
Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jul 5, 2013 12:39 PM
Msg. 4726 of 10646
Frankly, I wasn't impressed by any of the gun sounds in the video you posted. We're all open to ideas, if you want to collect a bunch of suggestions for what our gun sounds should sound like, feel free to PM me a bunch of samples and I will check them out and we can discuss them.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jul 5, 2013 12:53 PM
Msg. 4727 of 10646
Quote: --- Original message by: greg079 i'm not trying to rage at CMT, i love them and what they're doing. however i'm also very passionate about suppressed and tactical gear. i'm trying to offer them a way to make their guns more realistic, AND even have them balanced against the unsuppressed variants. also at whoever said "hurr durr its duh future they no haz realism" sure, maybe they don't use gunpowder, BECAUSE ITS THE GUNPOWDER AND THE SONIC BOOM THAT CAUSES THE NOISE, something that suppressed rounds virtually eliminate. c'mon masters, for the love of halo, it's worth it. p.s. i'm not upset, the all caps is for emphasis. What has this world gone to? It's a game! If we are so obsessed over realism, we should stop playing video games all together and just go play the game of life.
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GLaDOS
Joined: Dec 6, 2011
Testing you.
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Posted: Jul 5, 2013 01:20 PM
Msg. 4728 of 10646
Quote: --- Original message by: greg079 also at whoever said "hurr durr its duh future they no haz realism" sure, maybe they don't use gunpowder, BECAUSE ITS THE GUNPOWDER AND THE SONIC BOOM THAT CAUSES THE NOISE, something that suppressed rounds virtually eliminate. Have you seen your doctor the last few days?
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jul 5, 2013 01:26 PM
Msg. 4729 of 10646
Quote: --- Original message by: Dumb AIQuote: --- Original message by: greg079 i'm not trying to rage at CMT, i love them and what they're doing. however i'm also very passionate about suppressed and tactical gear. i'm trying to offer them a way to make their guns more realistic, AND even have them balanced against the unsuppressed variants. also at whoever said "hurr durr its duh future they no haz realism" sure, maybe they don't use gunpowder, BECAUSE ITS THE GUNPOWDER AND THE SONIC BOOM THAT CAUSES THE NOISE, something that suppressed rounds virtually eliminate. c'mon masters, for the love of halo, it's worth it. p.s. i'm not upset, the all caps is for emphasis. What has this world gone to? It's a game! If we are so obsessed over realism, we should stop playing video games all together and just go play the game of life. I'm a fan of... I guess you could call it "common-sense" realism. I don't like seeing square pegs in round holes (metaphorically speaking) just because future. But I do understand that there are game-balancing elements involved, and that hyper-realism is a bit much to ask of Halo. As long as things make a reasonable amount of sense, I think it'll be alright.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jul 5, 2013 01:55 PM
Msg. 4730 of 10646
Quote: --- Original message by: Echo77Quote: --- Original message by: Dumb AIQuote: --- Original message by: greg079 i'm not trying to rage at CMT, i love them and what they're doing. however i'm also very passionate about suppressed and tactical gear. i'm trying to offer them a way to make their guns more realistic, AND even have them balanced against the unsuppressed variants. also at whoever said "hurr durr its duh future they no haz realism" sure, maybe they don't use gunpowder, BECAUSE ITS THE GUNPOWDER AND THE SONIC BOOM THAT CAUSES THE NOISE, something that suppressed rounds virtually eliminate. c'mon masters, for the love of halo, it's worth it. p.s. i'm not upset, the all caps is for emphasis. What has this world gone to? It's a game! If we are so obsessed over realism, we should stop playing video games all together and just go play the game of life. I'm a fan of... I guess you could call it "common-sense" realism. I don't like seeing square pegs in round holes (metaphorically speaking) just because future. But I do understand that there are game-balancing elements involved, and that hyper-realism is a bit much to ask of Halo. As long as things make a reasonable amount of sense, I think it'll be alright. I don't mind it being unrealistic. I'll go along with it if it's at least believable.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jul 5, 2013 02:47 PM
Msg. 4731 of 10646
games are our escape from the real world, lol thanks to halo I made a few friends like barron and a few guys from a couple clans
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jul 5, 2013 05:40 PM
Msg. 4732 of 10646
thanks for being so open minded masters, what i was partly trying to show with the video is that there are certain things one should be able to hear, like the bolt hitting the edges of the bolt slot thingy (i forget what its called, oops) the cycling of the action, the sound reverberations, etc. instead of just a little bang. the other thing i liked about that video, was that there was a big difference in the volume between the the powder going off, and the user pumping the shotgun. point is, guns are made of many parts, they make sounds other than just the powder going off, especially with suppressed weapons. i mostly posted that so u guys had an idea of what u could do better. if u want i have a link showing an example of a berret 50's reverb from being fired. keep in mind that halo's sniper shoots an even larger round, and has much less recoil reduction. http://www.youtube.com/watch?v=Gyjo5BObCPE link p.s. my mom works for a hospital, i think i'm a fairly sane person, thanks for the concern.
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P3
Joined: Dec 2, 2011
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Posted: Jul 5, 2013 07:53 PM
Msg. 4733 of 10646
I could record you guys REAL gun sounds, from AK's, to handguns, to rifles, and also to shotguns. Meh, never mind... >.>
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 5, 2013 08:19 PM
Msg. 4734 of 10646
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Jul 5, 2013 08:26 PM
Msg. 4735 of 10646
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boogerlad
Joined: Jun 18, 2009
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Posted: Jul 5, 2013 08:31 PM
Msg. 4736 of 10646
VISR and sprint.
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teh lag
Joined: May 6, 2008
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Posted: Jul 5, 2013 10:00 PM
Msg. 4737 of 10646
From over at the 'mods...Quote: It's Friday! And so I'm here to give an overview of another area in the TSC:E map: the Security Station Pit. This environment was designed to promote widely varied combat according to the player's preferences, and it's one of our favorites in the mission so far. As with the original level, you'll need to fight your way in here to deactivate the island's security system in order to enter the main Cartographer facility. However, this area is quite different from its counterpart in Halo 1... (Note: Being much more complex and having gone through many more iterations, there's still a good bit of visual work left to bring this area up to the same quality as displayed in Monday's pool video; jazzing up the main structure and cleaning up + adding more terrain features, for example. So don't worry if you spot some errant UVs or smoothing or that the structures look bland - we're already working on polishing it all up.)Part I: Introduction The Security Pit was born out of necessity: other changes to the level prevented us from placing the entrance on a high cliff overlooking the Pelican crash site as in the original Silent Cartographer. (Rather than at the the cliffs' edge, it is now located deep inside the island.) However, we wanted to use these changes as an opportunity to make the security station one of the most defining and memorable parts of the map. The crux of the new plan was to invert the original situation the player was presented with: the structure was to be below ground, not above, and the player's decision to jump down immediately or patiently descend was to occur when entering, not exiting. From our initial idea, we developed layout and encounter concepts, drawing inspiration primarily from snippets of Assault on the Control Room, ODST's Crater firefight map, and the waterfall-sniper section of Delta Halo. We used then created a 3d mockup of the area, which was gradually refined until we had something that we were happy with. Siliconmaster then used the mockup as a reference piece for creating the area's actual geometry, while BobtheGreatII put together structure pieces. After over a month of hard work, everything finally came together.     We've still got a lot of work to do here - we've been doing the level in iterative cycles of design and polish, and so as noted this area is not yet up to the standards we're holding the final product to (those unseemly giant boulders are placeholders for eventual BSP upgrades, I swear!). Even so, we are all very proud of how it has come out. II: Encounter Path 1: Frontal AssaultAfter clearing the preceding area, the player reaches a clearing and is presented with two main paths: one leads back to the island's interior, directly to the Pit; the other leads further out into the open, taking the player behind the rock wall that runs down the middle of the area. Depending on which path the player takes, they have four different approaches with which they can assault the Covenant camp guarding the security station. The latter path also forks out to lead the player to a separate area (which the player can also choose to assault if they choose) - however, that is being saved for another time... If the player is still in good shape, they can charge directly towards the Pit. This path will place them in the sights of a Covenant squad patrolling the entrance to the Pit's rim.   Unless the player is well-equipped, this frontal assault will quickly prove dangerous: as they advance, they will begin to draw fire from defense forces patrolling the lower layers of the chasm, which become alerted to the player's presence and move into defensive positions. Gradually, the player will be able to move down the area - optionally taking any number of jump-shortcuts down the chasm (at the expense of having enemy forces shooting down at them and the potential for taking fall-damage). Once the player makes it to the bridge, a well-placed grenade can take out a group of jackals and the Shade turret; if a player can do that they will be able to proceed down the chasm walls much more easily. III: Encounter Path 2: Skirting the RimAn alternate means of attack is to stay to the left. Not only will this more cautious approach give the player the element of surprise against the rim guards, it will give them a vantage point with plenty of cover to thin out the other enemies on the Pit's upper levels before proceeding further down. Additionally, it will give them a clear jump down to a path looping around the Pit's entire left side, allowing them to continue to stay above the fray while still approaching the station. IV: Encounter Path 3: Coming from BehindBoth of these approaches require the player to be prepared for combat - either with the stamina to survive a frontal assault or the equipment to pick off enemies from the distance. If the player doesn't want to dive into an intense firefight, it will be more advantageous to take long way around. Going to the right and following the rock wall, the player will find only minimal resistance (assuming they do not alert the enemies in the adjacent area), and will be able to replenish their supplies before returning to battle.  Following the wall all the way to the end, they will end up at the rear of the rim guards' camp, removing their range advantage and allowing the player to manage them more easily without ranged weapons. They can then continue in a mirror-image of the "Skirting the Rim" approach, staying to the right until they can jump directly onto the structure; or they can once again gradually move down the chasm.  V: Encounter Path 4 - Going Down...Halfway down the rock wall, the player will encounter a door - it leads to an elevator that will take them to the Pit's bottom level, allowing them to bypass the entire rim guard. However, they will have to proceed cautiously; even a well-equipped player will become overwhelmed by enemies above them if they are unprepared to make a quick break through the units guarding the entrance. If you choose to take this shortcut, it may be to your advantage to soften up some of the guards from another angle before charging through. Fortunately, the elevator can also facilitate a quick retreat to safety, allowing the player to rethink their strategy without having to start over. (Opposite the elevator's upper-level entrance is another path to the adjacent area. A player can seamlessly weave between the two encounters as they please.)  VII: The EndThat's it. We'll have a new gameplay video for you guys this coming Monday - stay tuned! Edited by teh lag on Jul 5, 2013 at 10:34 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jul 5, 2013 10:08 PM
Msg. 4738 of 10646
Quote: --- Original message by: waffles Thy patience hath rewarded all. So, does that orange beam kill things?
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P3
Joined: Dec 2, 2011
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Posted: Jul 5, 2013 10:16 PM
Msg. 4739 of 10646
Are you guys going to make it so that the grass and the rock/cliff textures blend?
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teh lag
Joined: May 6, 2008
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Posted: Jul 5, 2013 10:19 PM
Msg. 4740 of 10646
Quote: --- Original message by: P3 Are you guys going to make it so that the grass and the rock/cliff textures blend? We're trying our utmost - in some areas it's a bit of a challenge to get working right but it is definitely one of our goals for the final product. Quote: --- Original message by: Dumb AI So, does that orange beam kill things? That's not what it's meant to do, but as long as it's not super-annoying it may well kill things. Edited by teh lag on Jul 5, 2013 at 10:22 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 5, 2013 10:29 PM
Msg. 4741 of 10646
I really like the lighting, it looks pretty cool. Interesting to see if that beam shows up underground too.
Can't say much for the encounter layout however, looks confusing, even explained. Would rather see a video!
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RazorHog
Joined: Jun 26, 2013
@TheGrubbWorm Woo Pig Sooie Y'all
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Posted: Jul 5, 2013 10:36 PM
Msg. 4742 of 10646
Is it socially acceptable to cream my pants? I kind of like CMT Campaign better than the remake of Halo 1.... Why haven't y'all been hired yet?
On a side note, anyone know the switch_bsp command for CMTSPV2 D40 for the 2nd dead end? Kinda stuck and I don't want to quit.
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Jul 5, 2013 10:37 PM
Msg. 4743 of 10646
SWEET cmt stuff cant wait to play
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jul 5, 2013 10:57 PM
Msg. 4744 of 10646
Do you guys want custom rocks? All I see is the standard CE ones :o
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jul 5, 2013 10:59 PM
Msg. 4745 of 10646
Quote: --- Original message by: teh lagQuote: --- Original message by: P3 Are you guys going to make it so that the grass and the rock/cliff textures blend? We're trying our utmost - in some areas it's a bit of a challenge to get working right but it is definitely one of our goals for the final product. you can use a scenery object that is a bent plane with a transparent moss/grass texture, placing it against corners and edges to emulate grass/vines/moss growing up the cliff faces.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jul 6, 2013 03:43 AM
Msg. 4746 of 10646
Quote: --- Original message by: Killer5000 will new marines be in b30 evolved or odsts??????? Probably new marines. Please go away, or at least put grammar in your posts.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 6, 2013 07:31 AM
Msg. 4747 of 10646
Quote: --- Original message by: master noobQuote: --- Original message by: teh lagQuote: --- Original message by: P3 Are you guys going to make it so that the grass and the rock/cliff textures blend? We're trying our utmost - in some areas it's a bit of a challenge to get working right but it is definitely one of our goals for the final product. you can use a scenery object that is a bent plane with a transparent moss/grass texture, placing it against corners and edges to emulate grass/vines/moss growing up the cliff faces. There's no need to do it when you can do it that way since you can do it in the BSP. You could also simply just use a grass or rock texture that tiles horizontally and is half texture half alpha to make the blending smooth. Then you can overlay whatever scenery ingame you want like vines and vegetation.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jul 6, 2013 11:26 AM
Msg. 4748 of 10646
will there be areas where you roll with Spartans? or are they out of this completely? including flood forms?
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Jul 6, 2013 11:31 AM
Msg. 4749 of 10646
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jul 6, 2013 11:48 AM
Msg. 4750 of 10646
343 couldn't really do much more with Bungie's designs except give em some edits. =/ At least they gave the Carbine some thought. Edited by Dumb AI on Jul 6, 2013 at 11:54 AM
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jul 7, 2013 11:12 AM
Msg. 4751 of 10646
NO! no halo 4 or 343!
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Ifafudafi
Joined: Jun 23, 2010
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Posted: Jul 8, 2013 10:03 PM
Msg. 4752 of 10646
oh no, The Lag has gone far away and we'd promised a video for this monday! must we now apply a torturous delay to this second glimpse of exciting gameplay? not so! I shall tackle this perilous task of posting the link on halomaps! lag's wit and charm, I may lack, perhaps but it's that, or bring forth the utter collapse of the web, and society as a whole! indeed, we must keep to the prescribed schedule; so enjoy the footage, and the coming weeks, full of media and features we're itching to unroll! http://www.youtube.com/watch?v=khELucJsDNYEdited by Ifafudafi on Jul 8, 2013 at 10:07 PM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jul 8, 2013 10:29 PM
Msg. 4753 of 10646
the plasma rifle concept is decent, but the model and texture work is horrid. stop treating the covie metal like paint that scratches off; it's its own metal, therefore when scratched it doesn't just turn light grey around the edges. also, the normals are warped on the top blue part; the cubemap is not rotating properly along the surface, and the surrounding bits ruin the cubemap by having the same masking value. the new contrail is kinda blegh, as a single trail of plasma looked better than 2 thin trails. the blue light directly under the top blue piece feels unfitting and, for something that is supposed to be glowing, is rather dark, and appears to be clipping/flickering into the mesh underneath it. the fins are also debilitated, as they no longer sport the filter-esque look from 2, 3, and reach. the pure blue of the prongs at the front also need some attention.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jul 8, 2013 10:37 PM
Msg. 4754 of 10646
The PR is still a work in progress, it wasn't suppose to be shown in the video. It's newer textures and shaders are going to be unveiled soon as part of the updates this month.
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Jul 8, 2013 10:42 PM
Msg. 4755 of 10646
Those Shotgun animations/origins still look like crap to me.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jul 8, 2013 10:49 PM
Msg. 4756 of 10646
Quote: --- Original message by: Masters1337 The PR is still a work in progress, it wasn't suppose to be shown in the video. It's newer textures and shaders are going to be unveiled soon as part of the updates this month. also, quick OS question; does the specular texture actually change the density of the highlights or just the overall glossiness? the pure white blob that covers most of the models is not a good use of specular values.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jul 9, 2013 01:53 AM
Msg. 4757 of 10646
Also, the Brute Shot melee looks very weak. Fix it?
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BobtheGreatII
Joined: Feb 27, 2006
Meh
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Posted: Jul 9, 2013 03:22 AM
Msg. 4758 of 10646
Quote: --- Original message by: master noob the plasma rifle concept is decent, but the model and texture work is horrid. stop treating the covie metal like paint that scratches off; it's its own metal, therefore when scratched it doesn't just turn light grey around the edges. also, the normals are warped on the top blue part; the cubemap is not rotating properly along the surface, and the surrounding bits ruin the cubemap by having the same masking value. the new contrail is kinda blegh, as a single trail of plasma looked better than 2 thin trails. the blue light directly under the top blue piece feels unfitting and, for something that is supposed to be glowing, is rather dark, and appears to be clipping/flickering into the mesh underneath it. the fins are also debilitated, as they no longer sport the filter-esque look from 2, 3, and reach. the pure blue of the prongs at the front also need some attention. I would have to disagree. I'll get in to more detail about this later, but it makes next to no sense that the metal on the Plasma Rifle, Plasma Pistol, Fuel Rod Gun, etc. would all be different colored metals. Even Dano didn't think that made any sense. It makes more sense that it would be a different metal, simply painted. Thus letting the colors be scratched off. It's a style choice we're going with, and there won't be much debate on the subject. That being said, as Masterz pointed out, the PR you see in this video is a little old, origins are goofed, and textures and shaders are rubbish. And although I can't promise you'll see new origins or shaders any time soon, I'll be more than happy to show off more of the design process a bit later. For future reference, maybe calling someone's work " horrid" isn't the best approach to criticism, and is the fastest way to get your comment ignored. If you're unhappy with what we're doing, I always stand by the fact that you're more than welcome to do whatever you like, on your own.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 9, 2013 03:47 AM
Msg. 4759 of 10646
Quote: --- Original message by: TauSigmaNova Those Shotgun animations/origins still look like crap to me. Didn't have that punch I think a Halo shotgun should have.
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TailsTheGamer
Joined: Mar 7, 2013
Meow
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Posted: Jul 9, 2013 06:07 AM
Msg. 4760 of 10646
Quote: --- Original message by: Spartan314Quote: --- Original message by: TauSigmaNova Those Shotgun animations/origins still look like crap to me. Didn't have that punch I think a Halo shotgun should have. Put on some Headphones with a lot of bass boost and you wouldn't say that XD
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