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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 179 of 285)
Moderators: Dennis

Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 15, 2013 09:59 PM    Msg. 6231 of 9951       


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 16, 2013 01:29 AM    Msg. 6232 of 9951       


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 16, 2013 01:43 AM    Msg. 6233 of 9951       
Quote: --- Original message by: waffles
Can i get a hint?

That would spoil it : )


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 16, 2013 05:27 AM    Msg. 6234 of 9951       
OS Basicly opens the door for anyone wanting to mod the code.
firesith toulk advantage of that and put OS to work for him if he didn't we would not eve have post prossesing tags.
korn was very happy to see someone take advantage of OS features.
but what firesith did was really just the tip of the ice.
There is so many different things you could do it's crazy.
You can totally reinvent the way the game is played and displayed.
I would like to see a dynamic font system my self.
I'm honestly sad at the tiny bit of info and development going on with OS.
I wish there was more..................
More custom tag types more developers & more people developing for OS.


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 16, 2013 05:47 AM    Msg. 6235 of 9951       


Not much right now. Bsp collision is done and all the shaders are just diffuse bitmaps.
No portals or anything like that yet. I'm going to try to port the lightmaps too (If anyone has any info on getting the uvs in max let me know) Yes there's an interior, and yes I have the other bsps for this level in sapien.

I did write a small thing that imports the portals. It kind of worked.


Edited by Banshee64 on Dec 16, 2013 at 05:55 AM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 16, 2013 11:58 AM    Msg. 6236 of 9951       
Quote: --- Original message by: Banshee64
https://dl.dropboxusercontent.com/u/43157158/game_window.png

So, whats meant to amaze us about 01a/01b? Entity does have BSP extraction options. Is this meant to be directly converting the H2 file to HCE or something, because I don't really see what your trying to show off at this current point in time. Hmmm... I guess it could be the direct converting, since I do see a bunch of H2's wasted faces; those usually tend to make tool angry, so I always clean those up.


I really need to continue working on my copy of that BSP.... lol, mah shaders...


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 16, 2013 02:02 PM    Msg. 6237 of 9951       


i have been experimenting with low gravity in maps and it seems to have some issues in multiplayer, it tends to kick all players but the host whenever thrown grenades detonate or when anyone besides the host shoots.

i need people to test this out for me to be doubly sure.
http://www.mediafire.com/download/79by98sm73q8fcq/launch_bay_revamped.zip
(this is jsut a test map for gravity and how it affects gameplay so ignore the inconsistency's in visuals throughout the map.)


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 16, 2013 04:43 PM    Msg. 6238 of 9951       
Quote: --- Original message by: waffles
He wants the original lightmaps from the source he is porting from. afaik, its not possible. CE creates its own lightmap mesh/uv's, so the source probably wouldn't match anyway in the end.


So it's not possible to take the uvs from Halo 2's lightmap mesh and apply them to the new bsp's lightmap mesh in ce if I was able to get the uvw's extracted from Halo 2. I'm still not entirely sure how they're stored if it's in the SBSP tag or if it's in the LTMP tag.


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 16, 2013 04:51 PM    Msg. 6239 of 9951       
Quote: --- Original message by: waffles
Nope, CE lightmaps will not have the same number of charts per mesh as halo 2's no matter what you do. ATM custom lightmap uv's still use the default lightmap mesh unfortunately. You could do what moot said and bake them to CE lightmap mesh. That way color information is just translated to CE uv's.


So it wouldn't be possible to inject the new mesh directly into the tag? I don't have any experience with lights in max.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 16, 2013 05:09 PM    Msg. 6240 of 9951       
<MenuItem Text="Import Structure Lightmap Uv's" Description=" replaces lightmap texture coordinates">
<DirItem Text="Source Obj Directory" Name="ObjSourceDirectory"
Description="location of the source obj, relative to the data directory." />
<DirItem Text="Source Bsp Directory" Name="BspSourceDirectory"
Description="location of the target bsp, relative to the tags directory." />
<ListItem Text="Note" Name="Note" Description="The quality to generate the lightmaps at.">
<LIItem Text="Replaces lightmap texture coordinates with custom ones loaded from a .obj file." Value="0" />
<LIItem Text="The .obj File must have lightmaps grouped by object and in ascending order lightmap_0 to lightmap_n." Value="1" />
<LIItem Text="Best way to ensure this is to export a fresh lightmaps .obj using Aether," Value="1" />
<LIItem Text="Then Import it into a model program then ONLY edit UV's to ensure the model matches the bsp" Value="1" />
<LIItem Text="For the lightmap UV replacement you should wait until you have completely finished your BSP." Value="1" />
<LIItem Text="As tool can create different lightmap surface arrangements each time you run lightmaps." Value="1" />
<LIItem Text="So an obj created with an older bsp might not match a newer one, and you don't want to re-uv the bsp everytime you make a change." Value="1" />
<LIItem Text="Also, you should ONLY change the UV's as changing the mesh can break the surface ordering and will cause problems." Value="1" />
<LIItem Text="The workflow for using this with Aether would be:" Value="1" />
<LIItem Text="1.Finish the BSP completely." Value="1" />
<LIItem Text="2.Export lightmaps with Aether." Value="1" />
<LIItem Text="3.Re-UV the lightmaps and import." Value="1" />
<LIItem Text="4.Recreate your Aether project and export everything again." Value="1" />
<LIItem Text="5.Do your Max/Maya lighting as normal." Value="1" />
<LIItem Text="Please Note You can't guarantee every obj file format will work" Value="1" />
</ListItem>

Quote: <OS_Tool Arguments="import-structure-lightmap-uvs [ObjSourceDirectory] [BspSourceDirectory]" />

Edited by jackrabbit on Dec 16, 2013 at 05:12 PM


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 17, 2013 10:46 PM    Msg. 6241 of 9951       






Not perfect yet.

Ignore the uvs
Edited by Banshee64 on Dec 17, 2013 at 10:48 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 19, 2013 03:57 AM    Msg. 6242 of 9951       
GTA IV in my Halo?




Edited by Jesse on Dec 19, 2013 at 08:58 PM


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Dec 19, 2013 04:46 AM    Msg. 6243 of 9951       
Quote: --- Original message by: Jesse

GTA IV in my Halo?


http://oi41.tinypic.com/24v3abr.jpg
http://oi42.tinypic.com/34zkpea.jpg

Minus the grafix (used 0.999999 lightmaps)
Edited by Jesse on Dec 19, 2013 at 04:02 AM


Cool stuff.


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Dec 19, 2013 10:22 AM    Msg. 6244 of 9951       
Quote: --- Original message by: Jesse

GTA IV in my Halo?


http://oi41.tinypic.com/24v3abr.jpg
http://oi42.tinypic.com/34zkpea.jpg

Minus the grafix (used 0.999999 lightmaps)
Edited by Jesse on Dec 19, 2013 at 04:02 AM


maybe ??


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Dec 21, 2013 02:10 AM    Msg. 6245 of 9951       


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 21, 2013 10:37 AM    Msg. 6246 of 9951       

I like the Pillar of Autumn aesthetic. I look forward to seeing what becomes of this.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 21, 2013 12:01 PM    Msg. 6247 of 9951       
Quote: --- Original message by: PopeAK49
Due to being a new member, I can only post links to images. (Still have 4 days to post images).







Working on stuffs. Thought I would share.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 21, 2013 01:44 PM    Msg. 6248 of 9951       
Holy crap, that is good... are you sure you're new here? o.o

What are these for, and how'd you make them?


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Dec 21, 2013 01:50 PM    Msg. 6249 of 9951       


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Dec 21, 2013 02:14 PM    Msg. 6250 of 9951       
Quote: --- Original message by: renegade343
Holy crap, that is good... are you sure you're new here? o.o

What are these for, and how'd you make them?


No, I've been a part of this community since '07. I just use to go by the names of 'Da Pimp Pope' and 'KingFisher'.

Here is some of my work:

http://hce.halomaps.org/index.cfm?fid=3934

http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=39373


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Dec 21, 2013 02:43 PM    Msg. 6251 of 9951       
I thought you left to use Unreal or something like that. Glad to see you're back and I'm getting a Black Mesa type feel with those images.


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Dec 21, 2013 03:38 PM    Msg. 6252 of 9951       
Quote: --- Original message by: ZOBI3KING
I thought you left to use Unreal or something like that. Glad to see you're back and I'm getting a Black Mesa type feel with those images.


I actually still messing around with UDK and Cryengine. But I still like to mess around with Halo CE still.

I never played Black Mesa, I'll take a look at it.


darksoldier
Joined: Dec 28, 2010

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


Posted: Dec 23, 2013 04:47 PM    Msg. 6253 of 9951       
Hello guys.

I have worked on some stuff this time, and I did some cool things (I think)

The floods remakes (we need a new name, if you have any ideas, don't miss to inform us) is still alive, we work on a fully custom level. They are some screenshots of our works (little part so) :

Doors concept (little, medium, big is in progress) :



A part from the custom bsp (still in developement) :




Some of our tags :

Covenant turret (with new projectil) :




Warthog (70% done) :



Scorpion (50% done) :



Banshee (90% done, need little improvements on shaders and new lights) :



What do you think guys about all of that ?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 23, 2013 06:11 PM    Msg. 6254 of 9951       
I think the scorpion looks too bright and desaturated green. Other than that, the vehicles are looking really nice (loving those shee shaders).

Bsp seems to be doing ok I suppose, its not really enough to make proper judgment on


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 23, 2013 06:22 PM    Msg. 6255 of 9951       
nice touch on the spartan, looks like they've actually fought a war now.


darksoldier
Joined: Dec 28, 2010

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


Posted: Dec 23, 2013 07:37 PM    Msg. 6256 of 9951       
Thank you guys :) Yes, I have the same idea about the scorpion, he is too bright. About the bsp, yes, it is just the start, tomorow I will post some new screenshots about it.

Here's my final update about the scorpion, with a new thing :)



And that's the final warthog :



altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Dec 23, 2013 08:16 PM    Msg. 6257 of 9951       
That looks pretty good but I think warthog tires are a bit too bright


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 23, 2013 08:29 PM    Msg. 6258 of 9951       
Tank looks kinda cool with the camo, but the camo should be increased some imo.

The warthog looks a bit strange with the gunmetal detail map, and is also a bit too green.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 24, 2013 07:01 PM    Msg. 6259 of 9951       
I don't believe I've ever posted this here, but if you've ever wondered what Lumoria could have looked like, heres some pictures:






There was also a couple other BSP's, unfortunately I don't have them or pictures of them anymore :\

Please also note this was way before ep1 was released and thought of, but encounters like ValleyBattle were definitely considered.


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Dec 25, 2013 02:59 AM    Msg. 6260 of 9951       


That gun is going to exist.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 25, 2013 11:09 AM    Msg. 6261 of 9951       
i believe it is intended to be the elite spec ops unit from headhunters (with artistic liberties) however i note a distinct lack of "modified carbine", neat concept though.


darksoldier
Joined: Dec 28, 2010

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


Posted: Dec 25, 2013 07:46 PM    Msg. 6262 of 9951       
Quote: --- Original message by: Higuy
I don't believe I've ever posted this here, but if you've ever wondered what Lumoria could have looked like, heres some pictures:

http://imageshack.us/a/img200/8773/e0t.bmp
http://imageshack.us/a/img809/4633/dvhl.png
http://img15.hostingpics.net/pics/722754473.png
http://imageshack.us/a/img689/5817/4h20.jpg

There was also a couple other BSP's, unfortunately I don't have them or pictures of them anymore :\

Please also note this was way before ep1 was released and thought of, but encounters like ValleyBattle were definitely considered.


It's just epic ! Some part are from the old multiplayer maps no ? (I don't remember the name tought x) )

I worked on spartans to fix them (multipurpose, desatured CC, cubemaps and some little things).





And today, I fixed some parts of the warthog, it is better ?



Edited by darksoldier on Dec 25, 2013 at 07:47 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 25, 2013 09:56 PM    Msg. 6263 of 9951       
that camo overlay is way too strong still. Lower the opacity of that


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Dec 25, 2013 10:52 PM    Msg. 6264 of 9951       




A vertex disaster!

I used the plasma repeater as a starting point since it does resemble it.
Might just make it from scratch.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 26, 2013 10:12 AM    Msg. 6265 of 9951       
Quote: --- Original message by: R93_Sniper
that camo overlay is way too strong still. Lower the opacity of that

definitely, i'd a say make it more subtle (like dano's textures for example) also, after closer inspection of those mp spartans i'm not really a fan of the way it was retextured and the model was edited to look like the CEA spartan. i like the grungy look and the desaturation (try maybe some slight splotches or burns perhaps), but i never liked the 343i's mark v.

 
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