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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 273 of 305)
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Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Sep 20, 2015 02:11 PM    Msg. 9521 of 10646       
It's been some time since I've followed this. Lone told me that progress was actually still happening, and I didn't really believe him. Pleasantly surprised. Happy to be wrong, and happy that things are still going. Looks fantastic so far. I am, unlike many of the people I see here, capable of patience. Ignore them, take your time, make it great. Definitely looking forward to the final build.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 20, 2015 02:17 PM    Msg. 9522 of 10646       
I have 2 ssd's in Raid 0, but when you have to compile and load the game up, then close it and tweak values just to do it again it gets annoying.

Current poop method
-Change values in tags
-compile map
-load game/map
-look at change you did
-close game
-repeat

runtime cache viewer
-compile map
-load game/map
-locate tags and values in memory
-tweak
-copy all changes from tool into tags

Sapien (most ideal)
-make changes in tags
-open sapien, view them
-make more changes
-reload scenario
Edited by Imouto on Sep 20, 2015 at 02:17 PM
Edited by Imouto on Sep 20, 2015 at 02:18 PM


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Sep 20, 2015 04:19 PM    Msg. 9523 of 10646       
Pretry sure with the ingame editor you can save the tag you edited so you don't have to manually copy the changes.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 20, 2015 04:24 PM    Msg. 9524 of 10646       
It's easiest to just load as SP and right click the load command into console each time the game loads. Then of course configure the test map so whatever you need to test is there immediately.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 20, 2015 04:34 PM    Msg. 9525 of 10646       
Quote: --- Original message by: Mootjuh
Pretry sure with the ingame editor you can save the tag you edited so you don't have to manually copy the changes.


Runtime-cache-view? It reads and writes to memory from the loaded map file, it doesn't access your tags directory and write to them. Doesn't even modify the map file itself.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 21, 2015 10:03 AM    Msg. 9526 of 10646       
Quote: --- Original message by: Masters1337

Quote: --- Original message by: Imouto
If only sapien could render pariticles and effects :s

Seriously, effect work in halo is tedious, you can use the runtime cache viewer, but that takes just as long.


This is why it pays to have a SSD. With the exception of TSC:E I can compile any SPV3 map in under 10 seconds.

Quote: --- Original message by: SS Flanker
Quote: --- Original message by: CaptainAltheros
I'd do it if I still have Halo and HEK installed. I recommend Rododo, guy is good at effects too.


As far as I have seen rodo is pretty decent but most of his works or the ones I have seen contain partially ripped assets. Whilst his tag creation and editing skills are more than exemplary if you can't create custom particle images from scratch then you are not really meeting CMTs core criteria:

Completely custom!


Between SPV3 and SPV2 we have more than enough bitmaps to make up particles.
Edited by Masters1337 on Sep 20, 2015 at 12:39 PM


That would mean anyone with a trained eye would be able to spot considerable overlap between previous and current releases.

If it were up to me I would remake every single sprite cmt uses for fx.

Im personally tired of seeing those gimp creations.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 21, 2015 11:30 AM    Msg. 9527 of 10646       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: Masters1337

Quote: --- Original message by: Imouto
If only sapien could render pariticles and effects :s

Seriously, effect work in halo is tedious, you can use the runtime cache viewer, but that takes just as long.


This is why it pays to have a SSD. With the exception of TSC:E I can compile any SPV3 map in under 10 seconds.

Quote: --- Original message by: SS Flanker
Quote: --- Original message by: CaptainAltheros
I'd do it if I still have Halo and HEK installed. I recommend Rododo, guy is good at effects too.


As far as I have seen rodo is pretty decent but most of his works or the ones I have seen contain partially ripped assets. Whilst his tag creation and editing skills are more than exemplary if you can't create custom particle images from scratch then you are not really meeting CMTs core criteria:

Completely custom!


Between SPV3 and SPV2 we have more than enough bitmaps to make up particles.
Edited by Masters1337 on Sep 20, 2015 at 12:39 PM


That would mean anyone with a trained eye would be able to spot considerable overlap between previous and current releases.

If it were up to me I would remake every single sprite cmt uses for fx.

Im personally tired of seeing those gimp creations.


There is also particles that iffy once made for his own maps that made it in as well, some of it can be pretty jarring as well. SPV2 has a lot of nice smokes and electrical effects that would be nice to get back in places.


Halonimator
Joined: Dec 15, 2014


Posted: Sep 21, 2015 04:16 PM    Msg. 9528 of 10646       
Quote: --- Original message by: Masters1337
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: Masters1337

Quote: --- Original message by: Imouto
If only sapien could render pariticles and effects :s

Seriously, effect work in halo is tedious, you can use the runtime cache viewer, but that takes just as long.


This is why it pays to have a SSD. With the exception of TSC:E I can compile any SPV3 map in under 10 seconds.

Quote: --- Original message by: SS Flanker
Quote: --- Original message by: CaptainAltheros
I'd do it if I still have Halo and HEK installed. I recommend Rododo, guy is good at effects too.


As far as I have seen rodo is pretty decent but most of his works or the ones I have seen contain partially ripped assets. Whilst his tag creation and editing skills are more than exemplary if you can't create custom particle images from scratch then you are not really meeting CMTs core criteria:

Completely custom!


Between SPV3 and SPV2 we have more than enough bitmaps to make up particles.
Edited by Masters1337 on Sep 20, 2015 at 12:39 PM


That would mean anyone with a trained eye would be able to spot considerable overlap between previous and current releases.

If it were up to me I would remake every single sprite cmt uses for fx.

Im personally tired of seeing those gimp creations.


There is also particles that iffy once made for his own maps that made it in as well, some of it can be pretty jarring as well. SPV2 has a lot of nice smokes and electrical effects that would be nice to get back in places.


I dont like those spv3 textures, 2048x2048 withot details? what? im not Stu#!
Could you add some details?

Sorry for using the anatomy_h4 elite texture as example
Edited by Halonimator on Sep 21, 2015 at 04:17 PM


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Sep 21, 2015 06:00 PM    Msg. 9529 of 10646       
fix the diffuse for your fp arms.


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Sep 21, 2015 06:09 PM    Msg. 9530 of 10646       
Quote: --- Original message by: Halonimator

Quote: --- Original message by: Masters1337
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: Masters1337

Quote: --- Original message by: Imouto
If only sapien could render pariticles and effects :s

Seriously, effect work in halo is tedious, you can use the runtime cache viewer, but that takes just as long.


This is why it pays to have a SSD. With the exception of TSC:E I can compile any SPV3 map in under 10 seconds.

Quote: --- Original message by: SS Flanker
Quote: --- Original message by: CaptainAltheros
I'd do it if I still have Halo and HEK installed. I recommend Rododo, guy is good at effects too.


As far as I have seen rodo is pretty decent but most of his works or the ones I have seen contain partially ripped assets. Whilst his tag creation and editing skills are more than exemplary if you can't create custom particle images from scratch then you are not really meeting CMTs core criteria:

Completely custom!


Between SPV3 and SPV2 we have more than enough bitmaps to make up particles.
Edited by Masters1337 on Sep 20, 2015 at 12:39 PM


That would mean anyone with a trained eye would be able to spot considerable overlap between previous and current releases.

If it were up to me I would remake every single sprite cmt uses for fx.

Im personally tired of seeing those gimp creations.


There is also particles that iffy once made for his own maps that made it in as well, some of it can be pretty jarring as well. SPV2 has a lot of nice smokes and electrical effects that would be nice to get back in places.


I dont like those spv3 textures, 2048x2048 withot details? what? im not Stu#!
Could you add some details?
http://i61.tinypic.com/2zp6uth.jpg
Sorry for using the anatomy_h4 elite texture as example
Edited by Halonimator on Sep 21, 2015 at 04:17 PM

I think they didnt added detail maps, because making the details in the bitmap itself is more accurate, and maybe for tag-space optimization reasons
BTW: Dont call them "spv3 tags" they're from TSC:E team, im pretty sure the spv3 ones are very different
Edited by Kinnet on Sep 21, 2015 at 06:11 PM


Halonimator
Joined: Dec 15, 2014


Posted: Sep 21, 2015 06:17 PM    Msg. 9531 of 10646       
Im saying that the spv3 textures are blurryy and could be bettar


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 21, 2015 06:22 PM    Msg. 9532 of 10646       
for TSC:E they down res'ed many textures, the textures may suffer from compressed normal maps or something too, and the original bitmaps may not exist anymore.

that said, for SPV3 the Elites use a more h2 esque shader where the armor is a ceramic material as described in the books.

Edit: I am wrong, all the source files were archived. http://www.mediafire.com/download/od8ep5sssml6fsz/elite.zip

Feel free to dip in guys.
Edited by Masters1337 on Sep 21, 2015 at 06:38 PM


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Sep 22, 2015 02:02 PM    Msg. 9533 of 10646       
Too bad that you gave the halo 2 campaign up :/, would be cool though


Halonimator
Joined: Dec 15, 2014


Posted: Sep 22, 2015 04:13 PM    Msg. 9534 of 10646       
Quote: --- Original message by: Masters1337

for TSC:E they down res'ed many textures, the textures may suffer from compressed normal maps or something too, and the original bitmaps may not exist anymore.

that said, for SPV3 the Elites use a more h2 esque shader where the armor is a ceramic material as described in the books.

Edit: I am wrong, all the source files were archived. http://www.mediafire.com/download/od8ep5sssml6fsz/elite.zip

Feel free to dip in guys.
Edited by Masters1337 on Sep 21, 2015 at 06:38 PM


same:
low detailed-only resized!

Did you only resized 512x512 textures to 2048x2048??????????? thats wrong man. heresy.
but i still love the 3d model.im importing the model to zbrush to add some CGI normals and CGI difuses-speculars.


Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: Sep 22, 2015 04:16 PM    Msg. 9535 of 10646       
Quote: --- Original message by: lolslayer
Too bad that you gave the halo 2 campaign up :/, would be cool though


having recently spent HOURS just trying to get part of Backwash ported over to halo CE, I can honestly say, good luck with that, cause it probs ain't ever gonna happen.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 22, 2015 04:26 PM    Msg. 9536 of 10646       
Halo 2 instance geometry is a bitch.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 22, 2015 06:09 PM    Msg. 9537 of 10646       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: Masters1337

for TSC:E they down res'ed many textures, the textures may suffer from compressed normal maps or something too, and the original bitmaps may not exist anymore.

that said, for SPV3 the Elites use a more h2 esque shader where the armor is a ceramic material as described in the books.

Edit: I am wrong, all the source files were archived. http://www.mediafire.com/download/od8ep5sssml6fsz/elite.zip

Feel free to dip in guys.
Edited by Masters1337 on Sep 21, 2015 at 06:38 PM


same:
low detailed-only resized!

Did you only resized 512x512 textures to 2048x2048??????????? thats wrong man. heresy.
but i still love the 3d model.im importing the model to zbrush to add some CGI normals and CGI difuses-speculars.


You are talking nonsense. Nothing but a few small things like the honor guard add ons are 512, everything for the body is 1024. You have the PSDs and uncompressed textures in that rar. Back in 2007 when those Elites were made they were designed to be 1024s.


Idaho
Joined: Mar 19, 2015

Mihi Libertas Necesse Est


Posted: Sep 23, 2015 09:00 AM    Msg. 9538 of 10646       
Had an idea about that part of the opening cinematic with jonhson and marines you guys can't play on PoA because of map space, why not make the whole opening cinematic happen in another map?
Edited by Idaho on Sep 23, 2015 at 09:01 AM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 23, 2015 11:51 AM    Msg. 9539 of 10646       
Not impossible, but right now our priorities are elsewhere. I am also not sure if it would work given the modified physics on many of our items

Edit: Decided to give it a shot since I do need the extra object names in A10, I remember the real reason why I ditched this in the first place, the walls in the hangar bay look terrible with anything but a blurry texture.
Edited by Masters1337 on Sep 23, 2015 at 12:53 PM


Idaho
Joined: Mar 19, 2015

Mihi Libertas Necesse Est


Posted: Sep 23, 2015 05:27 PM    Msg. 9540 of 10646       
Nice, I really love this part of the cinematic, it's badass and fun at the same time :p


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 23, 2015 05:41 PM    Msg. 9541 of 10646       
I've done some enhancements to it too, a lot more marines getting prepared for battle and all sorts of vehicles in it as well. There were some unused animations in the original game for the sequence that are now working in it too. I'll probably post a video of that, our first Dev Diary, and the first look at our custom soundtrack this weekend when I hope to open our new subreddit.


Idaho
Joined: Mar 19, 2015

Mihi Libertas Necesse Est


Posted: Sep 23, 2015 06:19 PM    Msg. 9542 of 10646       
oh yes please post a video once it's done, I'd love to see how it is :D


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 24, 2015 12:01 AM    Msg. 9543 of 10646       
https://www.youtube.com/watch?v=NVhtlY4EumM&feature=youtu.be

For anyone who wants to see, that is map A05 transitioning into A10. A05 is the cinematic portion, A10 is the playable level. I used the regular fade to white commands, rejigged when the cinematic bars disapear, and then in the middle hex edited the games bitmaps.map so that it cant find background.bitmap when it compiles the map, and instead inserts a custom background.bitmap in that is all white.

Of course the trick is making sure only that map compiles with the white background.map, which means manually replacing the games regular bitmaps.map every time spv3a10 needs to be compiled, but for the final release we can have it flawlessly transition.

I am also going to add this in for the other maps that use fades so we can have the entire campaign load without there being any load screens that are visible to the player.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 24, 2015 02:59 AM    Msg. 9544 of 10646       
Cool idea, I'm glad to see it worked nicely


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 24, 2015 03:28 AM    Msg. 9545 of 10646       
What do people think of removing the opening A30 cinematic?

It could transition to you entering the atmosphere as the screen fades to white at the end of A10 and then fades back to regular vision once you have landed, and then you'd walk out and see the environment for the very first time.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 24, 2015 03:46 AM    Msg. 9546 of 10646       
I always thought it broke the pace of things.
I wouldn't miss it too much with it gone.
E: Although the fact that it was on crash course would have to be evident somehow. It's pretty important.
Edited by Spartan314 on Sep 24, 2015 at 03:50 AM


Idaho
Joined: Mar 19, 2015

Mihi Libertas Necesse Est


Posted: Sep 24, 2015 05:04 AM    Msg. 9547 of 10646       
I don't know about this, to me halo cinematics are important so I wouldn't cut much of them, this one in particular could maybe be shortened but I don't see the benefit from it, also yeah we don't see that the pod is going to crash in the end cinematic of A10 so waking up to a crashed pod and everybody dead without a little explanation is a bit weird imo...

I'm glad my idea worked, the Johnson (or should I say sniper sergent?) introduction was too bad ass to be cut



Edited by Idaho on Sep 24, 2015 at 09:59 AM


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Sep 24, 2015 01:30 PM    Msg. 9548 of 10646       
Quote: --- Original message by: Masters1337
Feel free to dip in guys.


That's what she said.
I'm so childish.

On topic: I don't think it's a big deal to lose the opening cinematic of a30. Applies to all cutscenes really: they are nice to have, but non-essential since we all know the storyline.


Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: Sep 24, 2015 02:41 PM    Msg. 9549 of 10646       
I don't know, I mean, A30 cut scene was probably one of the best cut scenes in the game, next to the C10 flood intro and the final cutscene.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 24, 2015 03:54 PM    Msg. 9550 of 10646       
Quote: --- Original message by: Idaho
waking up to a crashed pod and everybody dead without a little explanation is a bit weird imo...

Basically this. After you jettison from the Autumn, the cutscene is almost like a sigh of relief. You've all made it off of your dying ship, you're headed for the ring to regroup with the other survivors and figure things out.

"We'll be fine."

A30 starts up with the unfortunate realization. The mood quickly transitions from nervous-but-somewhat-optimistic to panic. The pod is coming in too fast, air brakes are shattering under the strain, the retrorockets aren't slowing the descent fast enough. Things aren't going to be fine. Everything goes black, and you step out of the pod to find that the entirety of the crew was killed on impact.

If the majority of the pod's crew were to survive in the CMT iteration, then the cutscene could probably be disposed of easily enough, but if events unfold as they did in the original, I feel like some in-game explanation needs to be provided to bridge the gap between "We'll be fine," and "Oh, I guess everyone is dead now."


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 24, 2015 05:35 PM    Msg. 9551 of 10646       
It be pretty neat to have some Marines survive,... And there is the dialogue in h2 for the pelican crash survivors. But then I'd have to see if we can replace Johnson at tower 1. Since his dialog would be needed for surviving the crash.


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Sep 24, 2015 05:50 PM    Msg. 9552 of 10646       
Quote: --- Original message by: Masters1337
What do people think of removing the opening A30 cinematic?

It could transition to you entering the atmosphere as the screen fades to white at the end of A10 and then fades back to regular vision once you have landed, and then you'd walk out and see the environment for the very first time.



If that's the goal, would it be possible to remove the very first part of that cutscene where it pans over the landscape, and just start with you looking inside the pod first-person?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 24, 2015 07:23 PM    Msg. 9553 of 10646       
Quote: --- Original message by: Masters1337
Johnson .... his dialog would be needed for surviving the crash.

Why's that? He wasn't aboard Chief's pod.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 24, 2015 07:55 PM    Msg. 9554 of 10646       
Quote: --- Original message by: WWLinkMasterX
Quote: --- Original message by: Masters1337
What do people think of removing the opening A30 cinematic?

It could transition to you entering the atmosphere as the screen fades to white at the end of A10 and then fades back to regular vision once you have landed, and then you'd walk out and see the environment for the very first time.



If that's the goal, would it be possible to remove the very first part of that cutscene where it pans over the landscape, and just start with you looking inside the pod first-person?


That's how it works currently.


I'd need Johnson because he has dialog about leaving the crash site for his pelican in Old Mombassa.


Idaho
Joined: Mar 19, 2015

Mihi Libertas Necesse Est


Posted: Sep 24, 2015 09:12 PM    Msg. 9555 of 10646       
Quote: --- Original message by: DaLode
On topic: I don't think it's a big deal to lose the opening cinematic of a30. Applies to all cutscenes really: they are nice to have, but non-essential since we all know the storyline.


I don't think it's a good idea, SPv3 should also appeal to people who never played Halo and see SPv3 as a way to try it out, I know a few people who are waiting for SPv3 to try out Halo because they think the original game is too outdated and they don't have a 360 or a One to play the HD versions...

 
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