
altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 20, 2013 02:13 PM
Msg. 6161 of 9951
I think you should use smoothing groups on those cliffs.
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Fulsam
Joined: May 11, 2008
Importing Didney.wrl...
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Posted: Nov 20, 2013 02:24 PM
Msg. 6162 of 9951
How do I go about doing that? I think I know how, but I'm not sure. This map is my first attempt at terrain modelling in Halo, also. Edited by Fulsam on Nov 20, 2013 at 02:35 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 20, 2013 03:28 PM
Msg. 6163 of 9951
For your first attempt its fairly good (apposed to my 100% box map)
For smoothing groups, select all of the cliffs (you can do this easily in max by selecting by material, and selecting that whole material). Under where you can select by material, there are a bunch of numbers. You can choose whichever you like, but keep in mind that the ground should be something else... By experimenting with them you will eventually see how they differ.
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Fulsam
Joined: May 11, 2008
Importing Didney.wrl...
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Posted: Nov 20, 2013 03:41 PM
Msg. 6164 of 9951
Quote: --- Original message by: Higuy For your first attempt its fairly good (apposed to my 100% box map)
For smoothing groups, select all of the cliffs (you can do this easily in max by selecting by material, and selecting that whole material). Under where you can select by material, there are a bunch of numbers. You can choose whichever you like, but keep in mind that the ground should be something else... By experimenting with them you will eventually see how they differ. Thank you, sir! I'll get on that in a bit. Not too sure about the Friday release date. Lightmaps and Radiosity take quite some time, and I'm debating on adding more variety to the ground below the bridge. Once this map is out, I'd certainly also like to learn how to use Aether for lightmaps, rather than the old fashioned way. As long as it's faster. Edit: Actually, if anyone is willing to alpha-test my map and give feedback, I'll put together a quick build for you. Edited by Fulsam on Nov 20, 2013 at 03:43 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 20, 2013 07:18 PM
Msg. 6165 of 9951
Quote: --- Original message by: StormAny suggestions? Edited by Storm on Nov 17, 2013 at 02:41 AM  Tactical.  Plasma.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Nov 21, 2013 01:54 AM
Msg. 6166 of 9951
I like your ideas. Now, anything for this chap? 
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 21, 2013 02:42 AM
Msg. 6167 of 9951
[quote 
If it's supposed to be using standard ammunition, like the magazine suggests, than how is it supposed to chamber the rounds? There is no slide on the top, like most pistols would have. So by my guess it's designed to be some type of energy pistol. Other small details i noticed were things like trigger, safety, mag release, ect ect. Just a few suggestions that i think would make the weapon a bit more detailed and polished.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Nov 21, 2013 03:34 AM
Msg. 6168 of 9951
If it's supposed to be using standard ammunition, like the magazine suggests, than how is it supposed to chamber the rounds? There is no slide on the top, like most pistols would have. So by my guess it's designed to be some type of energy pistol. Other small details i noticed were things like trigger, safety, mag release, ect ect. Just a few suggestions that i think would make the weapon a bit more detailed and polished.
The weapon freezes liquid iron and fires slugs from the magazine. The trigger is a "touch" sensor. Only the owner can fire the weapon, else it will heat up the iron and the magazine will melt.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Nov 21, 2013 09:42 AM
Msg. 6169 of 9951
@Fulsam, is that the gephy bridge on a custom terrain? It really looks like it to me. Regardless i think you might want to add doors to the ends of the bridge similar to how the bridges in b40 are. Generally speaking as well, you wouldn't want to have a visible ground if it's going to be inaccessible or intended to get to. If you plan on allowing players down there, mess around with making dirt trails or iced areas. Maybe add a frozen waterfall for effect.
@Storm, try adding some areas for lights inset into the gun as well as a safety or on switch. Perhaps add something that signifies who's the user
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Nov 21, 2013 01:03 PM
Msg. 6170 of 9951
Fulsam check ur PM's
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 21, 2013 01:45 PM
Msg. 6171 of 9951
Quote: --- Original message by: StormQuote: --- Original message by: grunt_eaterIf it's supposed to be using standard ammunition, like the magazine suggests, than how is it supposed to chamber the rounds? There is no slide on the top, like most pistols would have. So by my guess it's designed to be some type of energy pistol. Other small details i noticed were things like trigger, safety, mag release, ect ect. Just a few suggestions that i think would make the weapon a bit more detailed and polished. The weapon freezes liquid iron and fires slugs from the magazine. The trigger is a "touch" sensor. Only the owner can fire the weapon, else it will heat up the iron and the magazine will melt. Okay, that explains a lot of it. In that case, not bad. But you'll still want to add a mag release so that it's possible to get the mag with no more liquid iron out and replace it with a full one. Since liquid iron has a red-ish orange color\glow you could add some places where that shows through, maybe? Also, it has to cool the iron somehow, right? maybe some kind of device in that angled piece above the handle where a nitrogen casing fits in, or something like that. Kinda like a blue-ish c02 canister. And when you reload, the animation could drop out the mag and canister and he could quickly slip in another mag and reload the tank of nitrogen or w\e. Edited by grunt_eater on Nov 21, 2013 at 01:50 PM
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Fulsam
Joined: May 11, 2008
Importing Didney.wrl...
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Posted: Nov 21, 2013 03:00 PM
Msg. 6172 of 9951
Quote: --- Original message by: R93_Sniper @Fulsam, is that the gephy bridge on a custom terrain? It really looks like it to me. Regardless i think you might want to add doors to the ends of the bridge similar to how the bridges in b40 are. Generally speaking as well, you wouldn't want to have a visible ground if it's going to be inaccessible or intended to get to. If you plan on allowing players down there, mess around with making dirt trails or iced areas. Maybe add a frozen waterfall for effect. During the early development of this map, I originally was going to reuse the Gephy bridge, but I decided I didn't like how the bridge looked, and that I could do better. The bridge in this map is all new architecture made from heavily modified b40 and a30 elements. As it stands now, there already are doors at the end of the bridges that lead through a corridor, and into a pulse generator room with the generator replaced with a flag pad for CTF. On either side of the outer hallway of that chamber, there are little rooms with portals in them, that work kind of like Death Island's teleporters. One leading to one of those plaforms built into the cliffs, and another leading to a sidewinder base at the edge of the canyon. Also, If you look all the way to the far right of the last picture I posted, I already made a frozen waterfall.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Nov 22, 2013 07:33 AM
Msg. 6173 of 9951
A small update. I've added a scope and magazine. 
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Nov 22, 2013 09:26 AM
Msg. 6174 of 9951
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Nov 22, 2013 03:12 PM
Msg. 6175 of 9951
I'd say to make the scope go up a bit higher and perhaps use Grunt Eater's idea for the Magazine. The scope also seems a tad bit bland imo, but im sure that its still a WIP along with the mag.
Also, a small front sight may make the gun look a tad bit better.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Nov 22, 2013 07:09 PM
Msg. 6176 of 9951
Just for reference... What I made  Reference 
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 22, 2013 07:25 PM
Msg. 6177 of 9951
It's extremely boxy, much like the rest of the models you made so far of guns.
Try taking a look at some high poly modeling tutorials and try it again.
Theres also some things like the rails that just don't look right, wierd angles and just more overall boxiness.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Nov 22, 2013 08:06 PM
Msg. 6178 of 9951
I think the overall idea of the weapon here IS to be angular and boxy. The rails do look odd but I personally believe that its supposed to be a lot more spread out, thus why they look odd. The magazine also is directly behind the handle (looks like it'd fire .22s or something out of such a small magazine) which seems to make the gun feel a lot more compact.
Its a very mixed review here at the moment, only because the modeling phase went out decently as opposed to the reference, which I personally believe may be lacking
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Nov 26, 2013 05:11 PM
Msg. 6179 of 9951
If Halo could support bump-mapping on the vanilla engine  A30 would look a little like this
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Caesar
Joined: Jul 1, 2013
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Posted: Nov 26, 2013 05:36 PM
Msg. 6180 of 9951
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Nov 26, 2013 05:58 PM
Msg. 6181 of 9951
Quote: --- Original message by: caeserishomeLooks okay. its just the vanilla Map with a tiling bump. Would look better if they made dedicated bump per shader
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 26, 2013 09:13 PM
Msg. 6182 of 9951
Quote: --- Original message by: MootjuhAlso tried this, Made my BSP a render-only scenery with collision bsp. http://img22.imageshack.us/img22/3249/hkn6.jpg Will try baking lightmaps on the diffuse. Since it uses only 1 diffuse, it should work. Ofcourse, OS was used for the normal maps. It'll work, but your shadows wont interact with the FP stuff/models I don't think. Edited by Higuy on Nov 26, 2013 at 09:13 PM
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Nov 26, 2013 10:16 PM
Msg. 6183 of 9951
Should work fine if you make a bsp underneath the scenery with shadows from the same direction as the one used to bake the lighting into the diffuse.
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Nov 27, 2013 07:56 PM
Msg. 6184 of 9951
Its the vanilla a30 msp.. No shaders modified lol. L2read
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Nov 27, 2013 08:39 PM
Msg. 6185 of 9951
Quote: --- Original message by: RenderpityQuote: --- Original message by: Ki11erFTW Its the vanilla a30 msp.. No shaders modified lol. L2read But the point is you could make it look loads better using stock shaders alone but you're too daft to do that, you immediately resort to silly OS effects. Scrublord. I didnt even take the map into guerilla lol. This is the a30 map dowloaded from Halomaps. I did a little experiment with some rasterizer commands in console. I thought some people would be interested in what a30 would actually looks like if bump maps actually worked w/o cubemaps out of the box.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Nov 28, 2013 10:56 AM
Msg. 6186 of 9951
Quote: --- Original message by: Mootjuh Boarding, dual wielding and equipment is enough reason for me to like it. normals are enough for me, though i'd prefer to have tessellation, parallax, and the ability to swap post shaders real time (it may have the last one though, kirby would know).
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Dec 4, 2013 01:04 AM
Msg. 6187 of 9951
Thought I should share this. Based off a true dance. http://youtu.be/ccVfK0Od9_c heempy made this, I just decided to record it and upload it. Just a reference to one of our old friends.
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heempy
Joined: Apr 13, 2011
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Posted: Dec 4, 2013 01:09 AM
Msg. 6188 of 9951
Quote: --- Original message by: spiralThought I should share this. Based off a true dance. http://youtu.be/ccVfK0Od9_c heempy made this, I just decided to record it and upload it. Just a reference to one of our old friends. well thats my yearly post
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 4, 2013 02:45 AM
Msg. 6189 of 9951
Gonna work on my H4 magnum. Anyone have max rigged H4 arms? Edited by Jesse on Dec 4, 2013 at 03:18 AM
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Dec 4, 2013 10:34 AM
Msg. 6190 of 9951
Gosh, I dunno why it took me over a year to realize this, but Halo 4's magnum is reaaaally bland. Like, super bland and boring and looks like a piece of cement.
Needs more yellow stripe.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 4, 2013 11:32 AM
Msg. 6191 of 9951
Quote: --- Original message by: ODX Gosh, I dunno why it took me over a year to realize this, but Halo 4's magnum is reaaaally bland. Like, super bland and boring and looks like a piece of cement.
Needs more yellow stripe. Maybe that could be fixed by making the texture cleaner and less worn.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Dec 4, 2013 12:04 PM
Msg. 6192 of 9951
Quote: --- Original message by: Dumb AIQuote: --- Original message by: ODX Gosh, I dunno why it took me over a year to realize this, but Halo 4's magnum is reaaaally bland. Like, super bland and boring and looks like a piece of cement.
Needs more yellow stripe. Maybe that could be fixed by making the texture much more scarred and beaten. ftfy
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 5, 2013 03:02 AM
Msg. 6193 of 9951
Quote: --- Original message by: ODX Gosh, I dunno why it took me over a year to realize this, but Halo 4's magnum is reaaaally bland. Like, super bland and boring and looks like a piece of cement.
Needs more yellow stripe. I c wut u did thar
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 5, 2013 10:33 AM
Msg. 6194 of 9951
Quote: --- Original message by: greg079Quote: --- Original message by: Dumb AIQuote: --- Original message by: ODX Gosh, I dunno why it took me over a year to realize this, but Halo 4's magnum is reaaaally bland. Like, super bland and boring and looks like a piece of cement.
Needs more yellow stripe. Maybe that could be fixed by making the texture much more scarred and beaten. ftfy Logically, that would not make much sense, since you'd want to keep it in good condition.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 5, 2013 11:15 AM
Msg. 6195 of 9951
Quote: --- Original message by: Dumb AIQuote: --- Original message by: greg079Quote: --- Original message by: Dumb AIQuote: --- Original message by: ODX Gosh, I dunno why it took me over a year to realize this, but Halo 4's magnum is reaaaally bland. Like, super bland and boring and looks like a piece of cement.
Needs more yellow stripe. Maybe that could be fixed by making the texture much more scarred and beaten. ftfy Logically, that would not make much sense, since you'd want to keep it in good condition. You'd want to keep it functional, sure, but war is not conducive to keeping something in good condition, especially when you're using a weapon that's been in the UNSC inventory since 2526.
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