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Files - Multi Levels - Streets Multiplayer
| Streets Multiplayer | | BMW | | January 26, 2010 | | Multi Levels | | Streets | | Finally finished this thing up. If you find any bugs (particularly with clipping) please post them here. I'm not confident clipping is 100 percent perfect (mainly due to the street elevation drop on the pavement itself with the vertical plane crossing over multiple rooms).
Otherwise, I'm basically done. Post any comments/complaints/suggestions here as well.
Overall framerates are as good as they're going to get without making the stage too bare. 2 and 3 players play quite well, 4 players can lag a bit in the open areas - though all are leaps and bounds better than the original map. I tried to strategically place as few objects as possible because each additional objects really affects framerate.
http://battlefieldforever.com/hackers/misc/ge/patches/streets_mp_bmw.ips
And of course don't forget to change your rom settings as I made 21990 modifications. Streets is in the Facility mp slot.
| | 1157 | | 0.176825 Mb |
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| Posted by Octan Baron February 17, 2010 9:27 am | | Where do i find the tutorial? |
| Posted by bmw February 13, 2010 11:37 pm | | Importing rooms from other levels is somewhat complicated. You have to open the other level you want to import rooms from and export room positions to text file - then you highlight the rooms you want out of that text file (and move the associated .bin files as well) and append the end of your room positions file for the original level. From there its a matter of moving the room to line up where you want it and then resizing it if necessary depending on how different the room scale is, then modifying vertices to line up (mainly, door frames). Its not easy and really requires an entire tutorial to adequately explain it. |
| Posted by Octan Baron February 11, 2010 12:04 pm | | How do you add the rooms? |
| Posted by bmw February 2, 2010 2:13 pm | | Several rooms were imported from depot, one streets room was copied and modified, and one room was created in hammer. The bulk of the actual work though was in using a hex editor to modify vertice data as well as using room positions mode in the GE Setup editor to modify the vertice points (move them) |
| Posted by Octan Baron February 1, 2010 8:42 am | | How did you change and add parts to the level? |
| Posted by bmw January 27, 2010 10:57 pm | | Matt - I was afraid of that - I was hoping it would be a fluke thing that only happens once in a great while, but apparently its not. I know what the problem is I'm just not sure how to fix it, short of raising the street to the same level as the other pavement (the problem has to do with vertical planes crossing multiple rooms). There are actually about 6 different points along the curb that if you walk up it in just the exact right spot you can have that happen. |
| Posted by Octan Baron January 27, 2010 2:45 pm | | How did you change and add parts to the level? |
| Posted by Matt January 27, 2010 1:07 pm | | There is a spot on the curb to the right of the gun spawn sraight down the road from where the tank spawns in single player. A couple of steps down the greenish wall when you walk off the curb you get launched into the air. and at that same spot if you walk onto the curb you go under the level. |
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Sewers Operation Monkeywrench GoldenEye/PD Editor 2.4/1.0 RAM/ROM Record Demo Bottling Room Streets Multiplayer Cliff Base Import New Sounds/Midis GE/PD Tutorial Spectacled Guards Donut Land
DD Labs Multi DD Central Multi GoldenEye: X Chicago CS Multi Air Base Multi Area 51 Multi Japanese with Eng Text GE Weapons Multi CI Training Gun Names Carrington Villa CS
GoldenEye/PD Editor 2.4/1.0 Silo Mission BK Map Pack 1 Counter-Strike Map Pack Library Mission Complex Mission Beta Conversion Nitro Surface New Multis Package Jiggy Paradise
GoldenEye: X Chicago CS Multi DD Central Multi CI Training Gun Names Area 51 Multi GE Weapons Multi DD Labs Multi Carrington Villa CS Crash Site CS G5 Recon Multi
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