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[WIP] Goldeneye Facility
Posted: Sat Apr 01, 2006 11:13 pm
by -Laser-
Goldeneye for Nintendo 64 was my first FPS. So, for the sake of nostalgia, I decided recreate Facility.

(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.
Re: [WIP] Goldeneye Facility
Posted: Sun Apr 02, 2006 3:48 pm
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?
Posted: Sun Apr 02, 2006 4:41 pm
by Kurroda
most of the weapons in golden eye are real like the soviet that was a ak 47
Posted: Sun Apr 02, 2006 4:43 pm
by -Laser-
More progress

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)
Posted: Sun Apr 02, 2006 4:50 pm
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
Posted: Sun Apr 02, 2006 5:02 pm
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?
Posted: Tue Apr 04, 2006 1:36 pm
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.
Posted: Tue Apr 04, 2006 4:20 pm
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...
Posted: Tue Apr 04, 2006 4:41 pm
by -Laser-
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...
Posted: Tue Apr 04, 2006 4:52 pm
by nsilva
TATURES PLZZ! lol
Posted: Tue Apr 04, 2006 5:07 pm
by fritzistheshit
looks awsome! cant wait.
Posted: Tue Apr 04, 2006 6:19 pm
by -Laser-
fritzistheshit wrote:looks awsome! cant wait.
ahhh....pressure....
--(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.

stupid computer is so slow...radiosity take forever...
Posted: Tue Apr 04, 2006 10:02 pm
by rossmum
*dies of skill poisoning*
Posted: Wed Apr 05, 2006 5:27 am
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.
Posted: Wed Apr 05, 2006 6:32 am
by BEEF!!!
Awesome man. I think I remember someone doing a goldeneye map a while ago. They nevva finished it tho =/
Keep it up!
Posted: Wed Apr 05, 2006 2:59 pm
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 >_<
Posted: Wed Apr 05, 2006 4:29 pm
by Classic
Yep someone was working on the Goldeneye map Runway.
Posted: Fri Apr 07, 2006 2:17 pm
by -Laser-
Vent Panels. 100% designed by me. Testing in box level.
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)

Posted: Fri Apr 07, 2006 2:25 pm
by Patrickssj6
The bumps are very nice

Posted: Fri Apr 07, 2006 3:33 pm
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:

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