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Knuckles
October 24th, 2003, 03:28
Let's revive this thread! :D here we go, I started to make the complex, the DataDyne tower will be delayed since I need a better CPU, more RAM and another Hard drive because with my settings, It takes too long to compile and stuffs. So now, here's the 2 first shots of the complex in UT2k3.

NOTE: the mod will be moved to ut2k4 when it will be out, (we will have the hoverbiker! :P)

james.miller
October 24th, 2003, 08:36
stunning:)

Hexidecimal
October 24th, 2003, 09:00
Very cool, and reading back at the beginning of this thread people were talking about other game maps that could be ported, Hyrule Field from OOT would be kind of cool, or the caverns from goldeneye.

Knuckles
October 24th, 2003, 18:06
Very cool, and reading back at the beginning of this thread people were talking about other game maps that could be ported, Hyrule Field from OOT would be kind of cool, or the caverns from goldeneye.

It could be done, but right now, it's for the mod. I can do the other ones, no probs, but, later ;)

NeoNight
October 24th, 2003, 20:48
wow looks great man! loved the other maps can't wait for this one :D

Knuckles
October 24th, 2003, 21:58
Before anything happens, I want to say, this topic is only for Maps I made from Perfect Dark for UT2k3/4, please dont post other shots of other games conversion( of course, you can post replies, no probs for that :P). I't's my first topic with so much replies. thanks to those that understand. For the others who won't, ********

Knuckles
October 24th, 2003, 22:30
Here, 2 more shots :

flummoxed
December 2nd, 2003, 17:01
Hey man, I love the maps, keep up the great work ravine was one of my favourite levels to play in Perfect Dark, glad it was the first done :P

And I'm glad you're making Complex now, I'd say I played that map the most in GoldenEye and Perfect Dark

Heh, maybe if I'm not too impotent of a coder I can cook up a Slayer mut, and now my friends cant cheat by looking at my screen :D

NeoNight
December 2nd, 2003, 21:03
a slayer mut could be easy to do no? seeing as how the slayer is basically the redeemer with a differen't model/texture.

flummoxed
December 2nd, 2003, 21:08
yeah, but i mean they're slightly different

you could control the speed of the slayer somewhat, and it also didnt blow up the whole map :P

but even though its that simple i'll prolly still have trouble figuring it out

gandalf
December 26th, 2003, 07:07
Well,nice shots!.
MMMM.....I can see,the editor itīs very similar to Valve Hammer Editor (yea,i made maps for half-life,Counter-strike),the engine very similar....
But UT has much better engine

NeoNight
December 26th, 2003, 09:57
hey Knuckles will all of the data dyne building be accessible? or just the parts of it that was featured in pd?

Knuckles
December 26th, 2003, 18:45
well, it was supposed to be the whole tower, but the prob is ... the compilation. since it take already a while to compile everything with only 2 story + the roof, I don't think there will all of them, for now, only those normally accessible in the normal game will be. other will be added later when I will have a faster CPU and more RAM.

gandalf
December 26th, 2003, 18:59
How many time take you to compile the map?

Knuckles
December 28th, 2003, 05:22
well, normally, it takes only 30-45 secs for a full compile, but now , it takes 2 to 3 mins to compile.... and since I need to compile very often, it's really hard to work.

gandalf
December 28th, 2003, 06:35
HA!,I take more tha 10 minutes to compile a simple map for Counter-strike!,well its my proccesor,its slooooooowwww :(

Knuckles
April 1st, 2004, 06:21
News, I continued the complex today, here's some shots:

http://alpha.emulation64.com/PD2003/complex_update1.JPG
http://alpha.emulation64.com/PD2003/complex_update2.JPG
http://alpha.emulation64.com/PD2003/complex_update3.JPG

enjoy :P

NeoNight
April 1st, 2004, 06:46
this might make a nice assualt map, maybe with the same objectives you'd have to do in PD lol (j/k) keep up the great work!

Knuckles
April 1st, 2004, 06:49
There is no objectives in the Complex, it's only a Multiplayer map :P

Knuckles
April 8th, 2004, 05:54
ok, now, I need someone to extract ALL the Complex textures (from the N64 original game or rom). I want the original ones, NOT A PRINT SCREEN WITH CUT AND RESIZE! all textures need to be in 32x32, 64x64 128x128 or 256x256 (in their default size). I need the original ones without lighting on them. I have some missing textures that the icepir8's TR64 OGL plugin can't show/extract. So any help would be really appreciated (even (specially) by video plugins devs!)

thanks in advance!

Modem
April 8th, 2004, 20:24
No clue what you're talking about. I have UT2K3 though, so if there's anything I can help with, I'm more than happy to.

Kronos
April 9th, 2004, 07:11
I have a rom image, how do i extract them? I would like to help.I'm going to watch some Buzz videos, any area you might want me to get good at? I have played your maps, and there are great!!! I would like to see this project get done.

Knuckles
April 9th, 2004, 07:18
That's the problem, normally, I use a tile dumper, but none of the available ones can extract the textures I need, nor show them ingame (TR64 OGL doesn't show them and Nemu can't even load the map)

EDIT: finally got the textures I wanted (uning Nemu plugin in 1964). More progress will be posted later.

Knuckles
April 10th, 2004, 08:08
Updates, complex again !

http://alpha.emulation64.com/PD2003/complex_A.JPG

http://alpha.emulation64.com/PD2003/complex_C.JPG

http://alpha.emulation64.com/PD2003/complex_B.JPG

http://alpha.emulation64.com/PD2003/complex_D.JPG

Viper_Viper
April 12th, 2004, 05:26
Omg this is awsome. I have a few questions...
1) are u using 3Ds Max 6?
2) How did you get original textures extracted?

Ive been messing around with 3Ds Max 6 and animating a link model I extracted using Nemu64 and i cant get the textures. I was just wondering if you wanted some help extracting and creating the models from Perfect Dark.

Knuckles
April 12th, 2004, 06:07
1) nope
2) I'm using the icepir8's TR64 OGL plugin and the nemu gfx plugin

I know how to extract the vrml with those 2 plugins and I know how to work with them on 3ds.

Viper_Viper
April 13th, 2004, 06:13
I would love to try this some time... What are you useing if you are not using 3Ds Max? Maya?

Knuckles
April 13th, 2004, 07:19
I'm using UnrealED 3.0b ( included with Unreal Tournament 2004). I find this editor easier to use than any other ones (3ds, maya, even zmodeler)

Hexidecimal
April 13th, 2004, 15:53
/me waits happily for these kick ass maps fo UT2004

Viper_Viper
April 17th, 2004, 21:55
/me waits happily for these kick ass maps fo UT2004

While u wait, i show u link :), but for some reason, you see through the side faceing you, if someone knows how to get rid of this in 3Ds Max, it would help me out alot. Thanks

Hexidecimal
April 18th, 2004, 04:33
That's awesome! Will it be a UT2004 skin? or what is it for (also, get on IRC sometime or drop me a line on AIM, I would be interested in that testing we talked about a long while ago, since my computer is spiffed up with UT installed now.)

Viper_Viper
April 18th, 2004, 04:42
That's awesome! Will it be a UT2004 skin? or what is it for (also, get on IRC sometime or drop me a line on AIM, I would be interested in that testing we talked about a long while ago, since my computer is spiffed up with UT installed now.)

umm, i cant seem to extract the textures with it, witch is pissing me off, but I REALY need to know how to stop the see though in 3DsMax 6.

Knuckles
April 18th, 2004, 05:11
out of subject :P

I have 3ds max 5, so I dunno if it's the same.

to fix it in 3ds max 5:
1st: select everything, go in the "utilities" tab (on the left, the little hammer)and select "collapse" then collapse selected, it will make an united mode of the whole thing
2nd: select you new model, go in the "modify" tab (same place) , in the list, click on "Editable mesh", go down a bit and select the red triangle.
3rd: go on one of your viewports and press CTRL+A (to select ALL faces)
4th: scroll down in the modify tab until you see "Surface properties" and click on the "flip" button.

It should reverse the way off all the selected faces and give you an almost perfect model.

you must have extracted it using Icepir8's TR64 OGL right? so you must do that, nemu gfx doesn't have this prob but can't run a lot Perect Dark.

Viper_Viper
April 18th, 2004, 22:11
out of subject :P

I have 3ds max 5, so I dunno if it's the same.

to fix it in 3ds max 5:
1st: select everything, go in the "utilities" tab (on the left, the little hammer)and select "collapse" then collapse selected, it will make an united mode of the whole thing
2nd: select you new model, go in the "modify" tab (same place) , in the list, click on "Editable mesh", go down a bit and select the red triangle.
3rd: go on one of your viewports and press CTRL+A (to select ALL faces)
4th: scroll down in the modify tab until you see "Surface properties" and click on the "flip" button.

It should reverse the way off all the selected faces and give you an almost perfect model.

you must have extracted it using Icepir8's TR64 OGL right? so you must do that, nemu gfx doesn't have this prob but can't run a lot Perect Dark.

THANK YOU SO MUCH! it worked exactly like you said. here are some photos, and I will have find a way to extract texures later.

Knuckles
April 28th, 2004, 00:37
Big update time,

1st: Complex Progress:
Geometry:100%
Scale: 100%
Textures: 100%
Lighting: 100%
Paths: 100%
Weapons: 0%
Static Meshes: 0%

2nd: Screenshots!

http://alpha.emulation64.com/PD2003/complex_E.JPG
http://alpha.emulation64.com/PD2003/complex_F.JPG
http://alpha.emulation64.com/PD2003/complex_G.JPG
http://alpha.emulation64.com/PD2003/complex_H.JPG
http://alpha.emulation64.com/PD2003/complex_I.JPG
http://alpha.emulation64.com/PD2003/complex_J.JPG

:satisfied

Maps will be released soon :)

Modem
April 28th, 2004, 01:40
Looks great, just please don't forget to tell us when it's available :D. That map would freaking rule in multiplayer with some good buddies on a lan. I miss multiplayer Goldeneye. :)

P.S. Is it going to have good bot support? I like to play UT2003 occasionally with some bots. Thanks.
- Modem

Knuckles
April 28th, 2004, 02:28
Well, I dunno if it will work on ut2k3 since I'm now using the UT2k4 UED, it might, work, and it might not work too. Also, all maps support bots, don't worry.

Modem
April 28th, 2004, 05:08
Oh, it's for UT2K4? All the better. I just assumed since the thread says "maps for UT2K3" that it's what it would be for. :)
- Modem

Knuckles
April 28th, 2004, 05:26
well, I can't change the topic name, I started on ut2k3, but now moving for ut2k4 :P

Modem
April 28th, 2004, 07:07
I'm sure one of the mods would be able to change the name for you if you ask. :P

blizz
April 28th, 2004, 21:38
I'm sure one of the mods would be able to change the name for you if you ask. :P

done

Knuckles
April 28th, 2004, 22:03
thanks :)

Vegetable
May 2nd, 2004, 09:43
Hoooly crap. Man, these are some AWESOME maps for ut2k4! I haven't seen any better designed maps for this game yet. It's sad though that you haven't updated any news on the site, but still, DAMN.

Viper_Viper
May 3rd, 2004, 03:15
Got a question, is the complex from Goldeneye or Perfect Dark? There are a few small differences but I was just wondering.

PS: i abandoned my link 3d thing for now. I decided to make a 9/11 music video from Yellowcard's song Beleave. Im lookin for footage at the moment

Modem
May 3rd, 2004, 21:21
The complex is from Goldeneye. Awesome multiplayer map. It'd be awesome if you could make some mod for UT2K4 that would make the game exactly like the N64 version as well, heh heh. Hey, there's always hope! :D
- Modem

Knuckles
May 3rd, 2004, 22:39
(there is a Goldeneye mod for UT2004 in progress - I'm in the team for the maps :P)

News: Complex Release!!!

DOWNLOAD HERE! (http://alpha.emulation64.com/PD2003/Complex_final/PD_Complex.zip)

EDIT: forgot to add the static Meshes file to the zip :doh: redownload if you already did before this edit

make part of any comments / bugs you find!

Gekko
May 4th, 2004, 00:07
Ok, I've been checking this topic for a few weeks now and finally decided to register just to comment you...

I used to play the PD levels for hours on end, and I'm very glad to see you remaking these. Playing with a slower game speed definately helps...

I have only one suggestion for Complex, and one bug. You should either make the water a kill zone, or make invisible barriers around them. The fact that you can walk on the water really kills this level.

The bug being in the room with where you can climb the grating to the top where the shield is (used to be a semi-secret area in PD), you can jump up on part of the walls and see the other side, but you can't go there. Probably should fix this...

Lastly, I think it's awesome you're also making Carrington Institute, but you must, must, must make Area 52! Please consider it as a next map. Keep up the great work, you're really awesome for remaking these classics!

deesse
May 4th, 2004, 03:10
greaaaaaaaaaaaaaat job ! hold on :)

Modem
May 4th, 2004, 03:50
Cooooolllll!!! Now my next step... to... buy UT2K4! Hehe. I'll just keep your map on my computer 'till I get the mulah to buy it. Saving up everything because I've gotta travel to Wyoming soon. Gas sure is expensive these days. :)
- Modem

SubDrag
May 4th, 2004, 04:49
I'm looking forward to citadel...although maybe we'll get it on console eventually...nice work btw, your maps are looking awesome!

Knuckles
May 4th, 2004, 06:11
I have only one suggestion for Complex, and one bug. You should either make the water a kill zone, or make invisible barriers around them. The fact that you can walk on the water really kills this level.

Yeah I know, I was still thinking about that, the problem with an invisible wall is that it doesn't only stops players, but also bullets and the bots to see you. too bad we can't disable the jump fonction (as in PD)


The bug being in the room with where you can climb the grating to the top where the shield is (used to be a semi-secret area in PD), you can jump up on part of the walls and see the other side, but you can't go there. Probably should fix this...

Yeah, didn't thought you could be able to get there, I will do an update that avoid this, thanks for the report :)

And about Area 52, I think I will do it next, you are motivating me. which is great :)


Also, it's great to hear all these comments :), maybe the next map will come faster like this!

Gekko
May 4th, 2004, 08:21
Kill zone would be better then. You can still jump across, but it adds some risk. You should make a water volume though like on Ice Tomb, so falling in the water will show you slowly sinking towards the bottom :)

Well, I'm loving these. Can't wait for future ones, maybe we could see Felicity show up some day too. Good luck with them.

zAlbee
May 5th, 2004, 08:22
knuckles, you rock

wouldn't happen to run on UT2K3 would it? :holiday:

ray16
May 8th, 2004, 21:30
I like it, but it's a bit cramped. I don't remember the real thing being this cramped. I also agree about the water being a solid surface instead of actual water, it's a bit annoying.

Gekko
May 8th, 2004, 23:02
It's completely accurate. Try lowering the game speed to 0.80 or below, things become more like PD.

ray16
May 9th, 2004, 05:09
It's completely accurate. Try lowering the game speed to 0.80 or below, things become more like PD.


It's still a bit too cramped. I mean, I know he wants it to be accurate, but that doesn't make the map fun. A lot of UT's weapons have splash damage, and with these small spaces you'll end up killing yourself before you kill your enemy.

Knuckles
December 29th, 2004, 09:55
Post here any opinions, bugs or questions you may have about this map :)

siegemode
February 14th, 2005, 00:49
Hey Knuckles, love the map dude. How would you feel about letting me convert it to a Frag Ops (a UT2K4 mod) map? We already have 007 Stack and i think this would be an awesome addition to the lineup.