[WIP] Goldeneye Facility

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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-Laser-




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[WIP] Goldeneye Facility

Post by -Laser- »

Goldeneye for Nintendo 64 was my first FPS. So, for the sake of nostalgia, I decided recreate Facility.


Image
(i plan to add the gas tanks in as scenery)



I plan to recreate all of facility, not just the multiplayer section(what you see above). I also plan to remake a few weapons, such as the pp7, the grenade launcher, and maybe proximity or remote mines(not sure if it'd be possible, if not, i'll just make timed mines). The textures will be remade from scratch, no grabbing them with emulators.
Last edited by -Laser- on Thu Jun 15, 2006 3:05 am, edited 1 time in total.
Classic





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Re: [WIP] Goldeneye Facility

Post by Classic »

-Laser- wrote:B)I could add the level Runway onto Facility, should I?
(it would cause major CTF imbalance)
No.

But other than that I still play golden eye some and would love to see this map on halo.

BTW could you recreate some of the old weapons?
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Post by Kurroda »

most of the weapons in golden eye are real like the soviet that was a ak 47
Image
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Post by -Laser- »

More progress
Image
I threw a texture on everything so the edges could be better seen.

I've made a number of maps before, but I've never made weapons before. I plan to use tutorials and teach myself when it comes time. If it proves rather difficult, I might get some help. I may choose to replace all covenant weapons with Goldeneye Weapons. If I do, here's a possible lineup

Fuel Rod Cannon - Grenade Launcher
Plasma Pistol - DD44 Dostovei?
Plasma Rifle - KF7 Soviet, Klobb or phantom?
Needler - Suggestions?
Cov nades - timed mines

I also might toss in tiamat's C4, but use the "plastic explosive"(from silo) model.

Whatever i do, I plan to be careful. I don't want to lose too much of the halo feel of things.


If this map is successful, I may do other maps from Goldeneye.(surface & bunker, caverns, archives etc)
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Post by Kurroda »

dam i cant remember the one name of the gun it kinda looks like a mp5 i think.

Edit

Here is a site with a bunch of the guns

http://www.lych.demon.co.uk/goldeneye/realguns.htm

i am going to try to model one of these
Image
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Post by -Laser- »

Just some thoughts
---------------------------------------------------------------------
---CTF - Due to A)the asymetrical nature of Facility, B) the fact that there is just about only one path from one end of the level to the other and C) the many door/doorways that could cause major bottlenecking, CTF would be almost impossible with any more than 10 people.
---King - King could be very fun, whatwith all the rooms.
---Oddball - Oddball would also be fun; the ball carrier would get cornered rather often.

-~-~-~-~-~-~-~-~-~-~-~-~
UPDATE(4/3/06):
I've finished all modeling except for the last room(the one where bond meets Trevilyan). I just thought the science lab room group was a b**** to work with.
--(Just so everybody knows, I'm importing these from the wrl exported from an emulator, however, these more or less serve as guidlines. because of the way goldeneye/the exporter work, I usually end up having to remodel a good portion of every room to make the STL checker happy)
Anyway, it appears the last room is gonna be the hardest. It's no exaggeration to say that there are probably more open edges than closed edges, and that the majority of the closed edges are multiple edges. While I can optimize out some of the open edges, it's gonna take a while to fix everything.

If anyone is listening, I'm gonna re-ask one of my previous questions;

Would putting all the doors back in and having them work via trigger volumes cause too much lag?
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Post by The Bourne Legacy »

Lmao, this just wanted me to dig up my N64 from 7 foot layers of dust. Good job so far dude.
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Post by p0lar_bear »

-Laser- wrote:Would putting all the doors back in and having them work via trigger volumes cause too much lag?
Just make them into door devices that operate automatically...
-Laser-




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Post by -Laser- »

Image

WOOT!!!!!!!!!!!!
Main model complete!!!!!!!!!!!!!!

I'm gonna run this through tool and sapien and get some ingame shots of the model.

Then, on to the texturing...
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Post by nsilva »

TATURES PLZZ! lol
Sig file size too high.
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Post by fritzistheshit »

looks awsome! cant wait.
Never argue with an idiot, they drag you down to their level and beat you with experience.
(i learned this one the hard way).
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Post by -Laser- »

fritzistheshit wrote:looks awsome! cant wait.
ahhh....pressure.... :shock: :oops: 8)

--(will add sapien pics of untextured map in an edit momentarily)--

EDIT:Will do the above later. Turns out my map is a wee bit bigger that I want it to be. When compared to the doorways, MC looks only a bit over 4 feet tall. :x :? stupid computer is so slow...radiosity take forever...
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Post by rossmum »

*dies of skill poisoning*
-Laser-




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Post by -Laser- »

what? My computer does suck
800 MHz P3 dell w/ Nvidia Quadro 550
I rarely run halo at anything above the minimum settings.
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BEEF!!!




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Post by BEEF!!! »

Awesome man. I think I remember someone doing a goldeneye map a while ago. They nevva finished it tho =/
Keep it up!
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Post by -Laser- »

BEEF!!! wrote:Awesome man. I think I remember someone doing a goldeneye map a while ago. They nevva finished it tho =/
Keep it up!
I did see Facility x-box mod at one point. It was just a reconstruction from the persons memory though.

I probably won't get a chance to work on this for the next few days..I'm 17, therefore still in school, and I have a ton of homework >_<
Classic





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Post by Classic »

Yep someone was working on the Goldeneye map Runway.
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Post by -Laser- »

Vent Panels. 100% designed by me. Testing in box level.
Image

Image

Image


I might want to lower the bump level a tenth or so.

---------------------------------------
Here's the texture the above is supposed to resemble. (directly exported from goldeneye, it's bluer when playing goldeneye though)

(it's full size, most of goldeneye's textures are no bigger than 64x64)
Image
Last edited by -Laser- on Fri Apr 07, 2006 2:31 pm, edited 2 times in total.
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Post by Patrickssj6 »

The bumps are very nice :D
...left for good
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Post by -Laser- »

I kinda did the opposite of earthenrecords.com's tutorial. I designed the bump map first, then I embossed the bump map onto a metal texture. With just the right tweaking, I got the result you see above.

EDIT:Now that I think about it, I'm definitely gonna use my smoother bump map for the ventilation panels. The ones above are too rough

UPDATE:
Image
This is the wall/tile texture that will be used throughout many of the hallways.
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