. This part always gets to me cause it kinda makes my head hurt to try and think what would be the easiest way rather than what is the best way for a single area.

What I was thinking was a portalisation system similar to Tomb Raider Angel of Darkness.. where it loads all of the necessary data when the world loads, but loads / unloads video data when moving between portal areas. In this way can pack in *alot* more mesh density into a single area, not to mention it'll allow the Shaders to have an easier time rather than dealing with difficult Z-Depth.

I'm really regretting starting with Dam, because it is one of *the* most complex levels in the entire damn game! I'll export the world as a DirectX file for you to view it in it's entirity sometime, just mind boggling how detailed it is.

What I was thinking, was perhaps rebuilding Resident around two levels...
Goldeneye : Dam (upto the Security Gate)
Perfect Dark : Carrington Institute

This will allow a majority of things to be worked out once those are sorted. Mainly because due this project and what I'm doing at work, I *REALLY* want to work on Perfect Dark while you work on Goldeneye.
Once all the level stuff is in-place it shouldn't be a problem for me to train someone to convert all the stuff you need


Goldeneye Nemesis
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Posted: 6th Jan 2005 21:36
@Raven, I've been thinking about the levels a lot recently. My plan was to have the current player area fully visible, and any objects that are not visible/ obstructed / out of range would be hidden. That would shave a great deal off the FPS and maybe help stop the silly FPS drops. That way all the objects would be loaded at start-up and then hidden until needed. I don't know what you think of the idea, or how you've done it in resident but it’s a place to start. As soon as we have a complete level (runway is a bit small to do it), then I'll write it in. I'm certain that is how Goldeneye does it; there are just two many little hints, like the curved tunnel to obscure the first half and the security gate to obscure the middle.
I’m gonna do a bit to the MI6 level; I wouldn’t mind having a chat to you about that, being the ‘resident’ expert on the Carrington institute (that was an awful pun). I think it would be good to have some similarities between the two. Also we could bang out some ideas for the casino level that never made it to release.
Give me a shout if I can help with any of the website stuff, I’m not too bad when it comes to that, I’m just hampered by an awful sever.
Anyway I look forward to talking to you; you’ve said a lot of interesting stuff there!

I’m talking to Chris about doing models, he’s done some good work and I think between us we can do all the main level objects. If any other modellers are interested then please do get in touch, there is a long way to go yet and more help mean we get there faster.
Cavex
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Posted: 9th Jan 2005 21:41
Even more level cool!!!!
Major Payn
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Posted: 10th Jan 2005 01:18 Edited at: 10th Jan 2005 01:29
Played the demo, needs people to shoot at!

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
Osiris
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Posted: 10th Jan 2005 06:29
when you get to the enimies for the first time around put ragdoll physics on them but make it so you can shoot them and they'll go flying lol

Major Payn
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Posted: 10th Jan 2005 11:33
That isn't the original music is it? Because the music sounds like it needs some work.

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
Osiris
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Posted: 19th Jan 2005 08:26
update?

Shadow Robert
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Posted: 19th Jan 2005 10:19
in-development... erm i assume. not seen Andy in a few days
Goldeneye Nemesis
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Posted: 21st Jan 2005 20:51
Sorry guys, I'm having a nightmare at the moment. A few of you know I've got my Uni exams at the moment, so I raced up to sheffield about a week ago to get them done. Unfortunately the car broke down (catastrophic clutch failure) somewhere between london and sheffield and I had to get towed a good 80 miles or so home. The car is now in the garage awaiting repair but the garage people are taking their sweet @ss time because the clutch is still under warranty.
Now the problem is, I'm stranded in sheffield now until the car is fixed, with no computer! I'm sending this message from uni today cos I had to come in (10 miles) by tram to hand in coursework. I'm just glad the uni has computer facilities. I havent given up on goldeneye no!! but I had to explain the lack of work for the last few days. As soon as I'm home, expect updates and screenshots. There are some good developments, especially on the levelling front so stay with me here till I get back to civilisation. If the garage pull their finger out, I should get my beast back off them later today and get home tonight.

To answer a few questions while I'm here:
*Rag-doll is on its way, I was adding newton just before I came up here. I ran into a few snags but Raven has offered some help so as soon as Newton's in, we can look at rag-doll and other cool physics effects.
*The current music is actually a few midi replicas of the original tracks (not done by me), its not the original music by any means. I'm gonna be making a few tracks with my mate (kick ass guitarist) for the new levels and maybe see what we can do with the old ones, but if anyone has any suggestions, let me know.
*Enemies. They aren't forgotten, they are obviously the most important part of a FPS game, but I want to make the engine solid, and have everything else sorted first. Once rag-doll has been added, I'll add them in.

Sorry about the long wait, like I said, as soon as I get back to base I'll get cracking.
Goldeneye Nemesis
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Posted: 27th Jan 2005 07:15
Right! Back in civilisation! Well the week didn’t end with car problems, I've had a burst radiator, a sister get taken into hospital, a hard drive crash (only semi sorted) and a whole load of weird things like light bulbs go, man I hope my bad lucks over for the year, because this has been the week from hell.

I thought I'd post an update before you all think the thread is dead. Here's a screenshot of the garage level I've been working on:



The garage is a whole new part of the MI-6 level, designed by me and created by our new team member sola. The plan is for MI-6 to be very much like the Carrington institute in perfect dark, so the garage will be a great place for bond to get to grips with some gadgets and other useful items, maybe even vehicles.
I'm trying to add simple physics boxes that you can knock over to the level as a starting point, but I'm having no end of trouble. Ravens having trouble of his own at the moment so if anyone else is good with Newton then please pop and have a chat with me on MSN or post below. I'm hoping that adding Newton physics will make a lot of things easier like rag-doll, not to mention making the worlds more realistic.
Physics is a big part of the game engine and I can’t really do anything else until its done. We have enough levels for testing now, so adding new levels is on hold for now; although MI-6 will be evolving steadily.

Even though physics is on hold, I'm keen to listen to your ideas on a new level – casino, it made it to the beta stage, but never got to release stage. I'll explain more about the level in the next post but I'm gonna sign off now, I want to try some more with the physics code.
walaber
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Posted: 27th Jan 2005 07:44
have you looked at my FPS demo in the latest version of the wrapper? it's all pretty straightforward...

Go Go Gadget DBPRO!

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Vash
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Posted: 27th Jan 2005 08:06
Why dont you try anti-portals. They stop stuff from drawing on the other side when looked through. (You quake 3 engine editors should know what im talking about). If you strategically place them inside your buildings and stuff it should drastically increase your performance. Just beware of placing them in the open or u will get an ugly HOM effect.
Goldeneye Nemesis
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Posted: 28th Jan 2005 05:21
@ Walaber, I'm using your FPS as an example to work from. I'd love to chat to you about it. Infact, I'll put my physics code below, if you have the time, any chance you could browse over it and see if you can see anything drastically wrong? If not, don't worry, just trying to save the wall from my head.


problem is, the crates fall through the floor so I cant even get to them in time to test player-crate interaction. If anyone else has any ideas, do let me know.


@ Vash, you have an interesting idea there mate, I don't quite know how to set it up. A quick intersection would tell me if the object is obscured, but if the object is larger than the object obscuring it then it would look very odd indeed. But there's food for thought there, and we'll have to chat more about it online.
Vash
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Posted: 31st Jan 2005 07:18
Hopefully it shouldnt be too hard. I think ill have to take a look and see if i can find an anti-portal texture, i know i got one somewhere around here, it mite be of use to u. The other great thing about them is it only takes 1 pass to draw. And another idea is why dont you caulk all the areas of your level that the player will never see, that will also stop the computer from drawing parts of the level that will never have to be rendered. If you got more questions u know where to contact me andy . btw gj with the game so far .
Goldeneye Nemesis
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Posted: 10th Feb 2005 08:36
I know it’s been a little while since I have posted an update, but its certainly been worth the wait! I have spent a lot of time pruning out the old nuclear glory code and grafting in Newton Physics. The results are astounding. In the Runway level, I have added a few beach balls and crates with different weights to show the power of Newton when used in Goldeneye. The entire collision system is based on Newton also which gives the engine much more versatility and believe it or not has saved me a hell of a lot of code!

Here's a screenshot, it hardly shows any difference but if you imagine shooting or pushing the beach balls and having them collide together perfectly like snooker balls and bouncing around. Also the crates react in a similar way, unless they are too heavy to move, in which case you cannot push them, and shots have a minimal effect. Well I think I'll have to release a new demo some time soon to show the power of the rebuilt engine. I don’t think words and pictures describe it very well. Here's the screenshot anyway:



I need to tweak the other levels to get the scaling right for the new Newton system but after that I think we're more than ready to give you something to shoot at. I just need to speak to an old friend to see if he can lend a hand .

Watch this space, there will most likely be a demo coming this way soon.
BF game programmer
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Posted: 14th Feb 2005 10:36
like your demo

james bond rules
Goldeneye Nemesis
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Posted: 16th Feb 2005 09:45 Edited at: 16th Feb 2005 09:46
@BF game programmer: Thanks for the positive feedback there mate, love to hear when people like the demos. You mentioned about wanting to work with us on the project. There are a number of jobs I need help with. Coding is covered because I find it hard sharing that job, but if you are any good at levelling, texturing, light mapping, character creation, sound effects or music then I'd be happy to welcome you on board. A big job for someone with the know-how would be to take the finished levels (like some of the MI6 building) and light map it and play with the textures to make it seem much more realistic.


I want to show you all what’s happening with Goldeneye at the moment. I've added a lot of physics effects and basically I'm going through some of the missions and experimenting with them. Below you'll see some of the effects I've added on facility.
A lot of time has been spent on Rag-doll effects also. In the pictures you will see the rainbow rag-doll used for development; also I've just had a cool Russian soldier model donated, so before long you can expect full Goldeneye style soldiers demonstrating the rag-doll effects. If you don’t know what I'm talking about with rag-doll, take a look at the picture of the rainbow guy lying on the stairs, then imagine his starting position was at the top of those stairs before I hit him square in the head with the RCP-90 . It’s taking Goldeneye to a new level of realism while being true to the original – that’s my overall aim with this project, to build on the original while still being true Rare’s Version.

I am working hard to finish the MI6 level with physics effects, rag-doll and other engine features. Raven's also giving me some invaluable help behind the scenes and the project is moving along at a good pace. Upon the completion of the MI6 level there will be a massive demo. It will be a game in itself, trust me! So keep an eye out (I know I say that a lot).

Here are the recent development screenshots. Take a look at the effects and tell me what you think. If you can think of areas of the game where physics effects would enhance the gaming experience then please please please let me know.

Some Rag Doll Effects



A Physics Demo in Faciloty


The MI6 Vault (very early development)

BF game programmer
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Posted: 16th Feb 2005 20:45
I'd be more than willing to finish the levels and model the ones not started.

james bond rules
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Posted: 17th Feb 2005 10:00
i have modeled a good bit of the begining section of the dam level but i need a texture that looks like a road for inside the tunnel(the tunnel floor). i know you have one for runway but i cant find it in the textures or the runway sections. do you know where it is? or could you just e-mail it to me or something? if you can that would be great!

james bond rules
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Posted: 19th Feb 2005 00:29
never mind got one! not the best ever though.

james bond rules
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Posted: 19th Feb 2005 12:44
hi ive been working on the beginning to the dam level. this still needs a lot of work(which i will do of course) but this is where i am so far[img]file:///C:/Documents%20and%20Settings/Brian%20%20Feagin/My%20Documents/My%20Pictures/goldeneyescreens.bmp[/img]
if this went on (hope fully) as i said it needs a lot of work.

james bond rules
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Posted: 19th Feb 2005 12:44
darnit.

james bond rules
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Posted: 19th Feb 2005 12:48
lets try again. [img]file:///C:/Documents%20and%20Settings/Brian%20%20Feagin/My%20Documents/My%20Pictures/goldeneyescreens.GIF[/img]
hope fully this one worked if so sorry for some of the color loss if it is lost.

james bond rules
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Posted: 19th Feb 2005 12:50 Edited at: 19th Feb 2005 12:51
oh well mabey this will work. yeah

james bond rules

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Osiris
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Joined: 6th Aug 2004
Location: Robbinsdale, MN
Posted: 19th Feb 2005 13:00
edit button, it helps

Goldeneye Nemesis
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Posted: 19th Feb 2005 20:58
@BF game programmer: That is amazing work! I am so impressed. I tried to send you abn email last night with some TOp Secret info on levelling that will really help you out. I also attached the dam texture pack and level in case it was any help. Unfortunately it wont send to your address. I have tried again so let me know if it comes through. If you have MSN messenger then add me to your contacts because I'd love to chat to you.

Nice to see you again Osiris.
BF game programmer
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Location: hoover alabama
Posted: 20th Feb 2005 00:42
sorry for all of the forms that didnt work.and no i didnt get the email. no i dont have an msn messenger if you can tell me how to get on that would be great because i have msn explore. ill see if i can finish modeling that part of the dam level.

james bond rules
BF game programmer
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Location: hoover alabama
Posted: 20th Feb 2005 10:29 Edited at: 20th Feb 2005 10:30
hi i have an update on the dam level part i am working on. the top of the thing that goes in the ground needs some work as you can see and so does the gaurd tower.andy198 if you dont like the gaurd tower then if you could you could make one of yours and ill just put it in my prefabs folder and put it where my gaurd towers are and delete mine. . oops forgot the pictures.

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BF game programmer
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Location: hoover alabama
Posted: 20th Feb 2005 10:36
heres the tower

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BF game programmer
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Joined: 22nd Jan 2005
Location: hoover alabama
Posted: 21st Feb 2005 12:36
im not going to post any pictures tonight because youve seen most of it but its near completion. i expect to finish it some time tommoro.it still needs a little bit of fixing up but other than that it pretty much done.andy198 tell me how you want me to send it to you then you can see if you like it. after this i shall start on the facility part that is not alredy modeled.

james bond rules
Goldeneye Nemesis
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Posted: 21st Feb 2005 23:32
Whoooooo mate slow down hehe. I really need to get an email through to you. I have a way of making levels that will make it dead easy to create them. I also have loads of textures you can use and I can supply you with anything you need.

Facility would be a good help and I certainly wont stop you if you want to make any part of it. I have added a few physics effects to it and its a great level to play around with. Feel free to use any of the existing geometry and textures as you see fit. If I can supply you with anything, don't hesitate to ask.

All the levels need to be in .x or .dbo format. I havent added support for types like .3ds because it makes the .exe file much bigger. If you can do any levels or even parts of levels then I can write them in almost instantly through the level scripting system, and you'll see them in the upcomming demo!

I'm home on wednesday if not tomorrow night so I'll send an email. If you nip on over to:
http://www.imagine-msn.com/messenger/default.aspx?locale=en-gb
then you can grab a copy of MSN mesenger and we can have a good chat about it all when I'm back.

You've done some cracking work so far and the pictures look amazing. I cant wait to talk to you more about this all!

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