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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 88 of 285)
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Skidrow925
Joined: Mar 19, 2010

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


Posted: Aug 11, 2011 07:20 PM    Msg. 3046 of 9951       
Quote: --- Original message by: d4rfnader
http://i.imgur.com/XIGZG.jpg

Would you believe me if I told you that every edge on the box bsp was somehow open?


I thought I was the only how did that? Nice job man. THat's like getting a "0" on your SAT. Not easy...


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 11, 2011 08:11 PM    Msg. 3047 of 9951       
I know right, I'm truly pro.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Aug 11, 2011 08:12 PM    Msg. 3048 of 9951       
Did you convert to mesh before export?


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 11, 2011 08:33 PM    Msg. 3049 of 9951       
Yeah, I think it might be because the mesh is made up of extruded planes and bridged edges.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Aug 11, 2011 08:39 PM    Msg. 3050 of 9951       
It's because you're exporting with bluestreak.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Aug 11, 2011 09:30 PM    Msg. 3051 of 9951       
Quote: --- Original message by: UnevenElefant5
It's because you're exporting with bluestreak.


How does Bluestreak have anything to do with that?


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 11, 2011 09:37 PM    Msg. 3052 of 9951       
Quote: --- Original message by: UnevenElefant5
It's because you're exporting with bluestreak.



I'm exporting from 3ds max 8 with blitzkrieg.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 11, 2011 10:13 PM    Msg. 3053 of 9951       
Quote: --- Original message by: chrisk123999
Quote: --- Original message by: UnevenElefant5
It's because you're exporting with bluestreak.


How does Bluestreak have anything to do with that?


Because Bluestreak sucks at exporting everything except bipeds using the skin modifier. Its utterly useless when exporting anything else


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Aug 11, 2011 10:30 PM    Msg. 3054 of 9951       
Useless is you're using 3ds max version 8. It's very, very useful for the other versions.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Aug 12, 2011 01:15 AM    Msg. 3055 of 9951       
Quote: --- Original message by: chrisk123999
Quote: --- Original message by: UnevenElefant5
It's because you're exporting with bluestreak.


How does Bluestreak have anything to do with that?

In my experience with bluestreak the first 20 exports of any given level will tell me that I have a billion non existing open edges, then I will have to recreate geometry and mess around with the level until it finally decides to work and then it will export the geometry with flipped faces (as if I had ripped it from halo 2 or 3)


Quote: --- Original message by: d4rfnader
Quote: --- Original message by: UnevenElefant5
It's because you're exporting with bluestreak.



I'm exporting from 3ds max 8 with blitzkrieg.


Import the levelname.wrl in your CE root directory. There will be 3 options. Uncheck all of them. It will highlight the errors for you.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 12, 2011 01:37 AM    Msg. 3056 of 9951       
I did that =P that's how I found out every single edge except for maybe 8 of them were open.


Dark Neon
Joined: Jun 8, 2009


Posted: Aug 12, 2011 07:28 AM    Msg. 3057 of 9951       
What the hell did I do to this thread?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 12, 2011 09:10 AM    Msg. 3058 of 9951       
Quote: --- Original message by: d4rfnader
I did that =P that's how I found out every single edge except for maybe 8 of them were open.


Editable Poly -> Vertex mode -> Ctrl + A -> Weld at 0.0001


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Aug 12, 2011 10:05 AM    Msg. 3059 of 9951       
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: chrisk123999
Quote: --- Original message by: UnevenElefant5
It's because you're exporting with bluestreak.


How does Bluestreak have anything to do with that?

In my experience with bluestreak the first 20 exports of any given level will tell me that I have a billion non existing open edges, then I will have to recreate geometry and mess around with the level until it finally decides to work and then it will export the geometry with flipped faces (as if I had ripped it from halo 2 or 3)


Quote: --- Original message by: d4rfnader
Quote: --- Original message by: UnevenElefant5
It's because you're exporting with bluestreak.



I'm exporting from 3ds max 8 with blitzkrieg.


Import the levelname.wrl in your CE root directory. There will be 3 options. Uncheck all of them. It will highlight the errors for you.


I've never had that problem, I have 3Ds Max 2011 and solely rely Bluestreak for BSP exporting.

Your flipped stuff is because you need to reset X-Form.


Skidrow925
Joined: Mar 19, 2010

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


Posted: Aug 12, 2011 10:14 AM    Msg. 3060 of 9951       
Quote: --- Original message by: Dark Neon
What the hell did I do to this thread?


Murder it eh?


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 12, 2011 03:19 PM    Msg. 3061 of 9951       
Quote: --- Original message by: Higuy
Quote: --- Original message by: d4rfnader
I did that =P that's how I found out every single edge except for maybe 8 of them were open.


Editable Poly -> Vertex mode -> Ctrl + A -> Weld at 0.0001



Eh, didn't work, i'll just remodel the whole thing.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 12, 2011 03:38 PM    Msg. 3062 of 9951       
Quote: --- Original message by: chrisk123999
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: chrisk123999
Quote: --- Original message by: UnevenElefant5
It's because you're exporting with bluestreak.


How does Bluestreak have anything to do with that?

In my experience with bluestreak the first 20 exports of any given level will tell me that I have a billion non existing open edges, then I will have to recreate geometry and mess around with the level until it finally decides to work and then it will export the geometry with flipped faces (as if I had ripped it from halo 2 or 3)


Quote: --- Original message by: d4rfnader
Quote: --- Original message by: UnevenElefant5
It's because you're exporting with bluestreak.



I'm exporting from 3ds max 8 with blitzkrieg.


Import the levelname.wrl in your CE root directory. There will be 3 options. Uncheck all of them. It will highlight the errors for you.


I've never had that problem, I have 3Ds Max 2011 and solely rely Bluestreak for BSP exporting.

Your flipped stuff is because you need to reset X-Form.


Dunno about you, but I get the same error as Elefant when I export a BSP with it in Max 9.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Aug 12, 2011 04:12 PM    Msg. 3063 of 9951       
did a little work on a new interior for human ships/stations hallways.
I am not so sure on a few of the texture strips for the walls I may change them because they look over-detailed to me. Might just be me though.



XlzQwerty1
Joined: Aug 6, 2009


Posted: Aug 12, 2011 04:52 PM    Msg. 3064 of 9951       
That render. *Sniff*

It's.

BEAUTIFUL.



*cries*


Skidrow925
Joined: Mar 19, 2010

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


Posted: Aug 12, 2011 05:00 PM    Msg. 3065 of 9951       
Quote: --- Original message by: XlzQwerty1
That render. *Sniff*

It's.

BEAUTIFUL.



*cries*


Advancebo
Joined: Jan 14, 2008


Posted: Aug 12, 2011 05:01 PM    Msg. 3066 of 9951       
its too repetitive with the shapes, add flat panel textures to it.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Aug 12, 2011 05:29 PM    Msg. 3067 of 9951       
Are you guys forgetting to convert to editable mesh before you export?


eliteslasher
Joined: Jun 30, 2008

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


Posted: Aug 12, 2011 05:48 PM    Msg. 3068 of 9951       
Quote: --- Original message by: Advancebo
its too repetitive with the shapes, add flat panel textures to it.


Sort of what I was thinking as well. Maybe for those parts I'll have a painted detail on them. Thanks for the crit.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Aug 12, 2011 06:33 PM    Msg. 3069 of 9951       
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: XlzQwerty1
That render. *Sniff*

It's.

BEAUTIFUL.



*cries*


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 12, 2011 10:50 PM    Msg. 3070 of 9951       
Finished the Plasma pistol.

FP with the electricity added near the power nodes.


FP with the added charge particle things.


Dunno why I took this.


3P with custom collision I made for it.

Best halo 3 pic I could find on google images.

Edited by Jesse on Aug 12, 2011 at 10:54 PM


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Aug 14, 2011 03:17 AM    Msg. 3071 of 9951       


Josh told me to model something. Nuff said.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Aug 14, 2011 03:36 AM    Msg. 3072 of 9951       
Horray! More stuff to never make it into the halo engine. How wonderful!


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Aug 14, 2011 03:48 AM    Msg. 3073 of 9951       
can any one see the image he posted?


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Aug 14, 2011 04:18 AM    Msg. 3074 of 9951       
Quote: --- Original message by: Cheddars
can any one see the image he posted?


yes


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Aug 14, 2011 01:09 PM    Msg. 3075 of 9951       
Could not disagree more, looks fantastic like it is.


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Aug 14, 2011 01:19 PM    Msg. 3076 of 9951       
Here's my halo 3 ghost with custom shaders :





Edited by darksoldier on Aug 14, 2011 at 01:21 PM


Bobblehob
Joined: Aug 29, 2010


Posted: Aug 14, 2011 02:13 PM    Msg. 3077 of 9951       
Damn, that is a sweet ghost you might say


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Aug 14, 2011 02:15 PM    Msg. 3078 of 9951       
Looks nice, but i dont think MC can see where he is going.
Especially with that blinding lens flare in his face.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 14, 2011 02:47 PM    Msg. 3079 of 9951       
Fix the welding on the front of the ghost and reduce the size of the lens flare to about 25% and it will be perfect. Maybe reduce the hexagons on the multi a tiny bit if you can.

And get the Illum on there too.
Edited by Jesse on Aug 14, 2011 at 02:47 PM


eliteslasher
Joined: Jun 30, 2008

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


Posted: Aug 14, 2011 07:22 PM    Msg. 3080 of 9951       
Quote: --- Original message by: Maniac1000
Looks nice, but i dont think MC can see where he is going.
Especially with that blinding lens flare in his face.


Agreed. Tone down the lens flare probably and it would look fine.

 
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