Kerber2k
March 31st, 2005, 20:27
-GoldenEye Deathmatch pack contains Complex version 2.0, and Basement, Stack, and Library levels.
It also has some other nice textures im too lazy to mention...what are you waiting for download this!
-If you see a texture I didnt complete feel free to upload it to the thread, and ill re-texture it.
-Feel free to post any goldeneye multiplayer maps that youve done...I probably could use another artist to help.
Screens
http://img203.exs.cx/img203/1483/retexturerama11ku.th.jpg (http://img203.exs.cx/my.php?loc=img203&image=retexturerama11ku.jpg)
http://img203.exs.cx/img203/4587/retextureama24sy.th.jpg (http://img203.exs.cx/my.php?loc=img203&image=retextureama24sy.jpg)
http://img203.exs.cx/img203/9231/retextureama33lk.th.jpg (http://img203.exs.cx/my.php?loc=img203&image=retextureama33lk.jpg)
Download
Nin_10_Dough
March 31st, 2005, 20:48
although you didn't add much detail, it still looks great! I'm not liking the pink sky though, lol. It's more of a red/black ( similiar to my sig ).
Complex is my fav as well :P
Kerber2k
March 31st, 2005, 20:57
although you didn't add much detail, it still looks great! I'm not liking the pink sky though, lol. It's more of a red/black ( similiar to my sig ).
Complex is my fav as well :P
I didnt really add much detail because I still want to stay to the original for some stupid reason. You think I should go the other way and make it as detailed as I can? That would ensure certain doom for us MX users, but if enough people wanted them more detailed than the original I would probably do it.
I wish I knew how to edit the sky properly :p
KMan
March 31st, 2005, 21:50
OMG! Fix that floor! It looks alright up close, but from afar that looks terrible. I've noticed this alot now on the higher res textures as they don't seem to mip map.
Can you at least turn the contrast down on the floor. That would at least make it less apparent. I'd definitly recommend adding the grime and whatnot. That should warm those textures up a bit.
It was just a tad too contrasty with just the black white and red all over.
Kerber2k
March 31st, 2005, 22:21
OMG! Fix that floor! It looks alright up close, but from afar that looks terrible. I've noticed this alot now on the higher res textures as they don't seem to mip map.
Can you at least turn the contrast down on the floor. That would at least make it less apparent. I'd definitly recommend adding the grime and whatnot. That should warm those textures up a bit.
It was just a tad too contrasty with just the black white and red all over.
I dont even know if Ill keep that floor some of the textures are just place holders for the newer more detailed ones, I added a splash of yellow (Hazard lines) to one texture for detail and variety once I have re-done the textures ill update the old ones stay tuned for more Multiplayer madness! :alien2:
Nin_10_Dough
April 1st, 2005, 01:26
Keeping it like the orig is not stupid :whistling: what I meant about detail, I'm pretty sure allot of those stripes in complex are supposed to be exposed pipes, could make em look more like that, but as I said I like the current level of detail. I'm not for adding grime either.
that floor does need some work too I guess, make it a little simpler because it looks kinda jarbled.
Weatherton
April 1st, 2005, 02:33
It's great to see that someone is working on Goldeneye! It's looking good so far :)
Shouldn't that floor look fine with the proper filters turned on?
I like the idea of staying with the original, just upgrade what's already there; can't go wrong with that. Could you please post your files when they get to a point you're happy with? Also, PLEASE turn that sky red and black again.
Kerber2k
April 1st, 2005, 07:14
-Tomorrow ill release complex, and screenshots.
Does anyone else get bad clipping in the second screen only for Goldeneye multiplayer besides me?
My configs for goldeneye are probably crap.
Dhjiz
April 1st, 2005, 11:49
Well, if you know how to make good grime on floor and walls, i'll need your help because i'm making Chicago, from Perfect Dark, but i've problem to render a good level of detail for de dirty aspect. Just wait for my seconde release this evening.
Kerber2k
April 1st, 2005, 21:29
Well, if you know how to make good grime on floor and walls, i'll need your help because i'm making Chicago, from Perfect Dark, but i've problem to render a good level of detail for de dirty aspect. Just wait for my seconde release this evening.
Im going to make this the post before the weekend, and yes it will have rust, and grime-but not too much simply because I want to stick to the original somewhat. As far as grime rust and other stuff goes use the dodge and burn tools together to create scratches bumps and scores. Your gonna need to mess around on some metal textures to get the feel for it.
-If you want blood or dirt use the /other/offset to make sure they tile.
Kerber2k
April 5th, 2005, 02:34
New glass bullet holes and Stack basement. -Hard to notice but working hi-rez crosshair, and ammo icon.
http://img43.exs.cx/img43/1440/tastey5ij.th.jpg (http://img43.exs.cx/my.php?loc=img43&image=tastey5ij.jpg)
http://img24.exs.cx/img24/8250/goldeneye24dz.th.jpg (http://img24.exs.cx/my.php?loc=img24&image=goldeneye24dz.jpg)
Anyone know how to dump textures into seperated folders automatically so they are more organized using the debug rice plugin? This will take a long time at this rate if I dont figure out how to dump textures in a more organized way. :blush:
Kerber2k
April 5th, 2005, 05:04
I decided to replace the ugly ammo icons. Rocket looks like a rocket now :bouncy:
Weatherton
April 5th, 2005, 07:08
I dunno... I wish that rocket icon looked more like the original, it just doesn't feel the same to me.
Kerber2k
April 5th, 2005, 07:52
I dunno... I wish that rocket icon looked more like the original, it just doesn't feel the same to me.
Ill try making it shaped more like the original to see if it looks better. -Note everything seen on this thread will be highly subjectable to change. In other words I'll show you most of my rough stuff so you can point me in the right direction. I hope with your ideas and creativity we can make this a pack well worth downloading.
Sunkid
April 5th, 2005, 16:50
In my opinion, that rocket looks much better. Those bullet holes are also excellent. I can't wait till the next release. Good Job.
Kerber2k
April 6th, 2005, 00:04
Going back and tweaking complex for the Multiplayer pack release. :devil:
P.S. For all you sauve texture posters please post some texture dumps that you have, recently having dump troubles. Gotta keep the ball rollin. :evil:
http://img213.exs.cx/img213/1528/complex2a6kk.th.jpg (http://img213.exs.cx/my.php?loc=img213&image=complex2a6kk.jpg)
http://img21.exs.cx/img21/899/complex2b5yu.th.jpg (http://img21.exs.cx/my.php?loc=img21&image=complex2b5yu.jpg)
Kerber2k
April 6th, 2005, 23:36
Anyone think I should re-work the multiplayer skins?
Weatherton
April 7th, 2005, 04:21
That would be great.
ferbe
April 7th, 2005, 04:31
simply amazing! keep up the good work! :bouncy:
Weatherton: any progress on mk64?
Kerber2k
April 8th, 2005, 03:14
You thought not being able to dump slowed me down. You thought not being able to emulate Goldeneye slowed me down. This all may be true, but these arent stopping my progress. Basement screens here. Im crawling to complete this map, and its getting more complicated than it should be. Upstairs will be comming soon dont worry. Next thing to figure out is high resoultion skins for GE. Then trying to figure out a way to re-skin the guns since I think they share some of the same textures, and I think this will prove to be another block in making the guns more realistic looking.
Kerber2k
April 8th, 2005, 04:26
Upstairs tease we... are close folks! Mabey another pack release for this weekend... mabey not depending if I feel satisfied with the work ive done so far.
seam
April 9th, 2005, 00:40
i dont want to sound like a jerk, but i tested the complex textures, and they looked really bad in my opinion. i realize its the same exact textures just higher quality, but they didnt look so good. but when i look at the stack and basement pics you posted, they look WAY better. did you do them differently or something? or is it just that the complex textures arent that great to begin with. i think the idea of doing a goldeneye multiplayer texture pack is great idea though, and i hope you finish all the multiplayer levels. i just thought i'd put in some input.
seam
Nin_10_Dough
April 9th, 2005, 01:34
Did you like the original complex textures? lol
I like it, I'm still unsure about the floor in complex though. Basements looks great!
Jakolanten
April 9th, 2005, 11:28
For those of you whove been playing for a while you would realize that the text in the game looks awfully ugly. I have almost finished making high res textures for all the ammo and weapon text sprites but befor I release it I need some help. I cannot for the life of me find the dumped textures for the following characters
/ - . 1 I :
Before I release the textures for you all to download I need the filenames for those ones. So im pretty close to finished. Here are some screen shots
Kerber2k
April 9th, 2005, 18:02
I change textures all the time, and I just released somthing sub-par to hold you off till I have more done sry. Complex looks better now than it does in that old pack. Complex could be done in diffrent ways I myself would like to do diffrent variations some time, but for now I want to finish the other maps. Other people should give it a try. Jakolanten nice texts how many of the hud icons are done? :bouncy:
Jakolanten
April 10th, 2005, 05:41
They are all finished except
/ - . 1 I :
Good work kerber.
Neospy
April 10th, 2005, 15:41
Great work! There is a problem with the complex map! When you look down at the floor it turns a different color. Also, the floor on the complex catches my eyes more than anything, unlike the real goldeneye 64. Could you fix these?
Pic attached:
_pm_
April 10th, 2005, 16:52
Does it also happen without the high res textures? :huh:
Kerber2k
April 10th, 2005, 18:59
Great work! There is a problem with the complex map! When you look down at the floor it turns a different color. Also, the floor on the complex catches my eyes more than anything, unlike the real goldeneye 64. Could you fix these?
Pic attached:
...That cant be normal...I have issues with goldeneye but none that change purple. :) I guess I would just wait untill I have the newer versions of these textures available to download, if they still do the same things I would like to see screenshots of those aswell.
Kerber2k
April 11th, 2005, 23:16
Some uncovered areas now covered. I just need to make sure the rest of the textures blend together well now.
Dhjiz
April 12th, 2005, 01:04
Your textures are really gretful, if you could make my Perfect Dark textures better, it would be nice ;)
Kerber2k
April 12th, 2005, 03:28
Your textures are really gretful, if you could make my Perfect Dark textures better, it would be nice ;)
Perhaps when I finish this project I could work on some Perfect dark project, untill then im commited\dedicated. This one looks odd next to the low-rez black gun skin....
Kerber2k
April 13th, 2005, 00:29
Tour of Basement and Stack with 1600x1200s screens!-Upadte Grate done.
http://img213.echo.cx/img213/8163/goldeneye03ld.th.jpg (http://img213.echo.cx/my.php?image=goldeneye03ld.jpg)
http://img231.echo.cx/img231/4650/goldeneye24rk.th.jpg (http://img231.echo.cx/my.php?image=goldeneye24rk.jpg)
http://img231.echo.cx/img231/2038/goldeneye17oq.th.jpg (http://img231.echo.cx/my.php?image=goldeneye17oq.jpg)
http://img38.echo.cx/img38/9545/goldeneyegrate1cn.th.jpg (http://img38.echo.cx/my.php?image=goldeneyegrate1cn.jpg)
Kerber2k
April 13th, 2005, 20:47
Reworking odds and ends for the pack and I finished a new muzzle flash thought id show you the diffrence. Changed pattern and color for more of a natural gun fire feel.
_pm_
April 14th, 2005, 01:05
Reworking odds and ends for the pack and I finished a new muzzle flash thought id show you the diffrence. Changed pattern and color for more of a natural gun fire feel.
Great work on the FX! :P
Kerber2k
April 20th, 2005, 05:26
Deathmatch pack is out and on the first page. I have some problems with the celing, but ill fix them for next release...besides arent to bad. I want to see all problems that you spot because its hard for me to see with my poor emulation. Next pack will include my FX, and the Temple map mabey more.
jdsony
April 20th, 2005, 19:11
If your still wondering about dumping your textures in a more organized fashion, I find that sorting the images by resolution (in WinXP) is the best way to keep them somewhat organized and together. It's especially good when you are dealing with spanned images like title screens and such because they are usually sliced into a lot of thin strips or squares of equal size.
Kerber2k
April 26th, 2005, 03:31
I am having troubles dumping anything period. I dont know how to fix it so expect updates here less untill otherwise. I will try to dump on other peoples machines and transfer them to my rig. Anyone who wants to post GE-MP dumps it would be greatly appreciated untill then. -Peace
Kerber2k
December 20th, 2005, 00:14
Back from the dead. Yes returning to my roots..was there any doubt...new eyecandy to feast apon.
http://img444.imageshack.us/img444/5650/sgepreivew6bp.th.jpg (http://img444.imageshack.us/my.php?image=sgepreivew6bp.jpg)
http://img329.imageshack.us/img329/374/weaponspreview13cv.th.jpg (http://img329.imageshack.us/my.php?image=weaponspreview13cv.jpg)
sick deal
December 20th, 2005, 04:02
Simply amazing looking
Vinilipe
December 20th, 2005, 07:00
That looks amazing!
She's looking weird...
With hires textures you can notice how bad is the model...
But bond looks awesome!
Im Bored
December 20th, 2005, 12:07
wow, the characters look awesome
Kerber2k
December 20th, 2005, 23:36
New Hud, and Caves
http://img289.imageshack.us/img289/103/newhudpreview4fq.th.jpg (http://img289.imageshack.us/my.php?image=newhudpreview4fq.jpg)
http://img312.imageshack.us/img312/6513/cavespreivew5xs.th.jpg (http://img312.imageshack.us/my.php?image=cavespreivew5xs.jpg)
koolkarts
December 21st, 2005, 00:29
Wow! Gr8 Work!
koolkarts
December 21st, 2005, 00:34
Just one thing to do with Xenia Onnatop - it looks like she's gt a hairy chest!
Kerber2k
December 21st, 2005, 00:55
or a fishnet shirt!
Nin_10_Dough
December 22nd, 2005, 06:35
Well done kerb. Xenia does look a bit on the hairy side though. Maybe find some good shots of famke to make the face look a little nicer? Bond looks awesome.
Are you maybe interested in helping out with the GoldenEye mod for UT (http://goldeneye.downclan.com/)? I'm sure they would love your help :)
Kerber2k
December 22nd, 2005, 19:22
I need better visuals of what she wore in goldeneye thats all. If anyone can produce high-res screens of her suit...it will be changed. Thats a shout out to all of you Goldeneye DVD owners.
Updated the temple textures.
Engeljaeger
December 27th, 2005, 16:44
may be interesting for all of you Goldeneye fans:
http://goldeneyesource.com/
Kerber2k
January 2nd, 2006, 20:32
may be interesting for all of you Goldeneye fans:
http://goldeneyesource.com/
Naw I played the alpha test or whatever I dont like it already started a flame war in the threads there XD. (cant belive they think using crosshairs in orignal GE is for noobs...retarded)
Anyhow nothing beats the original.
Engeljaeger
January 3rd, 2006, 02:34
Well, I haven't even tried it myself, yet...don't like alpha-stuff ;)
I played the original for more than a life-time, I guess...
But I dunno...if they do it right...stick to the original while only giving it some modern technology, it might become something good...well, if they ever finish it, that is...
Wilbo
January 3rd, 2006, 15:39
Same here - Haven't tried the Alpha version yet, but will defo give it a try at Beta / v1.0...
So far these textures look like great work, can't wait to try this out. Are there any current / promising SP GoldenEye texture packs on the horizon?
Kerber2k
January 6th, 2006, 00:48
http://img410.imageshack.us/img410/6722/blood2xf.th.jpg (http://img410.imageshack.us/my.php?image=blood2xf.jpg)
Blood effects, and no it isnt big bursts all the time 5 frame animations that dont happen every bullet (in-game looks nice).
Wilbo
January 6th, 2006, 19:42
ha! That look's awesome! Any chance of an animated gif or something? I'd love to see it in motion.
Kerber2k
January 6th, 2006, 21:27
It would be worthless considering I dont know what order they would go in.
Kerber2k
January 8th, 2006, 08:48
New AK47
http://img213.imageshack.us/img213/2531/ak472uv.th.jpg (http://img213.imageshack.us/my.php?image=ak472uv.jpg)
pilm
January 8th, 2006, 11:33
Very nice :)
Kerber2k
January 10th, 2006, 01:34
http://img398.imageshack.us/img398/5647/caverns4no.th.png (http://img398.imageshack.us/my.php?image=caverns4no.png)
Caverns
Mollymutt
January 10th, 2006, 09:20
Hey Kerb, are you going to do the single player portion of the game? I think this looks great, and i'd like to play through the enitre game.
Kerber2k
January 10th, 2006, 20:37
After multiplayers done ill run thro singleplayer to see how many textures need to be done and then ill decide if I want to atempt.
koolkarts
January 10th, 2006, 20:45
Good work dude. It looks awesome!
Kerber2k
January 11th, 2006, 22:38
http://img5.imageshack.us/img5/2125/bunker1de.th.png (http://img5.imageshack.us/my.php?image=bunker1de.png)
Slightly modified AK47...took the transparancy down on the side pannel to show more of the detail. Bunker will is the last map on my list before tweaks and completion.
Gameboy5
January 11th, 2006, 23:31
I cant see any of the new images..
Kerber2k
January 11th, 2006, 23:49
You have to click them.:plain:
pilm
January 12th, 2006, 16:29
Almost completed ? Cool, can't wait for the first release :)
Gameboy5
January 12th, 2006, 17:30
I don't see any image-windows atall.. exept the very old ones..
Kerber2k
January 12th, 2006, 23:44
Somthings wrong with your puter\browser gameboy. Everyone I know can see those images, but heres one uploaded to Emutalk.net.
Kerber2k
January 13th, 2006, 02:09
Egyptian Temple preivew.
irfman
January 13th, 2006, 17:00
omg that looks awesome... nice job man.
Kerber2k
January 13th, 2006, 20:22
more..
zhjoe2005
January 14th, 2006, 01:52
hot dang that egyptian temple looks sexy...can't wait to see the whole thing!
koolkarts
January 15th, 2006, 14:50
One thing i dont get is why you're retexturing the multiplayer. I thought with emulators that only 1 person could play on multiplayer, as emulators don't support the multiplayer function. Is it possible to play online or something, or would you need a gamepad and keyboard to be able to play multiplayer?
enterthehatrix
January 15th, 2006, 15:57
ever seen netplay? it's on 1964 and Project 64k.. Although the opponent wont see everything, you do, you get an awesome game...
Risio
January 15th, 2006, 17:14
The Egyptian level looks good! I really like the water texture, but the walls and floors seem alittle too Photoshopy. But thats just my opinion! Other than that, its terrific!:bouncy:
64fanatic
January 15th, 2006, 20:39
One thing i dont get is why you're retexturing the multiplayer. I thought with emulators that only 1 person could play on multiplayer, as emulators don't support the multiplayer function. Is it possible to play online or something, or would you need a gamepad and keyboard to be able to play multiplayer?
1964 and Pj64 have support for 4 controllers...
and netplay.
you an use rice on pj64k by changing its name to the one kaillera defaults to.
Kerber2k
January 19th, 2006, 08:21
More bunker screens, and showing off new bullet effect.
http://img301.imageshack.us/img301/2636/bunker27fn.th.png (http://img301.imageshack.us/my.php?image=bunker27fn.png)
Vanit
January 19th, 2006, 14:33
Yay, now we can bullet-draw in high res :).
Kerber2k
January 19th, 2006, 21:58
Heres a preview of my new glass bullet hole aswell.
http://img372.imageshack.us/img372/6653/glassshotup1le.th.png (http://img372.imageshack.us/my.php?image=glassshotup1le.png)
Kerber2k
January 19th, 2006, 22:52
http://img488.imageshack.us/img488/9030/caverns4dn.th.png (http://img488.imageshack.us/my.php?image=caverns4dn.png)
pilm
January 20th, 2006, 20:58
Cool :) Caverns is my favorite multiplayer map.
BTW, will you retexture the Single-player levels too, or only the Multiplayers ones to begin ?
Kerber2k
January 21st, 2006, 04:07
I dunno multiplayer consumed alot of time we will see when the time comes...I would say theres a good chance ill start on singleplayer if the feedback on my multiplayer is good.
Kerber2k
January 21st, 2006, 07:30
http://img13.imageshack.us/img13/3969/basement4ob.th.png (http://img13.imageshack.us/my.php?image=basement4ob.png)
Nin_10_Dough
January 21st, 2006, 19:54
Nice work , it's nice to see a faithful recreation of the original instead of some crazy theme (not to discredit some of the cool themes here ) :flowers:
Typify
January 21st, 2006, 22:25
Lookin' good.
koolkarts
January 22nd, 2006, 03:46
kOOl!
Kerber2k
January 22nd, 2006, 22:07
Took a while but heres the new deathmatch font...there seems to be alot of font variations in the game this is the only one done currently. Ill get around to the other ones later.
http://img529.imageshack.us/img529/9893/newfont2hs.th.png (http://img529.imageshack.us/my.php?image=newfont2hs.png)
sick deal
January 22nd, 2006, 22:58
That font looks nice. I think there is only 2 font sets in the game, one for the pause menu text and map select screen, the second font is used for the main menu and the words that appear in the corner of the screen when you first begin a mission. Each font set has a lower and upper case, but the first font set I spoke of just uses smaller versions of the upper case.
I spent alot of time trying to update both of these sets, but alignment issues drove me insane. The main menu font is Arial I believe, but the other font I could not figure out. Seems like the font you use is pretty close to the original.
If you care, here is the work I did on the main menu font. Unfortunatly spacing is far from perfect, but it does give an idea of what the menus will look like with new hi rez lettering.
Kerber2k
January 23rd, 2006, 00:11
Theres large sets of caps and lower case and smalls sets from what I can tell.
The font sets used in multiplayer are seperate from the menus, but I think they are the same as the score keeping font set.
Rare uses Microsoft type font for their logo and alot of other things in their games, the goldeneye font appears to just be a custom boldface font I just used a font called boombox.
If you want to get your spacing issues figured out just make sure the font is far left of the image space available, and ignore the stretch marks for all the letters except 1 or I.
http://img82.imageshack.us/img82/494/newfont20ox.th.png (http://img82.imageshack.us/my.php?image=newfont20ox.png)
Cönker
January 23rd, 2006, 08:11
Theres large sets of caps and lower case and smalls sets from what I can tell.
The font sets used in multiplayer are seperate from the menus, but I think they are the same as the score keeping font set.
Rare uses Microsoft type font for their logo and alot of other things in their games, the goldeneye font appears to just be a custom boldface font I just used a font called boombox.
If you want to get your spacing issues figured out just make sure the font is far left of the image space available, and ignore the stretch marks for all the letters except 1 or I.
http://img82.imageshack.us/img82/494/newfont20ox.th.png (http://img82.imageshack.us/my.php?image=newfont20ox.png)
OMFG, thats sad, your Hi-Res texture pack looks WAY better than the Goldeneye Source Mod. Well, its sad for them, great job I must say.
Kerber2k
January 23rd, 2006, 21:30
Last bullet hole update...heres metal.
http://img455.imageshack.us/img455/1336/holes38yv.th.png (http://img455.imageshack.us/my.php?image=holes38yv.png)
koolkarts
January 27th, 2006, 17:00
Kool!
Kerber2k
January 29th, 2006, 08:59
http://img22.imageshack.us/img22/3415/bunk7sn.th.png (http://img22.imageshack.us/my.php?image=bunk7sn.png)
More Bunker
porjay
January 29th, 2006, 09:09
Yeh dood thats awsome job!
TS_Death_Angel
January 29th, 2006, 10:38
Awsome ^^
sick deal
January 29th, 2006, 22:26
I found the official font used for the ingame text, the font is called Bank Gothic Light. It can be found here:
www.WebpagePublicity.com/free-fonts/b/Bank Gothic Light BT.ttf
I am 100% certain that this is the original font. Every single character matches the ones from the game and they all line up perfectly. Check it out
Kerber2k
January 30th, 2006, 02:34
That does look the same, but so does microsoft sans serif. Rare even used M$ serif for their logo font. Your alignment looks better than mine perhaps you would like to contribute your textures. :party:
sick deal
January 30th, 2006, 02:44
yea, I would love to contribute to your awsome texture pack. I still need to dump a few more textures before it is complete however. The screenshot I posted did not have antialiased lettering, so I will have to remake all the letters but it shouldn't take that long. Ill try to post a comeplete pack within a few days.
Vanit
January 30th, 2006, 09:38
Excellent, Kerb! I knew you'd get the font done :).
Kerber2k
January 31st, 2006, 01:05
http://img218.imageshack.us/img218/6418/bunk6ef.th.png (http://img218.imageshack.us/my.php?image=bunk6ef.png)
more bunker
sick deal
January 31st, 2006, 04:22
I finished the font set, check it out.
pilm
January 31st, 2006, 18:53
The new Bunker shot is really nice ; the glass texture on the lamps rocks.
Kerber2k
February 2nd, 2006, 23:03
New tvs in bunker
http://img137.imageshack.us/img137/9682/bunk23mj.th.png (http://img137.imageshack.us/my.php?image=bunk23mj.png)
koolkarts
February 5th, 2006, 13:18
Kool! Good work dude!
Kerber2k
February 6th, 2006, 05:54
Finalized Facility.
http://img135.imageshack.us/img135/8366/facilityfinal0dp.th.png (http://img135.imageshack.us/my.php?image=facilityfinal0dp.png)
Sirmatto
February 6th, 2006, 06:58
Finalized Facility.
http://img135.imageshack.us/img135/8366/facilityfinal0dp.th.png (http://img135.imageshack.us/my.php?image=facilityfinal0dp.png)
Stunning. This is almost enough to take my mind off of my Seahawks getting shafted tonight :(
The_Z
February 6th, 2006, 07:04
Nice. Makes me want to play this game, dispite the fact that I suck at it. :P
koolkarts
February 6th, 2006, 21:59
Awesome work dude! This is great!
Cönker
February 6th, 2006, 22:36
I concur, but with more enthusiasm and less jest.
Propa McGanda
February 7th, 2006, 23:05
Reminds me of that HalfLife 2 mod. =P
Kerber2k
February 11th, 2006, 06:39
http://img149.imageshack.us/img149/8605/templetweak16qg.th.jpg (http://img149.imageshack.us/my.php?image=templetweak16qg.jpg)
Temple tweaks.
koolkarts
February 11th, 2006, 16:55
Wow! That is awesome dude!
Dj Noop
February 12th, 2006, 16:21
Hey!
I'm sorry, but there's no way to read through this whole thread so I might repeat something already said.
I'm glad you're fixing up Goldeneye. The Halflife 2 mod looked like it was straying too far from the original. The textures you have look great man. It's pretty hard to stray from the original when you're only changing textures, so don't feel shy about making any textures clearer. I like how you cleared up the radar and bullets.
The dots on the radar always appeared like circular dots to me on TVs, but clear emulation shows them as squares. .. Is there any way to make those small circular dots, if no one disagrees?
Keep it up mang, thanks for your time.
Kerber2k
February 12th, 2006, 19:11
The textures used for the dots are too small to make circular unfortunently, but with a code the smaller texture used could be changed to a larger size texture and changed to a circle...so im not eliminating the possibility. As far as making the textures any clearer than they are...impossiable there is a texture size restriction that everyone follows for their packs, and most screenshots you see are just maps using 128X128 tileable textures....if you can make a more clear texture on such a small space show me your mad skillz, im down with viewing others attempts.
Kerber2k
February 14th, 2006, 04:05
http://img393.imageshack.us/img393/6839/archives7fm.th.png (http://img393.imageshack.us/my.php?image=archives7fm.png)
koolkarts
February 15th, 2006, 11:47
Wow! Archives looks awesome!! Great work !!!
GSN Masta
May 20th, 2006, 23:00
What program are you using to do this? I want to do this with Perfect Dark
h2oz7v
February 12th, 2007, 04:46
Any chance of a revival of this or at least a release of it at its current state?
Sorry to bring up an old thread
Mazzocchi
February 18th, 2007, 10:09
The textures used for the dots are too small to make circular unfortunently, but with a code the smaller texture used could be changed to a larger size texture and changed to a circle...so im not eliminating the possibility. As far as making the textures any clearer than they are...impossiable there is a texture size restriction that everyone follows for their packs, and most screenshots you see are just maps using 128X128 tileable textures....if you can make a more clear texture on such a small space show me your mad skillz, im down with viewing others attempts.
you know the original textures can be increased up to 400% right?
Kerber2k
March 6th, 2007, 22:37
Actually there are no size restrictions, but there are other complications aside from huge slow downs. As far as a update...I can tell you this around 90% of the textures meaningful in Goldeneye MP have been replaced, but you wont see them untill the new Pj64 is released. I dont have plans to bring anything back for Rices plugin seeing as all work on it has ceased.
Altho I have been out of the loop for while seeing as my power supply is cooked in my computer, and I have no idea if the HD is intact. Most of my progress is hosted on PJ64 anyhow. You probably will see my pack as soon as PJ64 is out. Hang tight.:party:
dudezzz
July 13th, 2008, 02:17
Any updates on this? It looks absolutely incredible and it's the most complete Goldeneye texture pack by far. Is there at least a download for what has been finished?
Tunisao
October 24th, 2009, 18:30
prety cool , where is download please?
vBulletin v3.6.2, Copyright ©2000-2009, Jelsoft Enterprises Ltd.