[WIP] Goldeneye Facility
- RaVNzCRoFT
- Posts: 6208
- Joined: Mon Jan 10, 2005 3:05 pm
- Location: Raleigh, North Carolina, USA
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- Joined: Tue Jun 13, 2006 4:25 pm
lol, great idea! I wonder how his parents will react if he gets around "BOB"!PlasmaGhost wrote:u can get around that thing called "BOB". Simple unplug the power cord from the back of ur comp and put another one in
hint: 360 power cords, moniter power cords, and some other cords work for power cords! trust me, ive tried it
- TomClancey
- Posts: 2565
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- Location: Ohio
- Contact:
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- Posts: 1557
- Joined: Thu Mar 16, 2006 5:50 pm
- Location: RI
oh, and a bit of news...
A)Slightly better graphics card
B)Triple monitor setup
C)My laptop's dead again...First the hard drive experienced a head crash(all data lost), then a few days after I bought a new hard drive, my RAM chip died somehow. While I did have a copy of all my Facility work on my laptop, I had made very little additional progress on it, and I have 3 backups, each on a different hard drive.
A)Slightly better graphics card
B)Triple monitor setup
C)My laptop's dead again...First the hard drive experienced a head crash(all data lost), then a few days after I bought a new hard drive, my RAM chip died somehow. While I did have a copy of all my Facility work on my laptop, I had made very little additional progress on it, and I have 3 backups, each on a different hard drive.
- TomClancey
- Posts: 2565
- Joined: Sat Jan 28, 2006 6:49 am
- Location: Ohio
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lucky u have backups. Also wow 3 moniters?! all CRT's? cus if there LCD's im going to come and steal one, becuase i want a 2nd moniter, stupid dad and mom wont let me get a "FREE" 2nd one from a friend...
that ends my odd ramble of the day.
that ends my odd ramble of the day.
Last edited by TomClancey on Sun Dec 24, 2006 7:09 pm, edited 1 time in total.
- TomClancey
- Posts: 2565
- Joined: Sat Jan 28, 2006 6:49 am
- Location: Ohio
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Wow this is the best map i have ever seen...
Join my Site all about Halo CE!
http://bornmappingteam.16.forumer.com/
http://bornmappingteam.16.forumer.com/
I'm currently working on the railing in the final room.
render

[click for 3200x2400](I don't have the bump maps applied in max, in case you were wondering)
The textures on the stairs, supports, etc are the originals from the 64 version, and the texture on the railing is steel-light, none of these permanent. On surface of the stairs and the metal platforms, I'll be using a variation of the steel texture seen earlier.
render

[click for 3200x2400](I don't have the bump maps applied in max, in case you were wondering)
The textures on the stairs, supports, etc are the originals from the 64 version, and the texture on the railing is steel-light, none of these permanent. On surface of the stairs and the metal platforms, I'll be using a variation of the steel texture seen earlier.
amazingly this!
I didn't realize that the collision properties could be changed so easily in the biped tag. I was worried I'd have to go in and do something like edit MC's collision model in max or something.


(I just used the stair texture that's found on some of the other stairs. Again, it's not permanent, I'm just not in the mood for making textures right now.)
I believe this won't happen once I put some collision planes over the stairs


and I hoping this error will disappear once I put in some portals.

I slowed down the player by half(turned out to be a bit much), lessened his jumping height, and set the FOV to 58 degrees(the same as Goldeneye on the 64). Doing so made the level seem somewhat larger. By shrinking the collision properties, I also fixed the problem of MC barely fitting through the doorways.
I also raised fall damage to the point where people wont be jumping off the raised platform and skipping the stairs to save time.
And something quite odd. I found that as I was walking down part of the stairs, I hit some sort of weird something, and shot up 20 feet or so. If I could isolate this bug, it might come in handy sometime in the future.



I didn't realize that the collision properties could be changed so easily in the biped tag. I was worried I'd have to go in and do something like edit MC's collision model in max or something.


(I just used the stair texture that's found on some of the other stairs. Again, it's not permanent, I'm just not in the mood for making textures right now.)
I believe this won't happen once I put some collision planes over the stairs


and I hoping this error will disappear once I put in some portals.

I slowed down the player by half(turned out to be a bit much), lessened his jumping height, and set the FOV to 58 degrees(the same as Goldeneye on the 64). Doing so made the level seem somewhat larger. By shrinking the collision properties, I also fixed the problem of MC barely fitting through the doorways.
I also raised fall damage to the point where people wont be jumping off the raised platform and skipping the stairs to save time.
And something quite odd. I found that as I was walking down part of the stairs, I hit some sort of weird something, and shot up 20 feet or so. If I could isolate this bug, it might come in handy sometime in the future.