
Choclate Thunda
Joined: Aug 2, 2010
My BS meter agrees... -Hud Artist/Creator-
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Posted: May 27, 2011 11:16 PM
Msg. 2521 of 9951
Quote: --- Original message by: AdvanceboQuote: --- 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. Oh yeah, its just a placeholder...
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 27, 2011 11:58 PM
Msg. 2522 of 9951
Quote: --- Original message by: Advancebo Halo Reach doesn't have a flamethrower, its just there to show the turret elements. Are you serious? Dang, Flamethrower was one of my favorites. :(
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: May 28, 2011 10:12 AM
Msg. 2523 of 9951
do you think you could make a reach hud for halo 3 weapons too?
cuz ya no, halo 3 huds don't have health meters so it'd be kinda cool to have a reach hud to use with h3 mods
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: May 28, 2011 11:43 AM
Msg. 2524 of 9951
why is the fuel rod a placeholder for the spartan laser if there is a fuel rod in reach?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 28, 2011 01:00 PM
Msg. 2525 of 9951
Quote: --- Original message by: Sergeant 1337 why is the fuel rod a placeholder for the spartan laser if there is a fuel rod in reach? Probably because there is no stock spartan laser.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: May 28, 2011 02:29 PM
Msg. 2526 of 9951
ya i know, but wouldn't he just use the fuel rod for the fuel rod instead, since it's there?
that's like having a chair to sit on, but sitting on a rock instead.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 28, 2011 02:46 PM
Msg. 2527 of 9951
Oh yeah, I see. I thought you saw something the other way around.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: May 28, 2011 02:56 PM
Msg. 2528 of 9951
05.28.11 14:53:40 sapien pc 01.00.00.0609 ---------------------------------------------- 05.28.11 14:53:40 reference function: _write_to_error_file 05.28.11 14:53:40 reference address: 401b13 05.28.11 14:53:40 Couldn't read map file './sapienbeta.map' 05.28.11 14:53:41 CreateDevice succeeded with refresh rate = 0 05.28.11 14:53:41 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 05.28.11 14:53:41 Increasing sound decompression buffer size to 1048576 bytes 05.28.11 14:53:42 EAX: 0x00000000 05.28.11 14:53:42 EBX: 0x00000101 05.28.11 14:53:42 ECX: 0x00000000 05.28.11 14:53:42 EDX: 0x00000000 05.28.11 14:53:42 EDI: 0x0018E3D0 05.28.11 14:53:42 ESI: 0x00000000 05.28.11 14:53:42 EBP: 0x0018E2A8 05.28.11 14:53:42 ESP: 0x0018E298 05.28.11 14:53:42 EIP: 0x77A00BD2, 83 C4 04 C2 ????? 05.28.11 14:53:42 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid object_function_block index in [#0,#4)
What does this mean? How do I fix this? Edited by DarkHalo003 on May 28, 2011 at 03:16 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 28, 2011 03:06 PM
Msg. 2529 of 9951
I think you've screwed up a list somewhere in guerilla. Check the functions of whatever tag you've changed around, or find the messed up tag through process of elimination.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: May 28, 2011 03:24 PM
Msg. 2530 of 9951
Quote: --- Original message by: SlappyThePirate I think you've screwed up a list somewhere in guerilla. Check the functions of whatever tag you've changed around, or find the messed up tag through process of elimination. Not to be crass, but that does not help me at all. Could you be more specific? What kind of tags is this prone to occur with?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 28, 2011 03:29 PM
Msg. 2531 of 9951
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: SlappyThePirate I think you've screwed up a list somewhere in guerilla. Check the functions of whatever tag you've changed around, or find the messed up tag through process of elimination. Not to be crass, but that does not help me at all. Could you be more specific? What kind of tags is this prone to occur with? Something that you can press i a guessing. DO you have a scorpion tank in there? Because I know that mine give that error when I place them in sapien. Then you would just out somethign else in sapien and change to tank before compiling map. Hope that help's.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 28, 2011 04:04 PM
Msg. 2532 of 9951
Darkhalo, basically, you know those lists in guerilla? Well if you delete one of the entries sometimes it can mess up. Like, if you remove a sound perm and save the sound, or if you remove a shader reference from a gbxmodel. I'm not quite sure what you deleted that is messing it up, but that's all I can really tell from the error.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 28, 2011 04:11 PM
Msg. 2533 of 9951
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: SlappyThePirate I think you've screwed up a list somewhere in guerilla. Check the functions of whatever tag you've changed around, or find the messed up tag through process of elimination. Not to be crass, but that does not help me at all. Could you be more specific? What kind of tags is this prone to occur with? It should help. Elefant explains the screwed up list thing better than I do, but you're going to have to find out what tag it is first. Functions have to do with many kinds of tags, from bipeds/vehicles to weapons to shaders.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: May 28, 2011 05:16 PM
Msg. 2534 of 9951
Well it's done now and what's worse is that Sapien has this odd glitch to the graphics where the bitmaps look like they're static.
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Choclate Thunda
Joined: Aug 2, 2010
My BS meter agrees... -Hud Artist/Creator-
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Posted: May 29, 2011 12:29 AM
Msg. 2535 of 9951
Hi just showing what else is done: That's right! WAY POINTS!!! Edit: Hey guys I noticed the numbers on the way point were to big, and I didn't know how to edit there size in gerulla, so I made the number bitmaps smaller, so the regular numbers are low res too :C, oh well it ain't that much difference, just a little blurry... XC Edited by Choclate Thunda on May 29, 2011 at 01:24 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 29, 2011 12:44 AM
Msg. 2536 of 9951
Someone said it was in the weapon FP, but that would mean you would have to change every single weapon.
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Noble
Joined: Sep 11, 2010
"Well if it isn't the big cheese!"
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Posted: May 29, 2011 12:47 AM
Msg. 2537 of 9951
I think that it was the secondary weapon icon that goes in the fp iirc.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 29, 2011 03:35 PM
Msg. 2538 of 9951
Quote: --- Original message by: DarkHalo003
05.28.11 14:53:40 sapien pc 01.00.00.0609 ---------------------------------------------- 05.28.11 14:53:40 reference function: _write_to_error_file 05.28.11 14:53:40 reference address: 401b13 05.28.11 14:53:40 Couldn't read map file './sapienbeta.map' 05.28.11 14:53:41 CreateDevice succeeded with refresh rate = 0 05.28.11 14:53:41 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 05.28.11 14:53:41 Increasing sound decompression buffer size to 1048576 bytes 05.28.11 14:53:42 EAX: 0x00000000 05.28.11 14:53:42 EBX: 0x00000101 05.28.11 14:53:42 ECX: 0x00000000 05.28.11 14:53:42 EDX: 0x00000000 05.28.11 14:53:42 EDI: 0x0018E3D0 05.28.11 14:53:42 ESI: 0x00000000 05.28.11 14:53:42 EBP: 0x0018E2A8 05.28.11 14:53:42 ESP: 0x0018E298 05.28.11 14:53:42 EIP: 0x77A00BD2, 83 C4 04 C2 ????? 05.28.11 14:53:42 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid object_function_block index in [#0,#4)
What does this mean? How do I fix this? Edited by DarkHalo003 on May 28, 2011 at 03:16 PM Replace your scorpion tags with ones you should dload from the site. Extracting scorpion from stock maps almost always results in this error. If you are ripping an entire map, you should deselect the scorpion.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 29, 2011 03:37 PM
Msg. 2539 of 9951
Quote: --- Original message by: Choclate Thunda
Hi just showing what else is done:
Edited by Choclate Thunda on May 29, 2011 at 01:24 AM Looking super nice!
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: May 30, 2011 09:27 PM
Msg. 2540 of 9951
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: May 30, 2011 09:46 PM
Msg. 2541 of 9951
is that epitath from halo 3?
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: May 30, 2011 10:03 PM
Msg. 2542 of 9951
Quote: --- Original message by: Sergeant 1337 is that epitath from halo 3? Heavily inspired from Epitaph, but more built to cater to some Halo CE gameplay; it's far more simplistic.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: May 30, 2011 10:14 PM
Msg. 2543 of 9951
Looks good. Yeah, very obvious that it was inspired from it. You should do some more outside hallways so it plays a bit more like Epitaph. Also, are you going to do something with the ceiling? I know you are going for simplistic, but that may be a bit on the too simplistic side. 
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 30, 2011 10:16 PM
Msg. 2544 of 9951
Haha, I was just gonna say it reminds me of epitaph. I do think you need something to break up the floor, since it is entirely flat.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: May 30, 2011 10:40 PM
Msg. 2545 of 9951
Quote: --- Original message by: eliteslasherLooks good. Yeah, very obvious that it was inspired from it. You should do some more outside hallways so it plays a bit more like Epitaph. Also, are you going to do something with the ceiling? I know you are going for simplistic, but that may be a bit on the too simplistic side.  The ceiling is being worked on as I post this. I think it's really starting to look nice now, but it's probably one of the toughest parts of this entire map. The ceiling will look simplistic, but yet retain a sense of Forerunner and not just flat surface. Quote: --- Original message by: UnevenElefant5 Haha, I was just gonna say it reminds me of epitaph. I do think you need something to break up the floor, since it is entirely flat. That's the point of the raised circle in the middle. You also have the exterior walkways that change pace quite a bit. It'll play a lot like Epitaph, only there are more direct routes than detours. The main floor is like that on purpose because there is so much variance on the outer walkways.
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SeL
Joined: Dec 15, 2010
twitter.com/TeamFalldog
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Posted: May 30, 2011 11:17 PM
Msg. 2546 of 9951
Darkhalo when rendering go in the material editor and make sure you set bitmap alpha to none/opaque.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: May 30, 2011 11:32 PM
Msg. 2547 of 9951
Quote: --- Original message by: SeL Darkhalo when rendering go in the material editor and make sure you set bitmap alpha to none/opaque. How do I do that exactly? I'm looking through the options and I'm not seeing anything that might suggest what you're asking....
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M6dEEp
Joined: Mar 26, 2007
Pwnography
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Posted: May 31, 2011 04:52 AM
Msg. 2548 of 9951
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: May 31, 2011 09:01 AM
Msg. 2549 of 9951
Quote: --- Original message by: M6dEEp I was thinking about coming back to the community after a long hiatus (2-3 years?) by making a sequel to Lobby Classic PB1.
Sweet lightmapping images.
Just a few teasers for now, map is portaled, UV'd, error free and ready to go. If I get enough positive feedback then I'll go about releasing. FYI I used mental ray for the renders. The light on the last 3 images are too intense. Reduce the intensity of the light because that's pure white right there (Which is never good for lightmapping).
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 31, 2011 10:36 AM
Msg. 2550 of 9951
At first I thought those were in-game. Still really cool though. Should release.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: May 31, 2011 11:25 AM
Msg. 2551 of 9951
Very nice looking. Have you thought about exporting to Halo 2? Everything is now modeled except for the exterior non-gameplay part of the BSP. I can't get a good picture in Max, but I'm hoping I can get a good picture in-game. I have a question for you guys though; what do you all think of the current textures I have in-place for my map? What texture do you think I should use for the blank parts on the ceiling? Edited by DarkHalo003 on May 31, 2011 at 11:26 AM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 31, 2011 12:10 PM
Msg. 2552 of 9951
That looks pretty cool deep much better looking than the first... Although, it is still lacking some detail in a few areas, especially in a couple of those last pictures. Otherwise, nice! Nice to see some old people from my age still doing stuff.
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M6dEEp
Joined: Mar 26, 2007
Pwnography
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Posted: May 31, 2011 03:15 PM
Msg. 2553 of 9951
Quote: --- Original message by: Higuy That looks pretty cool deep much better looking than the first... Although, it is still lacking some detail in a few areas, especially in a couple of those last pictures. Otherwise, nice! Nice to see some old people from my age still doing stuff. Yeah not enough of us old dogs are around these days lol. I've moved on to DirectX programming and Unreal Development kit mostly nowadays, and I couldn't help but notice this thing chillin' on my hard drive along with a few other maps I promised to release back in the day (Water Chapel anyone?) Quote: --- Original message by: Shade117 pro
The light on the last 3 images are too intense. Reduce the intensity of the light because that's pure white right there (Which is never good for lightmapping). You telling me about lightmapping, lol
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SeL
Joined: Dec 15, 2010
twitter.com/TeamFalldog
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Posted: May 31, 2011 03:22 PM
Msg. 2554 of 9951
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: SeL Darkhalo when rendering go in the material editor and make sure you set bitmap alpha to none/opaque. How do I do that exactly? I'm looking through the options and I'm not seeing anything that might suggest what you're asking.... 
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 31, 2011 04:47 PM
Msg. 2555 of 9951
Got a little somethin. The dropship class for the Harbinger: Loosly based off the Pelican and some dropship from the movie Alien. Suggestion's?
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