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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Semi-Official Gallery [WIPS]

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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 111 of 285)
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Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 11, 2012 04:14 AM    Msg. 3851 of 9951       
Now THAT is pretty awesome.


Choclate Thunda
Joined: Aug 2, 2010

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


Posted: Feb 11, 2012 12:34 PM    Msg. 3852 of 9951       
Thanks, hey guys I gotta question...

What would you think is better, staright or curved hud?

Let me show you the pros and cons of both.

Pro:
Curved:
Looks like inside the helmet.
Accurate to reach's HUD.

Straight:
All elements are aligned.
I might have a working compass with just HUD elements :D, but It'll be straight. So it'll match with a straight HUD.

Con:
Curved:
All elements will be missmatched.
The compass will be straight, while the meters wont be.

Straight:
Not accurate to reach hud in fps view.

I might just go ahead and do curved, but I want to hear your opinion.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 11, 2012 12:59 PM    Msg. 3853 of 9951       
I like better when it's curved but I think you can make both :
If you make first the straight HUD, and aplly it as a texture to a bent group of plane in 3ds max, you can make both quickly. I think. That would need to make a translucent shader with 100% self illum.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Feb 11, 2012 01:24 PM    Msg. 3854 of 9951       
I personally prefer straight HUDs since with curved HUDs you get more (noticeable) jaggy edges.


xKRONNiKx
Joined: Nov 15, 2011

Turkey Farm.


Posted: Feb 11, 2012 02:00 PM    Msg. 3855 of 9951       
I prefer curved, like you said, it makes it seem like you are looking out of a helmet.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 11, 2012 02:11 PM    Msg. 3856 of 9951       
http://www.xfire.com/video/54317e/
too much shine?
too much bump?

Edited by ally on Feb 11, 2012 at 02:13 PM


Old Gregg
Joined: Apr 5, 2010

I love Hardcore Corn.


Posted: Feb 11, 2012 02:45 PM    Msg. 3857 of 9951       
Quote: --- Original message by: ally

http://www.xfire.com/video/54317e/
too much shine?
too much bump?

Edited by ally on Feb 11, 2012 at 02:13 PM

Both. Turn the shine down to about 75% or 50 % of what it is originally and bump about 80% down


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 11, 2012 02:58 PM    Msg. 3858 of 9951       
sounds good ty, will do.


Choclate Thunda
Joined: Aug 2, 2010

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


Posted: Feb 11, 2012 06:56 PM    Msg. 3859 of 9951       
Finally got shields & health working right and done:



Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 11, 2012 07:05 PM    Msg. 3860 of 9951       
Looks good, guy from Wipeout.


Choclate Thunda
Joined: Aug 2, 2010

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


Posted: Feb 11, 2012 07:39 PM    Msg. 3861 of 9951       
I used this name way before wipe out....

Any way:


Gotta fix alphas, add the 25m and location crap, then sweeper, and finally radars done. :D
Edited by Choclate Thunda on Feb 12, 2012 at 01:05 AM


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Feb 13, 2012 06:48 PM    Msg. 3862 of 9951       
One thing I have to ask, is it just normal to add the 25m? I'm not sure it's actually 25m ingame, I think it was nearer 60...!

Edit
Sorry forgot to say - looks really nice. I like how you've got the WARNING to appear at the right time :D Does it only appear when the shields have gone?
Edited by Diaboy on Feb 13, 2012 at 06:49 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 13, 2012 07:01 PM    Msg. 3863 of 9951       
I thought it was 15 in halo 1?


Choclate Thunda
Joined: Aug 2, 2010

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


Posted: Feb 13, 2012 08:56 PM    Msg. 3864 of 9951       
Actually its 20m I checked in the gurella settings :D

And yes it only goes when shields are down.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 13, 2012 08:57 PM    Msg. 3865 of 9951       
Cool, because the bitmap itself shows 15.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 14, 2012 02:59 PM    Msg. 3866 of 9951       


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 14, 2012 08:09 PM    Msg. 3867 of 9951       
cool guns Opsy.
just thought i would throw some update images out.


the images showing the new flags are a little darker after uploading with imageshack
also where the texture lines look blur, that's imageshack, the details are fine ingame.

still lots to be done.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 14, 2012 08:15 PM    Msg. 3868 of 9951       
BSP Textures looks kinda weird


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 14, 2012 08:16 PM    Msg. 3869 of 9951       
yeah it's a bloodgulch mod :)


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Feb 14, 2012 08:50 PM    Msg. 3870 of 9951       
Quote: --- Original message by: Choclate Thunda
Actually its 20m I checked in the gurella settings :D

And yes it only goes when shields are down.

Ahh, sorry, shoulda been more clear - what I mean by this is if you grab the sniper rifle, get someone to jump about until they are at the edge of the motion tracker, the sniper rifle says, (from what I've found) usually about 60m, a bit less perhaps. At first I thought that maybe the units from the sniper scope were lying (after all, halo's measurement is almost entirely in feet...) but I did some tests with world units - metres in terms of map scale and it all works out. Motion tracker range = about 60m.

I noticed that '20' under motion tracker range, too. I wonder what it means... Might have a play.

Also, opsy, looks awesome. Does this mean you can tie multiple turrets on a vehicle to be fired by one player? Nice.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 14, 2012 09:14 PM    Msg. 3871 of 9951       
Quote: --- Original message by: XlzQwerty1
BSP Textures looks kinda weird


btw which textures?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 14, 2012 09:20 PM    Msg. 3872 of 9951       
To be honest, all of them.

Mainly the wall and the floor, look kinda weird.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 14, 2012 09:22 PM    Msg. 3873 of 9951       
the floor i can fix by just removing the cube map i have on it.
the walls i'm sure will stay like this.
Edited by ally on Feb 14, 2012 at 09:22 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 14, 2012 09:34 PM    Msg. 3874 of 9951       
Yeah, the walls look a bit too compressed you can see the red, green colors on it (means that the bitmap is too plain, add abit of noise or grunge or osmething), whereas the ground looks too bump'd


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 14, 2012 10:02 PM    Msg. 3875 of 9951       
Quote: Also, opsy, looks awesome. Does this mean you can tie multiple turrets on a vehicle to be fired by one player? Nice.


Yes, in some way. In this case, it's a UNSC frigate turret you control from the bridge. It's for my upcoming map which i'm not quite ready to reveal. I have much more left on it, mostly tags and scripting.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 14, 2012 10:25 PM    Msg. 3876 of 9951       
Quote: --- Original message by: XlzQwerty1
Yeah, the walls look a bit too compressed you can see the red, green colors on it (means that the bitmap is too plain, add abit of noise or grunge or osmething), whereas the ground looks too bump'd


the bitmap is grey with black lines, the green and purple are reflections from the shader setup.
bump is grand on the floor it was the cube map i had
added that was giving that bad look.


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Feb 15, 2012 12:17 AM    Msg. 3877 of 9951       
Quote: --- Original message by: ally
yeah it's a bloodgulch mod :)

Well I'll hope it's a good one ;)

The textures on the wal look kinda weird to me too. To me the black lines connecting each metal slab look to dark and bold. It's like there's an inch of darkness between each pannel. I see thins getting some ground though.

Good luck.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 15, 2012 01:05 AM    Msg. 3878 of 9951       
cheers all crit good and bad is welcome :)

Edited by ally on Feb 16, 2012 at 03:43 PM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 16, 2012 02:31 PM    Msg. 3879 of 9951       




OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 16, 2012 02:56 PM    Msg. 3880 of 9951       
hahaha


well you're right the Reach model is better than the Halo 3. All this is going in my next RPG map and no I do not have MAC Gun or ARCHER pods on the frigate. Mostly because I don't think I can make satisfying projectiles / firing effects myself at this time.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 16, 2012 03:50 PM    Msg. 3881 of 9951       
The BSP started up as one, yes. For now however I'm more interested in releasing more MP material as the RPG map selection on Halo is growing old.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 16, 2012 04:29 PM    Msg. 3882 of 9951       
Make the sky animated (or at least it's bitmap) so we feel like falling. Falling ? In the space ?
Yeah you got what I mean


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 16, 2012 04:43 PM    Msg. 3883 of 9951       
interesting but this is just a small part of the map ^_o. I don't know how to animate the planet to look like it's turning tho, what keyframes and what is the animation name?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 16, 2012 07:28 PM    Msg. 3884 of 9951       
just rotate the bitmap it uses
Edited by Maniac1000 on Feb 16, 2012 at 07:28 PM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 16, 2012 08:16 PM    Msg. 3885 of 9951       
Quote: --- Original message by: Maniac1000

just rotate the bitmap it uses
Edited by Maniac1000 on Feb 16, 2012 at 07:28 PM


For some other reasons, I wanted an animated sky Ie have cruisers patrolling in space nearby and such

 
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