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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 161 of 285)
Moderators: Dennis

Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 10, 2013 04:47 PM    Msg. 5601 of 9951       
I like the lower left PR one. Reminds me of one of the covenant ships.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Feb 10, 2013 05:32 PM    Msg. 5602 of 9951       
Quote: --- Original message by: Lestat
I never understood by the plasma RIFLE was almost the same size as the plasma PISTOL.

Definitely design a larger plasma rifle than the current one. Like the plasma repeater thing in Reach.

The Plasma Rifle is designated as such due to how it tends to be utilized, rather than its physical characteristics. Technically it wouldn't be a rifle at all, regardless of size, because it lacks a rifled barrel.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 10, 2013 05:45 PM    Msg. 5603 of 9951       
Well originally the PP model was the PR, the PR was the one with single shots and the overcharge. thats why it has the gap between the teeth.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Feb 10, 2013 05:52 PM    Msg. 5604 of 9951       
Not really a WIP per se, but I did manage to stare right at this guy for about 30 seconds.





The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Feb 10, 2013 06:55 PM    Msg. 5605 of 9951       
A Slender Man spinoff?
Now that is cool. Grass looks nice too.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Feb 10, 2013 09:38 PM    Msg. 5606 of 9951       
is that...a werewolf?

or a crazed bipedal mouse?


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Feb 10, 2013 10:07 PM    Msg. 5607 of 9951       
Nice Grass.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Feb 10, 2013 10:33 PM    Msg. 5608 of 9951       
Lol that picture's not from Halo guiz.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Feb 10, 2013 10:42 PM    Msg. 5609 of 9951       
its a shopped photo guys, do you really think halo CE could handle that kind of grass poly count?

Now UNITY (slender is made in) can, but whenever i tried incorporating unity+halo, you guys all curb stomped me. D:


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 10, 2013 11:49 PM    Msg. 5610 of 9951       
Yes,I do believe it can.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Feb 10, 2013 11:56 PM    Msg. 5611 of 9951       
Quote: --- Original message by: Dumb AI
Yes,I do believe it can.

well try it, be my guest.

I suppose i should have said "Do you really think halo can handle that level of grass polies without causing severe framerate issue on basic PCs running halo at medium settings"
Edited by abkarch on Feb 10, 2013 at 11:57 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 11, 2013 03:13 AM    Msg. 5612 of 9951       
I dont get how it looks, it looks like it's entirely bland. Video maybe ?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 11, 2013 10:03 AM    Msg. 5613 of 9951       
Quote: --- Original message by: abkarch

Quote: --- Original message by: Dumb AI
Yes,I do believe it can.

well try it, be my guest.

I suppose i should have said "Do you really think halo can handle that level of grass polies without causing severe framerate issue on basic PCs running halo at medium settings"
Edited by abkarch on Feb 10, 2013 at 11:57 PM

You would be a bit too specific.

It's like OS with enhancements.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 11, 2013 10:26 AM    Msg. 5614 of 9951       
Quote: --- Original message by: L283023
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: abkarch

Quote: --- Original message by: Dumb AI
Yes,I do believe it can.

well try it, be my guest.

I suppose i should have said "Do you really think halo can handle that level of grass polies without causing severe framerate issue on basic PCs running halo at medium settings"
Edited by abkarch on Feb 10, 2013 at 11:57 PM

You would be a bit too specific.

It's like OS with enhancements.

It's called a PC that can't maintain it's normal framerate while rendering objects.

Maybe I should've said that the situation would be the same for both things.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 11, 2013 02:11 PM    Msg. 5615 of 9951       
Halo was the crysis of it time, right?
The people suffering low framerates would be used to that kinda thing. I still am. Hell I still stock up on replacement PS1 parts


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 12, 2013 08:59 PM    Msg. 5616 of 9951       
finally, learning how .bitmaps work, so I'm having fun making bump maps:




Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Feb 13, 2013 05:32 AM    Msg. 5617 of 9951       
Quote: --- Original message by: Lestat
Play Church. It's nice that you're taking an interest in this sort of thing. Just avoid the mistakes in Church-
1. Don't light your level with dynamic lights, they cause so much framerate drop. If dynamic lights were the way of the future for Halo, everybody would use them. They don't for a reason.

2. Don't use realtime reflections. So many people's video cards screw that effect up that it's just not worth doing. It' can also cause a ton of framerate drop, too.

3. Avoid making everything in your level specular intensive. I've noticed that many things look so much better with just a tad bit of specularity, but f you have enough surfaces with enough specularity, your framerate can rapidly drop.


You should note that none of these framerate drops should happen with modern cards. You're under the assumption that all Halo players still have decade old computers. This has become less and less true recently.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 13, 2013 08:39 AM    Msg. 5618 of 9951       
I was pretty sure RTR was unique in that it was handled by the CPU and not the GPU. Not that it makes sense, but I recall there be 0 impact on performance when we first investigated using it in our MP maps (of course that was like 6 years ago).


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Feb 14, 2013 03:51 PM    Msg. 5619 of 9951       
Quote: --- Original message by: Lestat

Quote: --- Original message by: Masters1337
I was pretty sure RTR was unique in that it was handled by the CPU and not the GPU. Not that it makes sense, but I recall there be 0 impact on performance when we first investigated using it in our MP maps (of course that was like 6 years ago).

The problem with RTR isn't performance, it's the issues that everybody has when trying to use it. It's almost always seen with strange artifacts like flickering or some other oddity.

I have to use DXTweaker to trick Halo into thinking my specs are compatible for many effects to work correctly.
Edited by Lestat on Feb 13, 2013 at 09:01 AM


RTR is a neat small feature to incorporate in your map when you can. However you can only have it on a completely flat area with the same axis, otherwise it gets messed up if i remember correctly. You can't have mirrors that are in an angle to reflect each other in Halo. However if OS could get past this, i'd abuse the feature.
Edited by Ki11erFTW on Feb 14, 2013 at 03:51 PM


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Feb 14, 2013 08:31 PM    Msg. 5620 of 9951       
What kind of PC's are you guys running? I played Halo for years on a Pre-build Dell Pentium 4 and had no issues at all other then some FPS lag here and there in the SP. That was gone after I got my new ATI at the time. Never had any visual issues, except for a couple ever since I bought my Nvidia GTX 260. But thats Nvidia.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 15, 2013 08:50 AM    Msg. 5621 of 9951       

I maed unit counter :D sceny placed it in game.
if anyone wants it, just ask me. more to come later...


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Feb 15, 2013 08:10 PM    Msg. 5622 of 9951       
nobody's updating the weapons thread, so I'm just going to post this here.
http://p3d.in/pZM5q


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Feb 16, 2013 08:40 AM    Msg. 5623 of 9951       
That P3D site is a great alternative to screenshots


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 16, 2013 01:40 PM    Msg. 5624 of 9951       
I can never see textures. Is there some kind of toggle for that? It's just a silhouette.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Feb 16, 2013 01:44 PM    Msg. 5625 of 9951       
Quote: --- Original message by: Spartan314
I can never see textures. Is there some kind of toggle for that? It's just a silhouette.

something about your card not supporting some sort of web plugin. try updating your drivers. there is a FAQ about it, but you should still be able to view the clean and x-ray variants.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 16, 2013 03:22 PM    Msg. 5626 of 9951       
The assault rifle looks awesome, I just think the screen is a bit tight to fit the numbers in, you should scale it a bit...
I hope I will get to animate it when it's done :)
I did some animations for your stormrifle but they didnt look good in the end sadly, and I had trouble with the spinning barrel anims and the scaling of the objects, but I got it in game.
If someone haves decent anims for it I'd gladly tag it.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 16, 2013 04:26 PM    Msg. 5627 of 9951       
Playing around with base maps' alpha channels:

BEFORE:
These textures were ordinary jpegs from an online texture farm, ocarina(and the christmas alpha_oot) used simple diffuse+bump textures.



AFTER:
I started editing these base maps with the now-free Photoshop CS2(free CS2 !!) to have alpha channels.
I also gave their shader_environments some primary detail maps and tweaked the bump bitmaps a little :)



Oh! oh!! I also made all of the tags self-contained so that rippers could have fun by not ruining their tags folders :)

vv--(These aren't using textures form the AFTER shots, this is an earlier build with edited lighting just to show off..)


^ EDIT: That dropgate at the end is just a placeholder bitmap(with working collision), plan on modelling the real thing later.


FINALLY textured the swordbase:
EDIT: This thing has one segment from EACH tier textured, and then they were attached to a block that I simply rotated to create the other segments, each spike sticking out is one segment.. hopefully this is a good idea for older-weaker GPUs.

Edited by OrangeJuice on Feb 16, 2013 at 04:30 PM

EDIT: Why the arches, columns, and swordbase are scenery instead of BSP
Edited by OrangeJuice on Feb 16, 2013 at 04:32 PM
Edited by OrangeJuice on Feb 16, 2013 at 04:36 PM


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 16, 2013 05:41 PM    Msg. 5628 of 9951       
Good luck getting rid of that, I just downloaded it


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 16, 2013 06:00 PM    Msg. 5629 of 9951       
Good job, that actually made lol.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 16, 2013 07:05 PM    Msg. 5630 of 9951       
Also, how is the old hyrule market finished if I never finished it?


eliteslasher
Joined: Jun 30, 2008

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


Posted: Feb 16, 2013 07:48 PM    Msg. 5631 of 9951       
Hmm. It's nice, but it needs some DX11 tessellation.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Feb 18, 2013 01:08 PM    Msg. 5632 of 9951       
finally finished texturing this thing. it is one dirty assault rifle. a major improvement from the storm rifle/aggressor from a while ago :U





DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Feb 18, 2013 02:40 PM    Msg. 5633 of 9951       
You are indeed a master noob. Great work!:)

That said, I think your last two renders need to be done better. They're way too dark and you can't see as much as you'd want to. I suppose the point is to know what they'd look like in the dark, but it's normally better to render anything in lighting where the shapes can be identified.
Edited by DarkHalo003 on Feb 18, 2013 at 02:41 PM


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Feb 19, 2013 05:17 AM    Msg. 5634 of 9951       
This assault rifle deserves approval.


olly12345
Joined: Jul 30, 2008


Posted: Feb 19, 2013 07:41 AM    Msg. 5635 of 9951       
Quote: --- Original message by: DarkHalo003

You are indeed a master noob. Great work!:)

That said, I think your last two renders need to be done better. They're way too dark and you can't see as much as you'd want to. I suppose the point is to know what they'd look like in the dark, but it's normally better to render anything in lighting where the shapes can be identified.
Edited by DarkHalo003 on Feb 18, 2013 at 02:41 PM


I think they were to show off the glow from the screen... i think...

 
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