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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 260 of 371)
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Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 8, 2011 03:10 PM    Msg. 9066 of 12975       
The sight texture is 256 while the BR texture is 512. Then again the BR model is more than 4x as big as the sight so it does look rather blurry. I see what you mean.


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Aug 8, 2011 05:44 PM    Msg. 9067 of 12975       
@anon2009

Contradicting yourself in an argument is the worst thing anyone can do, because it can and will be used against you. Don't act like it's nothing and plus, you have a big ego since you can't understand the faults in all of your replies. You also try to put people down as quick as possible so you can retain your status without being told off on the internet. Shame really, saying things that already make you look bad to prevent yourself from looking bad since you're unaware that what you've said is already a failure.

You mister, are the real idiot. Don't be an obvious hypocrite especially when you're wrong, plus when you call someone a faggot, in the reasoning you say it, you're actually politically wrong. Making you even more of an idiot because you've been using it incorrectly and for the incorrect reasons in the last few posts.

I will call this once, if you reply you are simply an idiot. If you don't we can forget this ever happened, for the good of us and the people involved.


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 8, 2011 10:46 PM    Msg. 9068 of 12975       
Quote: --- Original message by: Shade117 pro
@anon2009

Contradicting yourself in an argument is the worst thing anyone can do, because it can and will be used against you. Don't act like it's nothing and plus, you have a big ego since you can't understand the faults in all of your replies. You also try to put people down as quick as possible so you can retain your status without being told off on the internet. Shame really, saying things that already make you look bad to prevent yourself from looking bad since you're unaware that what you've said is already a failure.

You mister, are the real idiot. Don't be an obvious hypocrite especially when you're wrong, plus when you call someone a faggot, in the reasoning you say it, you're actually politically wrong. Making you even more of an idiot because you've been using it incorrectly and for the incorrect reasons in the last few posts.

I will call this once, if you reply you are simply an idiot. If you don't we can forget this ever happened, for the good of us and the people involved.


LOL! How childish, if I reply im an idiot. I need say no more on that part.

And i'm not going to bother reply to most of your post, im just going to say that, how can i be wrong... there is nothing to be WRONG about. I said you was an idiot, due to your idiotic post. That is a general opinion and not a right/wrong situation.

Actually, a bit more: i put people down to look good? no. i thought you was an idiot, so i told you. how many times have i got to say that. If i'm not mistaken, if i like something, i say so, if i dont like something, then i say so also.

An EGO is something where you think your almighty and above everyone else. You are using it in the wrong context resulting in you looking like, well, an idiot.

I'm politically incorrect about using a word to insult you? that is not possible, as i could use any word i wish to insult you. I could have called you a cheesy-dummy, which would still have made me incorrect i guess. You bringing reasons/excuses into this which don't apply to the reasons they where said, just to pul the penis from your arse and try and be CORRECT and cool again.

I'm not saying im being cool or correct either, before you slip into that one. As i'm being an ass, do i care? nooooope. At the end of the day, your post was stupid :)

Come at me brah!

I will call this once, if you reply you are simply an faggot. If you don't we can forget this ever happened, for the good of us and the people involved.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 8, 2011 10:50 PM    Msg. 9069 of 12975       
Who argues on internet forums? Seriously, I'd rather just go out with my friends and have fun. Even if you get your point across it will happen again. Even if you WIN, you have lost because you fuel the flame wars all around us. Not talking to anyone, just people in general.


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 8, 2011 10:54 PM    Msg. 9070 of 12975       
Quote: --- Original message by: Jesse
Who argues on internet forums? Seriously, I'd rather just go out with my friends and have fun. Even if you get your point across it will happen again. Even if you WIN, you have lost because you fuel the flame wars all around us. Not talking to anyone, just people in general.


Well, it all started with me calling him an idiot, or what ever. Because his post was pathetic and idiotic. In-fact, just noticed he has contradicted himself.

Ive been out with friends, got back, and talked to more friends here :) My good friend Shade :P


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Aug 8, 2011 11:00 PM    Msg. 9071 of 12975       
Hunter how old are you?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 8, 2011 11:03 PM    Msg. 9072 of 12975       
If I recall his picture correctly, he looks about 18 - 21.


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 8, 2011 11:11 PM    Msg. 9073 of 12975       
12.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 8, 2011 11:17 PM    Msg. 9074 of 12975       
Quote: --- Original message by: anonymous_2009
12.


Makes sense.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Aug 9, 2011 05:31 AM    Msg. 9075 of 12975       
STFU NOOOOOOOOOOOOOOOOBS and lets get on with the weapons wip thread


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 9, 2011 08:05 PM    Msg. 9076 of 12975       


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 9, 2011 08:07 PM    Msg. 9077 of 12975       
Greatest. Crit. Ever.


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 9, 2011 08:17 PM    Msg. 9078 of 12975       
Quote: --- Original message by: d4rfnader
Greatest. Crit. Ever.


Sarcasm?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Aug 9, 2011 08:35 PM    Msg. 9079 of 12975       
Quote: --- Original message by: d4rfnader
Greatest. Crit. Ever.


I'd actually follow that.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 9, 2011 09:08 PM    Msg. 9080 of 12975       
Quote: --- Original message by: anonymous_2009
Quote: --- Original message by: d4rfnader
Greatest. Crit. Ever.


Sarcasm?


No I was being serious, it's easier to fix things by looking at that, rather than reading a comment with someone trying to explain the issues.


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 10, 2011 04:43 AM    Msg. 9081 of 12975       
Ah okay cool


Joshflighter
Joined: May 23, 2009

Former CMT Team Co-Leader


Posted: Aug 10, 2011 12:46 PM    Msg. 9082 of 12975       
Why are you working in Tri's? Are you constantly converting to Patch?
its easier to crit on things that are not all tri's, so that we can see the real topology.


Joshflighter
Joined: May 23, 2009

Former CMT Team Co-Leader


Posted: Aug 10, 2011 03:35 PM    Msg. 9083 of 12975       
I personally dont mind, im just saying its easier and most people can pick up mistakes when its in polygons.

Good luck with the rest of the weapon. :)


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 11, 2011 01:33 AM    Msg. 9084 of 12975       
Lately I've been working on some modifications of existing weapons. Well that's not about to end anytime soon. I've sort of sub-consciously been making a "Tactical" or modern tagset for myself. I think I have done just enough to warrant a showing of all that I have as of yet.
Original un-edited battle rifle.


First tac battle rifle mod created by a few people.


Second modified battle rifle pieced together by me using an eotech sight from game banana.


Second (and final) battle rifle modification. Sight model was downloaded from game banana.


Shotgun modification using the red dot model from the first battle rifle.


Modified sniper rifle (screen edited to look like reach's sniper).


Might do the magnum next, but I really don't know what I can change. I might stick with the odst mag.

EDIT:
I also consider my fp arms a part of this tagset.


Regular ODST smg and magnum.


Edited by Jesse on Aug 11, 2011 at 03:01 AM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Aug 11, 2011 02:59 AM    Msg. 9085 of 12975       
Quote: --- Original message by: Jesse

Lately I've been working on some modifications of existing weapons. Well that's not about to end anytime soon. I've sort of sub-consciously been making a "Tactical" or modern tagset for myself. I think I have done just enough to warrant a showing of all that I have as of yet.
Original un-edited battle rifle.
http://img97.imageshack.us/img97/2314/battlerifle.png

First tac battle rifle mod created by a few people.
http://img24.imageshack.us/img24/7633/tacticalbattleriflev1.png

Second modified battle rifle pieced together by me using an eotech sight from game banana.
http://img814.imageshack.us/img814/5599/tacticalbattleriflev2.png

Second (and final) battle rifle modification. Sight model was downloaded from game banana.
http://img856.imageshack.us/img856/9400/tacticalbattleriflev3.png

Shotgun modification using the red dot model from the first battle rifle.
http://img24.imageshack.us/img24/3305/tacticalshotgun.png

Modified sniper rifle (screen edited to look like reach's sniper).
http://img42.imageshack.us/img42/10/tacticalsniperrifle.png

Might do the magnum next, but I really don't know what I can change. I might stick with the odst mag.

EDIT:
I also consider my fp arms a part of this tagset.
http://img34.imageshack.us/img34/4335/fparms.png
Edited by Jesse on Aug 11, 2011 at 01:54 AM


add a acog scope on the magnum like the revolver in blackops XDD i all ways use it


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Aug 11, 2011 05:06 AM    Msg. 9086 of 12975       
that blue scope is what every battle rifle model was ever missing

i mean its like the dmrs on halo maps the dmr scopes on halomaps just doesnt fit the feel of the original weapon


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 11, 2011 10:38 AM    Msg. 9087 of 12975       
Quote: --- Original message by: Joshflighter
Why are you working in Tri's? Are you constantly converting to Patch?
its easier to crit on things that are not all tri's, so that we can see the real topology.


...it's easier to give crit by seeing all the triangles. So people can see if there is a badly placed triangle.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Aug 11, 2011 11:42 AM    Msg. 9088 of 12975       
Quote: --- Original message by: anonymous_2009
Quote: --- Original message by: Joshflighter
Why are you working in Tri's? Are you constantly converting to Patch?
its easier to crit on things that are not all tri's, so that we can see the real topology.


...it's easier to give crit by seeing all the triangles. So people can see if there is a badly placed triangle.


True... True...


Joshflighter
Joined: May 23, 2009

Former CMT Team Co-Leader


Posted: Aug 11, 2011 04:16 PM    Msg. 9089 of 12975       
Quote: --- Original message by: anonymous_2009
Quote: --- Original message by: Joshflighter
Why are you working in Tri's? Are you constantly converting to Patch?
its easier to crit on things that are not all tri's, so that we can see the real topology.


...it's easier to give crit by seeing all the triangles. So people can see if there is a badly placed triangle.

What?
Patch "PUTS" those triangles in. Those bad "TRIANGLES" will be created by bad topology. The user doesn't place the bad triangles in.

Triangles just clutter the model with useless lines when presenting it for crit.
For example when someone gives him crit, he goes and fixes his polies, and not the triangles themselves.

Quote: --- Original message by: mastur cheef
only yhe wireframe is patch. will render without if you want to.


^^^
As he is not modeling in tri's he has no reason to show it in tri's.
It is fairly easy to see bad tris with a normal wire frame, if any present themselves.

Edit; I see where you are getting at I guess. And I have to say that's only useful at the very end when you are cleaning up the model and it has been placed in patch mode before export. At the moment he is not doing that though.
Edited by Joshflighter on Aug 11, 2011 at 04:17 PM


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Aug 11, 2011 07:13 PM    Msg. 9090 of 12975       
You guys realize that Red Dot sights aren't like that at all right? In fact, you can't even see the dot until your face is pressed into the side of the gun and you're looking into the reflex sight.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Aug 11, 2011 07:39 PM    Msg. 9091 of 12975       
Quote: --- Original message by: DarkHalo003
You guys realize that Red Dot sights aren't like that at all right?


25th century red dots might be.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Aug 11, 2011 07:44 PM    Msg. 9092 of 12975       
Ah yes, but that would be called "regression" my dear boy.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Aug 11, 2011 08:15 PM    Msg. 9093 of 12975       
Everyone know that they use green dot sights in the future.
And teal dot sights in the future after that.


Reaper 201
Joined: Jan 1, 2011

Rezurrected to Kill


Posted: Aug 12, 2011 01:28 AM    Msg. 9094 of 12975       
Quote: --- Original message by: vampire_girl
I like teal dot sights.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 12, 2011 02:02 AM    Msg. 9095 of 12975       
Quote: --- Original message by: Reaper 201
Quote: --- Original message by: vampire_girl
I like teal dot sights.


Dark Neon
Joined: Jun 8, 2009


Posted: Aug 12, 2011 07:38 AM    Msg. 9096 of 12975       
Is it really necessary to do that?


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 12, 2011 09:36 AM    Msg. 9097 of 12975       
Quote: --- Original message by: Joshflighter

Quote: --- Original message by: anonymous_2009
Quote: --- Original message by: Joshflighter
Why are you working in Tri's? Are you constantly converting to Patch?
its easier to crit on things that are not all tri's, so that we can see the real topology.


...it's easier to give crit by seeing all the triangles. So people can see if there is a badly placed triangle.

What?
Patch "PUTS" those triangles in. Those bad "TRIANGLES" will be created by bad topology. The user doesn't place the bad triangles in.

Triangles just clutter the model with useless lines when presenting it for crit.
For example when someone gives him crit, he goes and fixes his polies, and not the triangles themselves.

Quote: --- Original message by: mastur cheef
only yhe wireframe is patch. will render without if you want to.


^^^
As he is not modeling in tri's he has no reason to show it in tri's.
It is fairly easy to see bad tris with a normal wire frame, if any present themselves.

Edit; I see where you are getting at I guess. And I have to say that's only useful at the very end when you are cleaning up the model and it has been placed in patch mode before export. At the moment he is not doing that though.
Edited by Joshflighter on Aug 11, 2011 at 04:17 PM


A polygon is made up of 2 triangles, well a typical 4 sides polygon is. Patch simply displays the triangles and may change the triangulation of the polygons. But it does not ADD them. The user does place the bad triangles, or more specifically poorly places vertexes which may cause triangles to create pinching and other shading errors.

The bad topology IS the triangles. In most cased you can simply try and keep the polygons 4 sides and not need to actually cut it in half to show the two triangles, but sometimes you need to cut them in, as then you have full control over where they are placed, as you may need that control.

Triangles don't "clutter" the model, they show how the model is made up... These lines MAKE models and most forms of 3D art, so they are NOT useless.

You fix triangles when given crit, not polygons. YOU may move a vert which is connected to a polygon (which may have many sides) but at the end of the day you ARE affecting the triangles. These triangles could be positioned many ways which affect the shading when a vert is moved.

--

It is not easily to see bad triangles in most cases unless the lighting is bouncing of the model correctly in the render and actually present the errors which would be seen ingame. a clay render will hide all smoothing errors.


Joshflighter
Joined: May 23, 2009

Former CMT Team Co-Leader


Posted: Aug 12, 2011 02:53 PM    Msg. 9098 of 12975       
Quote: Triangles don't "clutter" the model, they show how the model is made up... These lines MAKE models and most forms of 3D art, so they are NOT useless.


You are taking my words out of context and therefore butchering what I have said.
When I say that they are useless, I am referring to when it is presented to other people.
The extra lines are distracting. Most people will tell you to post a wire frame and then a shot with out a wire frame if you go on Poly Count or any other major forum. This is so that you first look at the non-wire frame model and get the idea and see if there are any bad parts to the model. Once you found them, you look at the wire frame to see if its the lighting/smoothing/ or topology that is creating the error. If you have the wire frame alone, it clutters the model if it is in to high of a poly count and distracts you from seeing all the bad things with the model. (Practicly what a Tri wire frame does compared to a normal wire frame).


I don't understand why you are even arguing this point. You are basically saying its good to do extra work even though it has the same effect (or worse) compared to not going that extra mile.

Both show the errors, only one distracts the viewer because it has double the wire frame line count or more.


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 12, 2011 03:28 PM    Msg. 9099 of 12975       
Quote: --- Original message by: Joshflighter
Quote: Triangles don't "clutter" the model, they show how the model is made up... These lines MAKE models and most forms of 3D art, so they are NOT useless.


You are taking my words out of context and therefore butchering what I have said.
When I say that they are useless, I am referring to when it is presented to other people.
The extra lines are distracting. Most people will tell you to post a wire frame and then a shot with out a wire frame if you go on Poly Count or any other major forum. This is so that you first look at the non-wire frame model and get the idea and see if there are any bad parts to the model. Once you found them, you look at the wire frame to see if its the lighting/smoothing/ or topology that is creating the error. If you have the wire frame alone, it clutters the model if it is in to high of a poly count and distracts you from seeing all the bad things with the model. (Practicly what a Tri wire frame does compared to a normal wire frame).


I don't understand why you are even arguing this point. You are basically saying its good to do extra work even though it has the same effect (or worse) compared to not going that extra mile.

Both show the errors, only one distracts the viewer because it has double the wire frame line count or more.


I apologies if I took what you said wrongly and mis-understood. I also apologies if you are taking my posts to be hostile and argumentative as i'm simply explaining, and not really directly arguing against you.

I never said that a wireframe alone is wanted, of course a shaded render would be required as well. I'm talking about the actual build of the model, more than how it is rendered and presented.

It is not extra work to cut in some edges to create the triangles, which may be required in order to create a good topology and to keep the triangles from being turned by external programs which may result in errors.

A 12 sides polygon with no distinct and manually cut in edges / triangles can easily have smoothing errors and many other errors, where as if the triangles are cut in to how they are needed the edges can't turn and are controllable, and no errors occur.

Without being hostile i'm going to say you are wrong by saying both show the errors. A wireframe with almost all of the triangles displayed also does not distract the viewer... not a viewer who is experienced and knows what to look for. It may distract someone new to 3D and overwhelm them, but that is it.


Joshflighter
Joined: May 23, 2009

Former CMT Team Co-Leader


Posted: Aug 12, 2011 04:08 PM    Msg. 9100 of 12975       
Quote: --- Original message by: anonymous_2009
Quote: --- Original message by: Joshflighter
Quote: Triangles don't "clutter" the model, they show how the model is made up... These lines MAKE models and most forms of 3D art, so they are NOT useless.


You are taking my words out of context and therefore butchering what I have said.
When I say that they are useless, I am referring to when it is presented to other people.
The extra lines are distracting. Most people will tell you to post a wire frame and then a shot with out a wire frame if you go on Poly Count or any other major forum. This is so that you first look at the non-wire frame model and get the idea and see if there are any bad parts to the model. Once you found them, you look at the wire frame to see if its the lighting/smoothing/ or topology that is creating the error. If you have the wire frame alone, it clutters the model if it is in to high of a poly count and distracts you from seeing all the bad things with the model. (Practicly what a Tri wire frame does compared to a normal wire frame).


I don't understand why you are even arguing this point. You are basically saying its good to do extra work even though it has the same effect (or worse) compared to not going that extra mile.

Both show the errors, only one distracts the viewer because it has double the wire frame line count or more.


I apologies if I took what you said wrongly and mis-understood. I also apologies if you are taking my posts to be hostile and argumentative as i'm simply explaining, and not really directly arguing against you.

I never said that a wireframe alone is wanted, of course a shaded render would be required as well. I'm talking about the actual build of the model, more than how it is rendered and presented.

It is not extra work to cut in some edges to create the triangles, which may be required in order to create a good topology and to keep the triangles from being turned by external programs which may result in errors.

A 12 sides polygon with no distinct and manually cut in edges / triangles can easily have smoothing errors and many other errors, where as if the triangles are cut in to how they are needed the edges can't turn and are controllable, and no errors occur.

Without being hostile i'm going to say you are wrong by saying both show the errors. A wireframe with almost all of the triangles displayed also does not distract the viewer... not a viewer who is experienced and knows what to look for. It may distract someone new to 3D and overwhelm them, but that is it.


I stand corrected in some parts of what you said.

 
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