
ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Apr 11, 2010 10:25 PM
Msg. 421 of 9951
We're supposed to be on the topic of Halo, all the time.
Knees seem to snap forward at the first, maybe even the second landing.
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Skyhammer26
Joined: Mar 5, 2009
Here comes the thunder
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Posted: Apr 11, 2010 10:43 PM
Msg. 422 of 9951
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Skyhammer26Quote: --- Original message by: DarkHalo003 -My First map of Gen1 (which is my first releasing of Legitimate maps). You can find out a lot from the pic, but also notice how I'm still in the error-fixing process. I may have to remodel some areas because of the error issues, mainly Bungie's bridges on the lower areas. I will also fix up the terrible UVWs once I get some play tests done with before the final release. awsome what vehicles do you plan to include and do you plan on putting any nonstandard weapons? It has two of the mongoose vehicles. It will be using my weapon set, which is assembled and modified from many other weapons found in various maps. hmm from the looks of it so far not sure if just gooses will be best. If you can add other vehicle options then cool if not it still looks cool and I will love to it when the chance arises
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Spartan_094
Joined: Jan 8, 2008
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Posted: Apr 11, 2010 11:49 PM
Msg. 423 of 9951
I need a tissue. Seeing deehunter post his h3 elite shada's I might as well do this then. Issues, lights are a tad bright. Edited by Spartan_094 on Apr 11, 2010 at 11:49 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 12, 2010 12:03 AM
Msg. 424 of 9951
http://www.xfire.com/video/27aa30/Nothing is final, dialog sequence requiring tweaking, population requiring COMPLETE overhaul (I didn't even start it yet lol), and the bomb needs to be prettier. I also need to make that darn jet sound play >>
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spartin115
Joined: Sep 26, 2009
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Posted: Apr 12, 2010 12:19 AM
Msg. 425 of 9951
I like the mariens, can I have?
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 12, 2010 02:02 AM
Msg. 426 of 9951
Quote: --- Original message by: Gamma927http://www.xfire.com/video/27aa30/Nothing is final, dialog sequence requiring tweaking, population requiring COMPLETE overhaul (I didn't even start it yet lol), and the bomb needs to be prettier. I also need to make that darn jet sound play >> What is the dialog from?
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Apr 12, 2010 05:38 AM
Msg. 427 of 9951
Two , duh. Morden Warfare one has no number behind it.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Apr 12, 2010 06:38 AM
Msg. 428 of 9951
Quote: --- Original message by: spartin115 I like the mariens, can I have? They look like my shadering. Can't really tell. If so maybe.
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 12, 2010 04:35 PM
Msg. 429 of 9951
Quote: --- Original message by: Gamma927http://www.xfire.com/video/27aa30/Nothing is final, dialog sequence requiring tweaking, population requiring COMPLETE overhaul (I didn't even start it yet lol), and the bomb needs to be prettier. I also need to make that darn jet sound play >> meh
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Apr 12, 2010 05:12 PM
Msg. 430 of 9951
Quote: --- Original message by: AdvanceboQuote: --- Original message by: Gamma927http://www.xfire.com/video/27aa30/Nothing is final, dialog sequence requiring tweaking, population requiring COMPLETE overhaul (I didn't even start it yet lol), and the bomb needs to be prettier. I also need to make that darn jet sound play >> meh invincible marines: ugh.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 12, 2010 05:53 PM
Msg. 431 of 9951
Quote: --- Original message by: Skyhammer26Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Skyhammer26Quote: --- Original message by: DarkHalo003 -My First map of Gen1 (which is my first releasing of Legitimate maps). You can find out a lot from the pic, but also notice how I'm still in the error-fixing process. I may have to remodel some areas because of the error issues, mainly Bungie's bridges on the lower areas. I will also fix up the terrible UVWs once I get some play tests done with before the final release. awsome what vehicles do you plan to include and do you plan on putting any nonstandard weapons? It has two of the mongoose vehicles. It will be using my weapon set, which is assembled and modified from many other weapons found in various maps. hmm from the looks of it so far not sure if just gooses will be best. If you can add other vehicle options then cool if not it still looks cool and I will love to it when the chance arises Well the map hasn't been able to be imported into Halo yet. Unfortunately, it probably won't until I have the nerve and actually figure out how to fix the errors that occur when Bungie's structures and mine try to collaborate. But when the map is finished and final, the Mongoose will be the only vehicle on the map and you'll see why. It's part of how the map works and when scenery is placed in, everything in how the map operates as far as the Mongoose is concerned will be very clear.
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Apr 12, 2010 06:09 PM
Msg. 432 of 9951
What kind of errors are you getting DarkHalo?
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 12, 2010 06:14 PM
Msg. 433 of 9951
Quote: --- Original message by: Ro0ster What kind of errors are you getting DarkHalo? Face Errors for the most part. They are beyond annoying, but I'll most likely remodel these areas to my liking and make them better for tool to "digest." However, the map waits on a few others, so don't expect a release anytime within the next week or when I say the Errors are fixed. Weld only works to a certain extent in this area, where Bungie uses Face Modeling to a HIGH degree and I use Vert Modeling entirely, which the both don't mix well if not done properly. In other words, I'm not sure when the Errors will be fixed. It could be today, it could be tomorrow, it could be after the other two maps. The main issue with this is me using Bungie's structures and how they modeled theirs in comparison to mine. It will all be fixed eventually.
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Apr 14, 2010 12:41 AM
Msg. 434 of 9951
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 14, 2010 01:06 AM
Msg. 435 of 9951
Quote: --- Original message by: MythrilTrip Mine: http://www.xfire.com/video/27d7e3/Ignore model\textures, focusing on the ability of having a portable trip mine. Apologies for lag and if the radius is wrong. Well who gives a crap about that. That is easily fixable.  How does it work? Did you make it just so when you come into contact with it or is it a proximity mine detonation? I have never worked with something like that ever. Looks cool btw!  But does it also work when vehicles go over it?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 14, 2010 01:13 AM
Msg. 436 of 9951
He shared it with me :)
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Apr 14, 2010 01:21 AM
Msg. 437 of 9951
Quote: --- Original message by: eliteslasherQuote: --- Original message by: MythrilTrip Mine: http://www.xfire.com/video/27d7e3/Ignore model\textures, focusing on the ability of having a portable trip mine. Apologies for lag and if the radius is wrong. Well who gives a crap about that. That is easily fixable.  How does it work? Did you make it just so when you come into contact with it or is it a proximity mine detonation? I have never worked with something like that ever. Looks cool btw!  But does it also work when vehicles go over it? Quote: --- Original message by: Mythril One method was to create a constant effect on the trip mine which fired many invisible projectiles in a 360 direction, which disappeared after a short range (the higher the projectile life, the larger the trip mine explosion range). When this projectile encountered the cyborg shader, it would detonate, otherwise disappearing. From the thread in Tech Discussion. The projectile can easily be altered to detonate upon encountering the vehicle material. Thanks! :P
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 14, 2010 06:26 AM
Msg. 438 of 9951
There is no exact "vehicle" material. Vehicles uses the metal/rubber materials. Which would conflict with other objects.
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Apr 14, 2010 06:36 AM
Msg. 439 of 9951
Quote: --- Original message by: MythrilQuote: --- Original message by: eliteslasherQuote: --- Original message by: MythrilTrip Mine: http://www.xfire.com/video/27d7e3/Ignore model\textures, focusing on the ability of having a portable trip mine. Apologies for lag and if the radius is wrong. Well who gives a crap about that. That is easily fixable.  How does it work? Did you make it just so when you come into contact with it or is it a proximity mine detonation? I have never worked with something like that ever. Looks cool btw!  But does it also work when vehicles go over it? Quote: --- Original message by: Mythril One method was to create a constant effect on the trip mine which fired many invisible projectiles in a 360 direction, which disappeared after a short range (the higher the projectile life, the larger the trip mine explosion range). When this projectile encountered the cyborg shader, it would detonate, otherwise disappearing. From the thread in Tech Discussion. The projectile can easily be altered to detonate upon encountering the vehicle material. Thanks! :P That's pretty much what i did when i made my anti-vehicle mine, but i made the projectiles bounce off of the vehicle and hit the mine. I have no idea why i did that. Edited by Koo294 on Apr 14, 2010 at 06:37 AM
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Apr 14, 2010 08:19 AM
Msg. 440 of 9951
Quote: --- Original message by: Advancebo There is no exact "vehicle" material. Vehicles uses the metal/rubber materials. Which would conflict with other objects. Then change to engineer materials. I wasn't sure if there was, and cbb opening to check.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Apr 14, 2010 10:32 AM
Msg. 441 of 9951
Quote: --- Original message by: Mythril One method was to create a constant effect on the trip mine which fired many invisible projectiles in a 360 direction, which disappeared after a short range (the higher the projectile life, the larger the trip mine explosion range). When this projectile encountered the cyborg shader, it would detonate, otherwise disappearing. ffffuuuu That's exactly what I tried, but it wouldn't for me :x
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Apr 14, 2010 11:50 AM
Msg. 442 of 9951
Quote: --- Original message by: Spartan_094 I need a tissue. Seeing deehunter post his h3 elite shada's I might as well do this then. Issues, lights are a tad bright. Edited by Spartan_094 on Apr 11, 2010 at 11:49 PM What bones is this rigged to
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 14, 2010 03:11 PM
Msg. 443 of 9951
Quote: --- Original message by: MythrilQuote: --- Original message by: Advancebo There is no exact "vehicle" material. Vehicles uses the metal/rubber materials. Which would conflict with other objects. Then change to engineer materials. I wasn't sure if there was, and cbb opening to check. Then you would have to change the vehicles collision, and therefore the damage and stuff.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 14, 2010 03:19 PM
Msg. 444 of 9951
Quote: --- Original message by: OpsYQuote: --- Original message by: Spartan_094 I need a tissue. Seeing deehunter post his h3 elite shada's I might as well do this then. Issues, lights are a tad bright. Edited by Spartan_094 on Apr 11, 2010 at 11:49 PM What bones is this rigged to Marine, I would assume. Does it really matter?
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 14, 2010 03:44 PM
Msg. 445 of 9951
The h3 bone set. daerp.
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Ninjadude
Joined: Jun 22, 2008
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Posted: Apr 14, 2010 05:41 PM
Msg. 446 of 9951
Just can't wait to see halos enigne rip the model into a jaggeled wreck.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 17, 2010 04:55 PM
Msg. 447 of 9951
Some grass i made for a guy, its 128 tris and double sided so probably 256 tri. Edited by Maniac1000 on Apr 17, 2010 at 04:57 PM
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Apr 17, 2010 05:17 PM
Msg. 448 of 9951
Looks way too dark, needs more green
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 17, 2010 05:26 PM
Msg. 449 of 9951
yea i was just getting the opacity and geometry right. I dunno what colour he wants yet so ill change it when i find out.
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Apr 17, 2010 07:30 PM
Msg. 450 of 9951
Looks good, but wouldn't using detail_objects be better?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 17, 2010 07:34 PM
Msg. 451 of 9951
Maybe, i have no experience with anything like that. How would it be done?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 17, 2010 07:46 PM
Msg. 452 of 9951
effects\detail_objects\grass_field\grass_field.detail_object_collection
Might be worth looking into.
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Apr 17, 2010 07:48 PM
Msg. 453 of 9951
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Joshflighter
Joined: May 23, 2009
Former CMT Team Co-Leader
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Posted: Apr 17, 2010 08:41 PM
Msg. 454 of 9951
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 17, 2010 08:56 PM
Msg. 455 of 9951
^Good, now model the Cobra. >:D
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