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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 72 of 285)
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Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 21, 2011 01:24 AM    Msg. 2486 of 9951       
Dang, that ship is HUGE!


Skidrow925
Joined: Mar 19, 2010

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


Posted: May 21, 2011 12:47 PM    Msg. 2487 of 9951       
Quote: --- Original message by: vampire_girl
Closer to 50 KM i'd say. That ship must have a reactor the size of a cruiser just to keep on LOW power. It's also the least practical thing since the P-111X series.


P-111X?

Also I think hte distance along it is probably around 50km. Haven't measured yet.
Need to export the second version of the BSP today and compile it and hope it work's this time.

Quote: --- Original message by: spartan314
Dang, that ship is HUGE!

Yup. That's the plan. It was originally just to recreate a Phoenix Class. Then I wanted to out do it. Then I starting taking amazingcuziam's suggestions...


Petera275
Joined: Dec 7, 2010

Some things just don't work...


Posted: May 21, 2011 01:12 PM    Msg. 2488 of 9951       
What about MY suggestions?


Skidrow925
Joined: Mar 19, 2010

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


Posted: May 21, 2011 01:29 PM    Msg. 2489 of 9951       
Quote: --- Original message by: Petera275
What about MY suggestions?


Wait what? Oh yeah. That was later. I am talking abut before I posted it here.


Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: May 22, 2011 06:43 PM    Msg. 2490 of 9951       
I don't have burnt nachos, or awesome looking dishes, but I do still have awesome updates! YAY!!!

Any way, sorry I've been gone so long, I sort of had a moment were I just was to lazy to work on anything. But this weekend I got off my but and worked... Lot of soda and pizza...

OK back to schedule:

Here's where I thought to show how far Ive done this, all these pics are my timeline on this HUD from when it was first started to now...

http://screenshot.xfire.com/s/107694150-3.jpg
http://screenshot.xfire.com/s/107722510-3.jpg
http://screenshot.xfire.com/s/107722766-3.jpg
http://screenshot.xfire.com/s/107843396-3.jpg
http://screenshot.xfire.com/s/107967929-3.jpg
http://screenshot.xfire.com/s/107967933-3.jpg
http://screenshot.xfire.com/s/107968021-3.jpg
http://screenshot.xfire.com/s/107968027-3.jpg
http://screenshot.xfire.com/s/108102795-3.jpg
http://screenshot.xfire.com/s/108779467-3.jpg
http://screenshot.xfire.com/s/109067093-3.jpg
http://screenshot.xfire.com/s/109080135-3.jpg
http://screenshot.xfire.com/s/109164211-3.jpg
http://screenshot.xfire.com/s/109164484-3.jpg
http://screenshot.xfire.com/s/109244306-3.jpg
http://screenshot.xfire.com/s/109244334-3.jpg
http://screenshot.xfire.com/s/110131567-3.jpg
http://screenshot.xfire.com/s/111331041-3.jpg
http://screenshot.xfire.com/s/112315514-3.jpg
http://screenshot.xfire.com/s/114214330-3.jpg

And now, here's a few pics of 2 New weapon HUD's I have done, and how far I am:







COMPARE:




Can you tell the difference? :D


That's all for now, Oh yeah.... I HAVE COMPLETED THE BASE HUD!!!

I meaning the Shields, Health, Grenades, Flashlight, Radar, Ingame Test, etc. ARE FINAL!!!!!!

ENJOY <3 CHOCO XOXOXXO
Edited by Choclate Thunda on May 22, 2011 at 06:49 PM
Edited by Choclate Thunda on May 22, 2011 at 06:56 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 23, 2011 01:11 AM    Msg. 2491 of 9951       
CHOCO! I'm loving it!!
You are going to release right?


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 23, 2011 04:00 AM    Msg. 2492 of 9951       
Quote: --- Original message by: spartan314
CHOCO! I'm loving it!!
You are going to release right?


Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: May 23, 2011 08:15 AM    Msg. 2493 of 9951       
Soon my friends, soon... but I do have one question? You know on the scorpion, banshee and the rocket hog turret, when you fire there huge cannons, missiles or bomb, you know how it tells you it's reloading with the dots/balls underneath the reticule/cross hair? How do you create a bitmap like that? Like its alpha, because I saw it and it made now sense in gurella just by look... If so tell me cause it'll help aid my HUD dearly...


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 23, 2011 04:37 PM    Msg. 2494 of 9951       
TheGhost made a "custom ammo meters" tutorial, it shows you how to do that.
Basically, you're working in the alpha channel, where you edit the transparency. Black is transparent and white is opaque.


Petera275
Joined: Dec 7, 2010

Some things just don't work...


Posted: May 23, 2011 04:39 PM    Msg. 2495 of 9951       
That HUD makes me all :3 inside, like when Reach was first announced.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 24, 2011 12:25 AM    Msg. 2496 of 9951       
I get that feeling. :')


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: May 24, 2011 02:38 AM    Msg. 2497 of 9951       
New cliff texture I am working on applied to a part of a low poly cliffside.
Working on some generic tiled textures and I may release this one with them.



Edited by eliteslasher on May 24, 2011 at 03:56 AM


antiblood
Joined: Jul 17, 2010

Hail satan, smoke mehth


Posted: May 24, 2011 06:42 AM    Msg. 2498 of 9951       
looks odd, i dont think ive ever seen a cliff like that. would make for an intresting theme :P


Skidrow925
Joined: Mar 19, 2010

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


Posted: May 24, 2011 11:23 AM    Msg. 2499 of 9951       
It looks like crumpled paper.... is that good or bad?


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: May 24, 2011 01:19 PM    Msg. 2500 of 9951       
Quote: --- Original message by: vampire_girl
What, you've never seen a coastal cliff of the Grand Canyon before? They look a hell of a lot like that.


It's more of a detail map but yes, that is the style I was sort of going for.
Maybe the bump is too intense, but that is the kind of thing you get especially in areas where rain will cut trenches into the rock over the years as it flows down it.



Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 24, 2011 02:09 PM    Msg. 2501 of 9951       
Those are the cliffs of moher? right.

http://www.google.ca/search?hl=en&xhr=t&q=cliffs+of+moher&cp=11&safe=off&bav=on.2,or.r_gc.r_pw.&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi&biw=1920&bih=950


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 24, 2011 02:30 PM    Msg. 2502 of 9951       
cliffs of moher?

i'am about 99% sure it is.


Petera275
Joined: Dec 7, 2010

Some things just don't work...


Posted: May 24, 2011 03:04 PM    Msg. 2503 of 9951       
Looks pretty realistic, it would be awesome if the cliffs of Death Island looked like that.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: May 24, 2011 03:32 PM    Msg. 2504 of 9951       
Yeah I think what I really need to do now is just make the bump a tad bit less and then make a diffuse texture with layers much like those cliffs.


Edit:
Almost there, I think I just need the brownish colors to show more :/


I need to just do this map's cliffs and do some ground textures show I can really show it better to scale.

Edited by eliteslasher on May 24, 2011 at 05:59 PM


Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: May 24, 2011 06:09 PM    Msg. 2505 of 9951       
OK Slappy, I'm not talking about the ammo meters, I'm talking about the reload meter you know after you fire your banshee bomb, 4 dots appear like:

.
..
...
....

See? Those under the Banshee reticule, if you can tell me how to make one of those custom, that would be appreciated....


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: May 24, 2011 06:21 PM    Msg. 2506 of 9951       
Slasher, personally it reminds me more of bark than stone. Still, it's a hell of a lot better than I can do haha


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 24, 2011 06:43 PM    Msg. 2507 of 9951       
I think the cliff bitmaps looks great, although a bit less tiled would be better.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: May 24, 2011 06:54 PM    Msg. 2508 of 9951       
Well keep in mind I only have the diffuse (horizontal lined) texture and one detail (the bumped texture) I got 2 more textures to work with to make it look less tiled once I get it in halo. If it doesn't look good after all that... then I don't know what to do.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: May 24, 2011 07:12 PM    Msg. 2509 of 9951       
The normals will show decent enough with the specular I made for it, it just won't show a whole lot from up close of course as is with all games really.

Aso, there won't be a bottom merge part for the texture. I am using a different method at least for this map.




Green is grass, brown is cliff, the overhung parts will be another shader which is render only and will merge the grass into the cliff so that it's like there is no seam at all. This will help make that seam almost non existent even as far as smoothing goes. Granted the foot of the player may go into the render only area slightly, but it won't be all that far away so it won't be like he's magically stepping a huge ways into the ground.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: May 24, 2011 07:24 PM    Msg. 2510 of 9951       
just do it transitionally.... take the texture, add grass on the top/bottom, create an alpha, unwrap side to side, and the detail maps = rock and grass.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: May 24, 2011 07:46 PM    Msg. 2511 of 9951       
actually, I have to say this, the ground will be more than 2 shaders.
one for grass to transparent transition
one for grass with alpha defining mud for the road area
one for grass with alpha defining in forest area where the texture will include leaves, rocks, and roots.
and MAYBE one with grass that has some extrusions of rock coming out.

The settings for each shader of course have to be the same as far as reflection properties or the ground will look like it is seamed where the shaders change.
All the details I make will have to have good speculars too because I am not bumping the ground maps because it will make seams visible, so the only thing making them have any definition at all will be what is reflected back to the player and that should be enough. Also, I am making LODs for sceneries to go all the way from full poly to non existent so maybe I can put little rock patches and stuff in on paths and areas where the grass changes to rock or dirt or whatever.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 24, 2011 09:25 PM    Msg. 2512 of 9951       
I can help you with seam-sealing the cliffs to the grass (or vice versa).


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: May 24, 2011 11:27 PM    Msg. 2513 of 9951       
Quote: --- Original message by: eliteslasher
Well keep in mind I only have the diffuse (horizontal lined) texture and one detail (the bumped texture) I got 2 more textures to work with to make it look less tiled once I get it in halo. If it doesn't look good after all that... then I don't know what to do.


The issue I see with is it's scale, if that texture was scaled up larger it would look better! Could you reUV or post the texture?


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: May 24, 2011 11:33 PM    Msg. 2514 of 9951       
Quote: --- Original message by: SlappyThePirate
I can help you with seam-sealing the cliffs to the grass (or vice versa).


Well, IDK if I will need much help on it, I think I pretty much know exactly where I want to take this, but if things aren't working out quite as I expected, maybe I'll consult you. Aren't you doing something like this for valhalla?

@YakZSmelk
Well that isn't even done being uved of course
I mainly threw that on there to just get everything at least fully tiled through twice.
also, the diffuse is only 512 x 256 while the bumped part is a 512 x 512 so when ingame I will have to check to normalize it or I may actually just make the detail the diffuse and make the the diffuse a detail. Basically, though, we can safely say I have a lot of monkeying around to do to find the best way to do this and have it look really good.
Edited by eliteslasher on May 24, 2011 at 11:41 PM


Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: May 27, 2011 08:31 PM    Msg. 2515 of 9951       
Sorry for the bad quality, but its just to show what is final/pretty much done...

http://www.xfire.com/video/47721b/


antiblood
Joined: Jul 17, 2010

Hail satan, smoke mehth


Posted: May 27, 2011 08:53 PM    Msg. 2516 of 9951       
nice man!


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 27, 2011 09:00 PM    Msg. 2517 of 9951       
I like it. Some of the HUD icons are messed up but that's an easy fix... (if you have the right bitmaps)


Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: May 27, 2011 09:27 PM    Msg. 2518 of 9951       
Quote: --- Original message by: spartan314
I like it. Some of the HUD icons are messed up but that's an easy fix... (if you have the right bitmaps)


Give me an example so I can fix, don't forget the vids low graphic...


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 27, 2011 09:38 PM    Msg. 2519 of 9951       
Like the flamethrower. It shows a turret


Advancebo
Joined: Jan 14, 2008


Posted: May 27, 2011 10:24 PM    Msg. 2520 of 9951       
Quote: --- Original message by: spartan314
Like the flamethrower. It shows a turret


Halo Reach doesn't have a flamethrower, its just there to show the turret elements.

 
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