
UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 11, 2014 01:45 PM
Msg. 6931 of 10646
Quote: --- Original message by: Delicon20Quote: --- Original message by: Masters1337 Well honestly what do you want us to do about the BSPs... spend time remodeling the whole game or making custom content? There are going to be shader upgrades to the BSPs that will give it a new look that we aren't quite ready to talk about, but you seem to expect more from a small team than is realistic. That barricade on the other hand, does look like crap and is being replaced once art teams are done with B30:E. Is it possible to just fix the more noticeable bsp errors, like some of the more jagged cliff and hill edges in a30 that result in texture stretching? Just small things that increase visual fidelity and immersion throughout the levels Edited by Delicon20 on Jul 10, 2014 at 09:38 PM yeah, something like that I expected and I know that the CMT team is very small, but meanwhile you lasted almost 3 or 4 years with CMT SPV3 and they could have arranged the most notable errors of BSP (narrow textures) and edges make them more like what they did in A50 Edited by UHWArby on Jul 11, 2014 at 01:51 PM
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BobtheGreatII
Joined: Feb 27, 2006
Meh
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Posted: Jul 11, 2014 02:31 PM
Msg. 6932 of 10646
I guess I have to remind you guys. Masterz is the only one working on SPV3. Not all of CMT. Almost all of CMT is focused on the release of B30:E. Anything you see in that teaser (and the upcoming trailer) are mostly things Masterz has put together. There are a few things that I've worked on, but only small things. Same goes for a lot of what you see. Things like the BR display are largly argued against within the team (especially by me), but Masterz is "in charge" of it. Don't blame all of CMT for something one guy has been putting together for the past year and a half. Edited by BobtheGreatII on Jul 11, 2014 at 02:32 PM
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 11, 2014 03:00 PM
Msg. 6933 of 10646
Quote: --- Original message by: BobtheGreatII
I guess I have to remind you guys. Masterz is the only one working on SPV3. Not all of CMT. Almost all of CMT is focused on the release of B30:E. Anything you see in that teaser (and the upcoming trailer) are mostly things Masterz has put together. There are a few things that I've worked on, but only small things. Same goes for a lot of what you see. Things like the BR display are largly argued against within the team (especially by me), but Masterz is "in charge" of it. Don't blame all of CMT for something one guy has been putting together for the past year and a half. Edited by BobtheGreatII on Jul 11, 2014 at 02:32 PM I understand it, the have do a good work, but could have fixed a bit the BSP, Mmm... i dont know Perhaps the had hidden with objects example: rocks or grass
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Juzo
Joined: Jul 1, 2014
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Posted: Jul 11, 2014 03:06 PM
Msg. 6934 of 10646
Thanks Bob for pointing that out, for some of us I knew this already because masters is the only guy from cmt who gives us updates but thanks anyway.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 11, 2014 03:10 PM
Msg. 6935 of 10646
Quote: --- Original message by: Spartan_234 Thanks Bob for pointing that out, for some of us I knew this already because masters is the only guy from cmt who gives us updates but thanks anyway. Yes, the one who gives us ideas of levels
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Juzo
Joined: Jul 1, 2014
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Posted: Jul 11, 2014 03:17 PM
Msg. 6936 of 10646
the one who gives us information called masters is the one who keeps us up to date (I sound like a kraang droid) can't wait for ce3 next week.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 11, 2014 03:33 PM
Msg. 6937 of 10646
Quote: --- Original message by: Spartan_234 the one who gives us information called masters is the one who keeps us up to date (I sound like a kraang droid) can't wait for ce3 next week. 8 days
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Juzo
Joined: Jul 1, 2014
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Posted: Jul 11, 2014 03:39 PM
Msg. 6938 of 10646
And counting...
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 11, 2014 04:45 PM
Msg. 6939 of 10646
Quote: --- Original message by: Spartan_234 And counting... past pages in the Thread I found with it that I thought that was part of a something new, but I realize that this already is had shown before: not is if the person that public has filtered by this post but I'm sure that they showed some images in a video of Masters and sorry if I just publish it Quote: --- Original message by: anoynmous 2011Just thought people might like to know what Hydro said b4 (E-Mail FTW):
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jul 11, 2014 04:53 PM
Msg. 6940 of 10646
New grunt? I think so!
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Jul 11, 2014 05:00 PM
Msg. 6941 of 10646
I didn't know SPv3 was making use of dynamic crosshairs too!
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Juzo
Joined: Jul 1, 2014
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Posted: Jul 11, 2014 05:11 PM
Msg. 6942 of 10646
That is one good looking grunt and does anyone notice that brute it looks a stalker and in the video I think I saw a skimrisher because of seeing something a jackal with elbow shields.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 11, 2014 05:17 PM
Msg. 6943 of 10646
Yes, they had as a placeholder reach grunts, now they have CMT's grunts I hope that the marines also Edited by UHWArby on Jul 11, 2014 at 05:21 PM
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jul 11, 2014 05:21 PM
Msg. 6944 of 10646
Yeah there's definitely a skirmisher at 0:05 in the video Stalker looks aight 
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ProphetOfCharity
Joined: Mar 30, 2014
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Posted: Jul 11, 2014 05:21 PM
Msg. 6945 of 10646
Quote: --- Original message by: BobtheGreatII
Masterz is the only one working on SPV3. Not all of CMT. Almost all of CMT is focused on the release of B30:E. So SPV3, is just a side project, by Masterz? While the rest of the team works, on TSC:E. Quote: --- Original message by: BobtheGreatII
Things like the BR display are largly argued against within the team (especially by me), but Masterz is "in charge" of it. And the things he's doing are things, the rest of the team doesn't want. It sounds like SPV3, is just a way to make Masterz un-involved, without having to fire him. While everybody else works on TSC:E. Meaning, CMT isn't working on two projects, really. It's that CMT is working on TSC:E, but don't want Masterz involved. So they "let" him do SPV3, instead. That would explain why the BSP, looks so weird, now. Compared to TSC:E, last year. And why it's always, only Masterz posting. And why CMT are still doing campaign mods, when they're also doing a completely new level. I'm not saying, that's what it is. We can't know, really. But, it sounds like there's a lot of disagreement. CMT's said that SPV3, and TSC:E, are using different weapons. And now, that SPV3 is just Masterz. And to not blame the rest of CMT, for what doesn't look good, in SPV3. That sounds to me, like CMT isn't feeling good, about SPV3. I hope, I'm just being pessimistic. I want to enjoy, whatever CMT releases. I guess we can see more clearly, when we see CE3.
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Jul 11, 2014 05:28 PM
Msg. 6946 of 10646
I'm not sure if all those commas were needed.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 11, 2014 05:28 PM
Msg. 6947 of 10646
Masterz is putting all of SPv3 together, but by no means does that mean he's doing everything alone. The main CMT team is working on B30:E and the tagsets. It's mainly Masterz working on the SPv3 side of things, with other people helping him.
Doing some bsp additions + using stock stuff doesn't require as much work as creating an entire level from scratch.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 11, 2014 05:30 PM
Msg. 6948 of 10646
I would post updates on my work, but I don't know what I can or cannot say\show, so I leave it to Masterz.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 11, 2014 05:33 PM
Msg. 6949 of 10646
damn too much orgasm for today found on page 95 the ThreadQuote: --- Original message by: ProphetOfCharity And the things he's doing are things, the rest of the team doesn't want.
It sounds like SPV3, is just a way to make Masterz un-involved, without having to fire him. While everybody else works on TSC:E. Meaning, CMT isn't working on two projects, really. It's that CMT is working on TSC:E, but don't want Masterz involved. So they "let" him do SPV3, instead. That would explain why the BSP, looks so weird, now. Compared to TSC:E, last year. And why it's always, only Masterz posting. And why CMT are still doing campaign mods, when they're also doing a completely new level.
I'm not saying, that's what it is. We can't know, really. But, it sounds like there's a lot of disagreement. CMT's said that SPV3, and TSC:E, are using different weapons. And now, that SPV3 is just Masterz. And to not blame the rest of CMT, for what doesn't look good, in SPV3. That sounds to me, like CMT isn't feeling good, about SPV3.
I hope, I'm just being pessimistic. I want to enjoy, whatever CMT releases. I guess we can see more clearly, when we see CE3. Yes, sorry but always mention the entire team because i dont know who actually do such work Quote: --- Original message by: MatthewDratt Masterz is putting all of SPv3 together, but by no means does that mean he's doing everything alone. The main CMT team is working on B30:E and the tagsets. It's mainly Masterz working on the SPv3 side of things, with other people helping him.
Doing some bsp additions + using stock stuff doesn't require as much work as creating an entire level from scratch. and is a little right since a person with a great project cannot do it alone and need help Edited by UHWArby on Jul 11, 2014 at 05:38 PM
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Juzo
Joined: Jul 1, 2014
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Posted: Jul 11, 2014 09:57 PM
Msg. 6950 of 10646
Guess no updates for awhile aw well still pumped for ce3.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jul 11, 2014 10:02 PM
Msg. 6951 of 10646
To say I am the only one working on it isn't really accurate. I've been working mostly with Kirby, arteen, Alexis, jesse and h3 freak, with lag bob and silicon participating in their downtime.
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Ifafudafi
Joined: Jun 23, 2010
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Posted: Jul 12, 2014 01:14 AM
Msg. 6952 of 10646
Hello, Halo friends. An update from the TSC:E team: The Silent Cartographer: Evolved will release on August 29, 2014. "August 29th?" yes "Wait! You said it was coming in July!" yes "That's not July!" yes "Why isn't it coming in July?" funny you should ask TSC:E was planned to launch alongside a headlining new Open Sauce feature. The usual problems with hacking one's way through a now-13-year-old zombie engine have not been kind to the OS team; and so, getting this feature out in time for TSC:E's release became very unlikely. While we did promise July, giving ourselves an extra month to polish and improve the rest of the map -- allowing the OS guys the time they need work things out -- was something all of the TSC:E team were happy to take advantage of. The feature is Directional Lightmaps.   These add directional information to Halo's lightmaps. Part of that means "just better" lighting, with light bouncing and accumulating more and more accurately; but the big deal is that they allow lightmaps to bring out normal maps on BSP textures. This is a seemingly small addition with practically enormous consequences. You already know what normal mapping does with directional lighting on game objects -- allowing for the same detail on BSPs means we can bring the environents to a level of fidelity that was simply not feasible until now, at very little cost to your computer and almost no cost to our lighting process. (For the technically minded, here's further information on what exactly is involved with this kind of tech) We just got DLMs online in TSC:E's BSP -- we've been waiting on that to accompany this announcement; the above test pictures are less than an hour old, and there's still a lot of debugging and testing to do before they're fully ready -- but we've developed a number of other cool new things since we last checked in, including: -switching seamlessly between an underbarrel grenade launcher and regular grenades with a GL-weapon equipped -a new two-piece Shade turret that you can knock off its base with a well-placed Warthog ram -a checkpoint warning system that lets you know when the game wants to save, but can't because you need to take cover -a new system that allows you to use the two healthpacks inside Warthogs ...and this is all happening alongside a constant process of asset optimization, through which we've trimmed literal dozens of megabytes and literal hundreds of tagslots -- giving us even more space to use for things like the new Grunt. TSC:E will be absent from the upcoming CE3 presentation -- Masterz has plenty of SPV3 content to fill that space -- but be assured that this latest release date is the real deal. Expect to hear a lot more as that day approaches. Edited by Ifafudafi on Jul 12, 2014 at 01:34 AM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 12, 2014 01:24 AM
Msg. 6953 of 10646
It's looking good!
Will the new version of OS be released alongside the project or sometime before?
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Jul 12, 2014 01:32 AM
Msg. 6954 of 10646
Again, this is a great leap for the Halo CE community. Great job Open Sauce team and CMT.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 12, 2014 01:44 AM
Msg. 6955 of 10646
Okay now that... is definitely cool.
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Ifafudafi
Joined: Jun 23, 2010
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Posted: Jul 12, 2014 02:22 AM
Msg. 6956 of 10646
Quote: --- Original message by: MatthewDratt It's looking good!
Will the new version of OS be released alongside the project or sometime before? You'll know as soon as we know Edited by Ifafudafi on Jul 12, 2014 at 02:22 AM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jul 12, 2014 02:38 AM
Msg. 6957 of 10646
We should also add that the delay in DLMs partially stems from the 1.10 update resulting in changes in OS, so blame gamespy.
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rentafence
Joined: Dec 4, 2005
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Posted: Jul 12, 2014 02:38 AM
Msg. 6958 of 10646
Quote: These add directional information to Halo's lightmaps. Part of that means "just better" lighting, with light bouncing and accumulating more and more accurately; but the big deal is that they allow lightmaps to bring out normal maps on BSP textures. This is a seemingly small addition with practically enormous consequences. You already know what normal mapping does with directional lighting on game objects -- allowing for the same detail on BSPs means we can bring the environents to a level of fidelity that was simply not feasible until now, at very little cost to your computer and almost no cost to our lighting process. (For the technically minded, here's further information on what exactly is involved with this kind of tech) Edited by Ifafudafi on Jul 12, 2014 at 01:34 AM Wasn't this doable with Aether years ago? What advantage does implementing this via OS have over baking lightmaps in 3ds? Maybe I'm misunderstanding something fundamental here. Edited by rentafence on Jul 12, 2014 at 02:39 AM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 12, 2014 02:42 AM
Msg. 6959 of 10646
Quote: --- Original message by: rentafenceQuote: These add directional information to Halo's lightmaps. Part of that means "just better" lighting, with light bouncing and accumulating more and more accurately; but the big deal is that they allow lightmaps to bring out normal maps on BSP textures. This is a seemingly small addition with practically enormous consequences. You already know what normal mapping does with directional lighting on game objects -- allowing for the same detail on BSPs means we can bring the environents to a level of fidelity that was simply not feasible until now, at very little cost to your computer and almost no cost to our lighting process. (For the technically minded, here's further information on what exactly is involved with this kind of tech) Edited by Ifafudafi on Jul 12, 2014 at 01:34 AM Wasn't this doable with Aether years ago? What advantage does implementing this via OS have over baking lightmaps in 3ds? Maybe I'm misunderstanding something fundamental here. Edited by rentafence on Jul 12, 2014 at 02:39 AM Aether takes a considerably longer time to set up.
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Jul 12, 2014 02:57 AM
Msg. 6960 of 10646
Quote: --- Original message by: rentafenceQuote: These add directional information to Halo's lightmaps. Part of that means "just better" lighting, with light bouncing and accumulating more and more accurately; but the big deal is that they allow lightmaps to bring out normal maps on BSP textures. This is a seemingly small addition with practically enormous consequences. You already know what normal mapping does with directional lighting on game objects -- allowing for the same detail on BSPs means we can bring the environents to a level of fidelity that was simply not feasible until now, at very little cost to your computer and almost no cost to our lighting process. (For the technically minded, here's further information on what exactly is involved with this kind of tech) Edited by Ifafudafi on Jul 12, 2014 at 01:34 AM Wasn't this doable with Aether years ago? What advantage does implementing this via OS have over baking lightmaps in 3ds? Maybe I'm misunderstanding something fundamental here. Edited by rentafence on Jul 12, 2014 at 02:39 AM Aether wasn't using Directional Lightmapping, Aether was a tool used to create higher quality lightmaps. This is giving us access to use normal maps on BSPs as well as higher quality lightmaps. Half Life 2 uses directional lightmapping, take a look.
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rentafence
Joined: Dec 4, 2005
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Posted: Jul 12, 2014 03:14 AM
Msg. 6961 of 10646
Quote: --- Original message by: Ki11erFTWQuote: --- Original message by: rentafenceQuote: These add directional information to Halo's lightmaps. Part of that means "just better" lighting, with light bouncing and accumulating more and more accurately; but the big deal is that they allow lightmaps to bring out normal maps on BSP textures. This is a seemingly small addition with practically enormous consequences. You already know what normal mapping does with directional lighting on game objects -- allowing for the same detail on BSPs means we can bring the environents to a level of fidelity that was simply not feasible until now, at very little cost to your computer and almost no cost to our lighting process. (For the technically minded, here's further information on what exactly is involved with this kind of tech) Edited by Ifafudafi on Jul 12, 2014 at 01:34 AM Wasn't this doable with Aether years ago? What advantage does implementing this via OS have over baking lightmaps in 3ds? Maybe I'm misunderstanding something fundamental here. Edited by rentafence on Jul 12, 2014 at 02:39 AM Aether wasn't using Directional Lightmapping, Aether was a tool used to create higher quality lightmaps. This is giving us access to use normal maps on BSPs as well as higher quality lightmaps. Half Life 2 uses directional lightmapping, take a look. Yeah I totally understand that, but I figured if Aether allowed me total control over my lightmaps, then it seems like it would be trivial to bake the result of lighting on normal maps directly into the lightmaps. Edited by rentafence on Jul 12, 2014 at 03:15 AM
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teh lag
Joined: May 6, 2008
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Posted: Jul 12, 2014 03:46 AM
Msg. 6962 of 10646
Such an approach would be technically possible, but the resulting lightmap would need to sufficiently match the pixel density of the normal maps applied to the environment shaders for the entirety of the environment geometry in order to capture lighting details at the same scale. That would not be a feasible solution for most cases. Edited by teh lag on Jul 12, 2014 at 03:47 AM
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 12, 2014 11:01 AM
Msg. 6963 of 10646
nice pics looks a little real
and because no better to wait the new version of the OS before leaving the cmt spv3 and TSC:E?
already is that sounds crazy and that that would take one year more to improve some things but still does not come out a new version and is almost going to come out CMT SPV3 and nobody wants to go back to version 1.09 to play with OS
and I think that it is good that it is delayed a little more the TSC:E :/
Edited by UHWArby on Jul 12, 2014 at 11:04 AM
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Juzo
Joined: Jul 1, 2014
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Posted: Jul 12, 2014 11:06 AM
Msg. 6964 of 10646
TSC:E delayed oh well at least you guys can finish up the map good luck to you guys.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Jul 12, 2014 11:38 AM
Msg. 6965 of 10646
Quote: --- Original message by: teh lag
Such an approach would be technically possible, but the resulting lightmap would need to sufficiently match the pixel density of the normal maps applied to the environment shaders for the entirety of the environment geometry in order to capture lighting details at the same scale. That would not be a feasible solution for most cases. Edited by teh lag on Jul 12, 2014 at 03:47 AM To add to this, our dlm system is a descendant of Aether that outputs three lightmaps instead of the single standard one. As a result every part of the lightmap has 3 directions of light data, allowing for normals to stand out the way you would expect them too. This is a heck of a lot more efficient than trying to bake stuff into a standard lightmap. Edited by slashrat on Jul 12, 2014 at 11:38 AM
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