
GAIGHER
Joined: Nov 5, 2008
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Posted: Feb 4, 2012 09:31 AM
Msg. 3186 of 4332
Quote: That fluro green background isn't really good on the eyes, just saying. This attracts the eye. I improved the effect... Click to enlarge gif. 
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 4, 2012 02:33 PM
Msg. 3187 of 4332
Very cool.
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Feb 4, 2012 08:37 PM
Msg. 3188 of 4332
Quote: --- Original message by: GAIGHERQuote: That fluro green background isn't really good on the eyes, just saying. This attracts the eye. I improved the effect... Click to enlarge gif. (GIF) What did you use to make the effect? Are the sprites and bitmaps custom? Looks good!
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GAIGHER
Joined: Nov 5, 2008
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Posted: Feb 5, 2012 04:00 AM
Msg. 3189 of 4332
Quote: What did you use to make the effect? Are the sprites and bitmaps custom? Looks good! Yes. I use animate sprite. (29 frames)
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Feb 6, 2012 04:16 AM
Msg. 3190 of 4332
modeling using turbo smooth. idk if im doing it righ though... Edited by Cheddars on Feb 6, 2012 at 04:18 AM
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Feb 15, 2012 05:29 PM
Msg. 3191 of 4332
Very nice. Turbo smooth gives very nice results altho it's a bit complicated to edit once you convert to poly for the last time.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Feb 15, 2012 07:26 PM
Msg. 3192 of 4332
It lacks definition and detail. Turbosmooth is never exactly necessary, even if many want you to believe it is. Opsy is right in that detail is a bit more complicated to implement once Turbosmooth is applied as well.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Feb 16, 2012 12:24 AM
Msg. 3193 of 4332
Quote: --- Original message by: TielQuote: --- Original message by: DarkHalo003Quote: --- Original message by: Tiel A quick question that probably doesn't contribute anything to the topic at hand - how did you learn to model these vehicles? Type in Baretta 9000 Tutorial in Youtube or Google. Then apply the same concept to vehicles. Does this work with BSPs as well? The method of in which you create polygons with the Edit Polygon tool is similar, yes, though you will use a lot of shift+drag to create the level (along with its wireframe) faster and more properly.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Feb 17, 2012 02:34 AM
Msg. 3194 of 4332
Quote: --- Original message by: DarkHalo003 It lacks definition and detail. Turbosmooth is never exactly necessary, even if many want you to believe it is. Opsy is right in that detail is a bit more complicated to implement once Turbosmooth is applied as well. yeah its ok though if you want to create bump maps.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Feb 17, 2012 04:42 PM
Msg. 3195 of 4332
Okay people, getting bored of seeing people say "bump" maps. Bump maps are used on static objects such as the terrain in a level. On moving objects they are called NORMAL maps, as they alter the normals of each pixel on a object...
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Feb 17, 2012 05:30 PM
Msg. 3196 of 4332
Oh ok sorry guys. @waffles yeah :p that's probably why I called it that lol.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 18, 2012 10:09 AM
Msg. 3197 of 4332
Quote: --- Original message by: Private CabooseQuote: --- Original message by: waffles bumps have 1 channel of depth information, normals have all 3 channels. normals>bumps waiiiit-a-minute... i still havent figured out why bungie called h3's normals "z-bumps"... Maybe Bungie was havin a laugh. "Z-Bumps" = "The Bumps" maybe? Zbump is a bit different from the overall normal bumps in Halo 3. You can tell the difference by looking and comparing a normal one with a zbump one. Bungie probably used a program to generate the zbumps and another program to generate the normal bumps.
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GAIGHER
Joined: Nov 5, 2008
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Posted: Feb 19, 2012 09:43 AM
Msg. 3198 of 4332
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Feb 19, 2012 03:42 PM
Msg. 3199 of 4332
Nice job GAIGHER ;) http://fr.xfire.com/video/548a9f/ Video of your chopper GAIGHER :D, FRENCH WIN. (Oh and he dosn't use OS hahaha ;) ) Edited by darksoldier on Feb 19, 2012 at 03:43 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 19, 2012 09:51 PM
Msg. 3200 of 4332
CE tags or Trial tags?
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Feb 20, 2012 04:38 AM
Msg. 3201 of 4332
Quote: --- Original message by: XlzQwerty1Quote: --- Original message by: Private CabooseQuote: --- Original message by: waffles bumps have 1 channel of depth information, normals have all 3 channels. normals>bumps waiiiit-a-minute... i still havent figured out why bungie called h3's normals "z-bumps"... Maybe Bungie was havin a laugh. "Z-Bumps" = "The Bumps" maybe? Zbump is a bit different from the overall normal bumps in Halo 3. You can tell the difference by looking and comparing a normal one with a zbump one. Bungie probably used a program to generate the zbumps and another program to generate the normal bumps. Come to think of it, the high poly models and bump maps were probably made in zbrush
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 20, 2012 10:35 AM
Msg. 3202 of 4332
Quote: --- Original message by: CheddarsQuote: --- Original message by: XlzQwerty1Quote: --- Original message by: Private CabooseQuote: --- Original message by: waffles bumps have 1 channel of depth information, normals have all 3 channels. normals>bumps waiiiit-a-minute... i still havent figured out why bungie called h3's normals "z-bumps"... Maybe Bungie was havin a laugh. "Z-Bumps" = "The Bumps" maybe? Zbump is a bit different from the overall normal bumps in Halo 3. You can tell the difference by looking and comparing a normal one with a zbump one. Bungie probably used a program to generate the zbumps and another program to generate the normal bumps. Come to think of it, the high poly models and bump maps were probably made in zbrush That's exactly right. While the other bumps were probably baked or used a heightmap. Edited by XlzQwerty1 on Feb 20, 2012 at 10:35 AM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Feb 20, 2012 01:25 PM
Msg. 3203 of 4332
I HIGHLY doubt heightmaps are used...
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GAIGHER
Joined: Nov 5, 2008
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Posted: Feb 20, 2012 03:03 PM
Msg. 3204 of 4332
Quote: --- Original message by: Spartan314 CE tags or Trial tags? CE Tag in Halo Trial for beta. I prefer Halo Trial ! It will be on my new map. (for CE, Full and Trial) The project: http://halo.fr/forums/viewtopic.php?f=97&t=17015 My Xfire video http://fr.xfire.com/video/549520 Edited by GAIGHER on Feb 20, 2012 at 03:27 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 20, 2012 04:37 PM
Msg. 3205 of 4332
Release ? I'd like to use it for making an alternating shots turorial, i've been requested many times
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GAIGHER
Joined: Nov 5, 2008
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Posted: Feb 20, 2012 04:45 PM
Msg. 3206 of 4332
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 20, 2012 06:47 PM
Msg. 3207 of 4332
Why?
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Feb 22, 2012 11:22 PM
Msg. 3208 of 4332
Working on Pelicans again.. This time they're more stable and with better shaders, there were supposed to be normal mapping and specular but I've yet to decipher OS's syntax.  more: HereEdited by ptowery on Feb 22, 2012 at 11:24 PM
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Kozakuu
Joined: Oct 30, 2011
Only the person who was wisdom can read the most.
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Posted: Feb 23, 2012 12:18 AM
Msg. 3209 of 4332
So... what's with the overly widescreen image, triple monitor I'm guessing? E: Pelican's looking good. Edited by Kozakuu on Feb 23, 2012 at 12:19 AM
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tylerp14
Joined: Oct 12, 2010
Ohai der...
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Posted: Feb 23, 2012 12:21 AM
Msg. 3210 of 4332
Hey guys I extracted all the files from the Pandora Swamp map and I'm trying to use the Chopper, but when I'm in-game it wont let me enter it, if my memory serves me correctly I have to do something with physics, or an animation model for the biped, but I don't really remember... Could somebody tell me what to do?
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Feb 23, 2012 12:56 AM
Msg. 3211 of 4332
Yeah 5040x1050, also I just found out why OS wasn't working. I compiled as a .map It messed Specular and cubemapping up but at least there's clearly normal mapping.   Edited by ptowery on Feb 23, 2012 at 01:12 AMEdited by ptowery on Feb 23, 2012 at 01:12 AMEdited by ptowery on Feb 23, 2012 at 01:13 AM
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Feb 26, 2012 02:49 AM
Msg. 3212 of 4332
Good to see you're working on these pelicans again :) Are they going to be 100% finished this time?
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 26, 2012 03:14 AM
Msg. 3213 of 4332
Cool stuff. Looks semi Halo 2.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Feb 26, 2012 09:33 AM
Msg. 3214 of 4332
Not saying you should work with CMT themselves, but you should offer that pelican to CMT for SPV3, ptowery, if you're actually willing to share it. Unless they just haven't finished the tagset yet, it's clear from A50 that they've not got a decent pelican model for SPV3 yet. ;)
Other than that, really awesome pelican! Looks a bit like Crysis graphics. :)
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Feb 26, 2012 11:48 AM
Msg. 3215 of 4332
Thank you, Yes they are going to be finished, and yes they're Halo 2. CMT wouldn't want my pelican because it's not custom content, but a rip from Halo 2. CMT focuses on custom content, from what I can see, and doesn't use rips. Eventually, I will release this and whatever I finish to Halomaps, but I want to have them in a map. I am, without a doubt, one of the worst BSP modelers around, so It's even more of a challenge for me to get it into a nice map. But it'll get out eventually.
I'm working on a HUD for the pelican right now because no one has really tried for a nice vehicle HUD and the pelican needs it. Edited by ptowery on Feb 26, 2012 at 11:49 AM
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Feb 26, 2012 01:00 PM
Msg. 3216 of 4332
You could just throw them into bloodgulch or something, but I do like the idea of a good hud for them. Will you be finishing the halo 3 pelicans, too?
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Feb 26, 2012 01:28 PM
Msg. 3217 of 4332
Hopefully. But a bloodgulch mod isn't a fitting map for a pelican, and it's a bit less than an origional idea.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 26, 2012 01:52 PM
Msg. 3218 of 4332
Quote: --- Original message by: ptowery Hopefully. But a bloodgulch mod isn't a fitting map for a pelican, and it's a bit less than an origional idea. How about Death Island?
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Feb 26, 2012 02:40 PM
Msg. 3219 of 4332
Quote: --- Original message by: Spartan314Quote: --- Original message by: ptowery Hopefully. But a bloodgulch mod isn't a fitting map for a pelican, and it's a bit less than an origional idea. How about Death Island? Yeah, I'm going to try to make a BSP. I'm actually not that bad at modeling, but I could never make it past tool.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Feb 26, 2012 02:45 PM
Msg. 3220 of 4332
Death Island reminds me why I need to learn how to model stuff up to OS quality(Which I can't do, nowhere near)...
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