GoldenEye 64 and Perfect Dark Level Viewer
- A series of triangles hovers high over the Dam. They have the manhole texture. I have no idea why they exist. They face upwards so you could never see them in game. Depending on which room they're tied to, they may never even be rendered at all.
- There's a keycard reader outside the level near the first security office. You can never see it in game.
- It's known from beta screenshots that Facility once had a very different texturing scheme featuring bleak, white walls. A few pillars in the hallway still use the old texture.
- I haven't seen anyone point out this polygon below the door in the bottling room also using a different texture, quite possibly left over from an earlier version of Facility.
- It seems the GE developers didn't have a tool for replacing textures automatically. They had to replace the texture on every polygon manually and sometimes they missed a few. Here is what the whole wall would look like if it used the same texture, as it probably did in the beta.
- A couple polygons from this conveyor belt are floating in the air.
- If you look closely at this beta image of the bottling room, you can see the conveyor belt was once continuous like it is in the movie. It looks like the corner of the conveyor belt was taken out, then the end of the conveyor was pulled closer towards the wall, but the developer forgot about the two polygons.
- Next to the green double doors for the comms dish building there is a small window that has a regular pane of glass. But in this window there is also an untextured, mostly transparent polygon.
- There is an untextured polygon right about where a light would go if there weren't a vent in the way. The polygon got copied over into Surface's cooling tower as well.
- The corridors have pipes inset into niches. All of these pipes are untextured, with the exception of one in the first 'T' junction hall which as a dark texture with a highlight. It's odd that one pipe would be textured but no others. Perhaps the level artist forgot to texture the rest?
- The "well" outside the prison has a layer of translucent water just a couple centimers above a layer of opaque water. The translucent water isn't changing the way the water looks very much, so I'm not sure why it's there.
- The hammer and sickle plaque in the staff list room is semi-transparent. All the others in the map are opqaue.
- Two stone blocks have a "Картофель" decal on them. That's the word Russian for "potato". I have no explanation.
- A board in the stacks is supposed to have five posters, but only two show up due to sorting issues. I added an offset to all five posters so that you can see them.
- There's a vent grill floating in the middle of the interrogation room. It must be attached to a room that's hidden when you're in the interrogation room so you don't see it in game.
- A big visual theme in the level are the walls with the gray top half and green bottom half. Oddly, they accomplished this in two different ways. In some areas the bottom half is done with a texture that is actually green. In other areas, the bottom half uses the same gray texture as the top half, but the vertices on the bottom are colored green. The result looks pretty similar either way, so I really have no idea why they did this.
- A lot of boxes seem to have been removed from the final version. A lot of file cabinets were removed from Natalya's room. My guess would be in order to give the level a general framerate boost.
- In the basement there are two boxes occupying the same location. You can tell because they have slightly different scales and this causes some noticable z-fighting.
- There's an untextured polygon floating in an alley outside of Valentine's hideout. Perhaps it was meant to be a poster but the developers forgot about it. There's actually quite a few random, untextured polygons throughout the game. I won't list them all because there's so many.
- This poster outside the starting area was supposed to be of Stalin, but the texture is set to clamp mode, presumably by mistake.
- Another poster, this time with z-fighting and no texture.
- A cable, presumably for a light, hangs in the warehouse next to the train. It hangs over a light area on the ground. I speculate that there would have been several cables like it hanging from the ceiling. A 2D light would have hung from the end of the cable. One of those lights still exists in the office building next to this warehouse.
- The platform wall next to the level's end has a bad z-fighting issue because two walls are right on top of each other.
- All the large doorways to the warehouses have "hidden" polygons which, when ordered to the top, make it look as if light is being cast through the door. I'm not sure if these polygons were deactivated intentially or accidentally. I don't have control over the ordering of these polygons, so they show up in the Level Viewer but not the original game.
- Several signs on warehouses don't show up in the final game. An 'A1' sign never shows up on the second warehouse. There's another over a door for the large green warehouse that doesn't show up either. The sign doesn't show up in Warehouse 6 either. Also a 'C5' over the door for the computer warehouse.
- The toilets in the second train car are missing the pull ropes.
- We all know that you have to destroy the latches on the floor hatch to escape the train, but there's actually a second hole in the train's bottom before you get to Trevelyan. It's in the first green train car. The hole is completely black so I took a screenshot of it from 3ds Max. The crates in the tunnel block you from being able to get to this second hatch. I assume that it was copied from Tevelyan's train car and the developers didn't bother to remove it.
- The interior of the elevator at the end of the level doesn't have up and down arrows over the door like other elevators. Bizarrely, the arrows are replaced with metal textures used in the adjacent hallway.
- The room with 2 or 4 drone guns has those cubicles numbers 2-9. The GE Rom doesn't have a '9' texture though. They just used the '6' texture and flipped it upside down.
- There's a stylized graffiti tag high up on a wall outside the Jaws room. It's very difficult to notice in the original game. Why is it here? Are these the initials of the level designer?
- The drop-down out of the Golden Gun room has ramp-shaped geometry. Perhaps it was originally planned to have a ramp or stairs there then later changed for the sake of the Golden Gun puzzle. Or maybe it was just a mistake.
- Caves is positioned far from the origin. My guess is that this is because the level designer made Caves by taking the end part of Jungle. This end portion was already far from the origin and the level designer did not recenter Caves on the origin.
- The entire map of Caves uses only one texture.
- Cuba is the map seen during GoldenEye's credits. I noticed when I imported it, that it's offset substantially from the origin. That tipped me off that perhaps it was created from a portion of Jungle. So I loaded both levels at the same time and found that, indeed, Cuba seems to come from part of Jungle.
Perfect Dark has quite a few oddities, but they're mostly in the form of random polygons that the developers forgot to texture or delete.
- It seems the developers forgot to replace two GE textures on one wall when they retextured Complex for Perfect Dark.