
KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Dec 7, 2008 01:19 PM
Msg. 71 of 252
We are also making a Desert Dune map, here is the concept I am making as I speak. It also has a size reference, its not the model of MC, but its correct size. (This is only, less than a quarter, of the size of the whole map.) Edited by KillerKip1 on Dec 7, 2008 at 01:20 PM
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Dec 7, 2008 01:22 PM
Msg. 72 of 252
That terrain looks horrible, the trucks shaders\skin are nasty.
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 7, 2008 01:23 PM
Msg. 73 of 252
That looks nothing like desert dunes
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Dec 7, 2008 01:30 PM
Msg. 74 of 252
How about we give some ideas on how to fix it. Sounds like a plan, no?
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Dec 7, 2008 01:38 PM
Msg. 75 of 252
Oh, I got one! [strikeout]learn to model![/strikeout] Try using a program made to make realistic terrain, as the way most people make it (vertex at a time) only really works on smaller maps. I use a program called earthsculptor ( http://www.earthsculptor.com ) to model realistic terrain for large maps. Edited by gruntfromhalo on Dec 7, 2008 at 01:39 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 7, 2008 01:43 PM
Msg. 76 of 252
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Dec 7, 2008 01:45 PM
Msg. 77 of 252
I added no texture, all that is, is extrudes, a bunch of them, and thats a concept. We could get this out today, if we get the time we need, depends on our schedules. Quote: --- Original message by: gruntfromhaloOh, I got one! [strikeout]learn to model![/strikeout] Try using a program made to make realistic terrain, as the way most people make it (vertex at a time) only really works on smaller maps. I use a program called earthsculptor ( http://www.earthsculptor.com ) to model realistic terrain for large maps. Edited by gruntfromhalo on Dec 7, 2008 at 01:39 PM Concept map, we do them, to say "how big" and "basically what is wanted done". Like how the landscape is done, (In a rough form), and the size of the map (for the size of the map). Edited by KillerKip1 on Dec 7, 2008 at 01:49 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 7, 2008 01:48 PM
Msg. 78 of 252
Quote: --- Original message by: KillerKip1 I added no texture, all that is, is extrudes, a bunch of them, and thats a concept.
We could get this out today, if we get the time we need, depends on our schedules. Rushtards, make some forerunner structures
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Dec 7, 2008 01:53 PM
Msg. 79 of 252
Quote: --- Original message by: CLS_GRUNT That terrain looks horrible, the trucks shaders\skin are nasty. Quote: --- Original message by: AdvanceboQuote: --- Original message by: KillerKip1 I added no texture, all that is, is extrudes, a bunch of them, and thats a concept.
We could get this out today, if we get the time we need, depends on our schedules. Rushtards, make some forerunner structures You two leave, your nothing but pure trouble. I left your thread, so leave mine. No one needs a bandwagon or bad comment on this entire forum anyways. It just wastes time and patients, and makes you look bad too. So just stop, you of no help here. We do not release anything, without a reason, ans that reason is none of your business anyhow.
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 7, 2008 02:15 PM
Msg. 80 of 252
Quote: --- Original message by: RHP_REDHAZEi made a version of it.heres mine, and i did use terragen for it.  i gotta smooth it out a bit more thou scale is 25kx25k units i also use dreamscape but registry got screwed up so it cant update. ill reisntall later when i ge new pc Tuesday.:D Edited by RHP_REDHAZE on Dec 7, 2008 at 02:14 PM Polycount looks 10k+
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Nugga117
Joined: Nov 14, 2005
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Posted: Dec 7, 2008 02:23 PM
Msg. 81 of 252
Quote: --- Original message by: Advancebo
Polycount looks 10k+ What's your point?
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 7, 2008 02:24 PM
Msg. 82 of 252
Quote: --- Original message by: Nugga117Quote: --- Original message by: Advancebo
Polycount looks 10k+ What's your point? High poly
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wesman
Joined: Mar 18, 2008
no your a freezer
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Posted: Dec 7, 2008 02:25 PM
Msg. 83 of 252
Quote: --- Original message by: Nugga117Quote: --- Original message by: Advancebo
Polycount looks 10k+ What's your point? I'm pretty sure its not a good idea to have a map go over 10,000 polies.
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Dec 7, 2008 02:28 PM
Msg. 84 of 252
Anyone wanting to donate an unreleased offroad vehicle for this map, go ahead! (Released content is not as exciting the first time, as new content.) The map will feature Cody's "Ford Ranger", and Flat Out 2's "Nevada", a converted rally truck, converted by Cody. It will also feature Red Haze's ATV, and Dune Buggy. Maybe some other vehicles aswell. (The Desert Dune Project; this map; was planned and put into motion, only 1 hour ago, and we are going FAST!.) Quote: --- Original message by: AdvanceboQuote: --- Original message by: Nugga117Quote: --- Original message by: Advancebo
Polycount looks 10k+ What's your point? High poly Its only going to be 13,000 polygons or less. We are making sure of this. Edited by KillerKip1 on Dec 7, 2008 at 02:29 PM
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Dec 7, 2008 02:29 PM
Msg. 85 of 252
Quote: --- Original message by: RHP_REDHAZEi made a version of it.heres mine, and i did use terragen for it.  i gotta smooth it out a bit more thou scale is 25kx25k units i also use dreamscape but registry got screwed up so it cant update. ill reisntall later when i ge new pc Tuesday.:D Edited by RHP_REDHAZE on Dec 7, 2008 at 02:14 PM That dosnt look like dunes. This dose. Also this isnt very interesting, just looks like a few overpolied models, and some fail textures\shaders. Edited by CLS_GRUNT on Dec 7, 2008 at 02:30 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 7, 2008 02:33 PM
Msg. 86 of 252
Quote: --- Original message by: CLS_GRUNTThat dosnt look like dunes. This dose. Also this isnt very interesting, just looks like a few overpolied models, and some fail textures\shaders. Edited by CLS_GRUNT on Dec 7, 2008 at 02:30 PM win
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Dec 7, 2008 02:34 PM
Msg. 87 of 252
Quote: --- Original message by: RHP_REDHAZE
ok and? i dont got any programs except terragen to make trrin since my dreamscape died. wat u use to make it and was it free?
and the model i posted wasent final jeez plz...lol Edited by RHP_REDHAZE on Dec 7, 2008 at 02:33 PM http://www.earthsculptor.com/who said I made it?
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Dec 7, 2008 02:35 PM
Msg. 88 of 252
We are making our map lower than 13,000 polygons, so older computers and laptops can handle them, like mine, mine crashes if the poly count of anything is over 13,500.
We have not textured it, YET, we are working on that.
Just give the map some time, it'll work, and look good. (We are not experts, but we know want we are doing.) (Well, I guess Cody is almost an expert computer technician, and so is Red Haze, Red Haze is also a good modeler, and so is Cody, so, we have a good team and people around us.)
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Nugga117
Joined: Nov 14, 2005
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Posted: Dec 7, 2008 02:36 PM
Msg. 89 of 252
Quote: --- Original message by: wesmanQuote: --- Original message by: Nugga117Quote: --- Original message by: Advancebo
Polycount looks 10k+ What's your point? I'm pretty sure its not a good idea to have a map go over 10,000 polies. Go look at portent or yoyorast island before you say anything.
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Dec 7, 2008 02:38 PM
Msg. 90 of 252
Quote: --- Original message by: KillerKip1 (We are not experts, but we know want we are doing.)
Quote: --- Original message by: CLS_GRUNTQuote: --- Original message by: KillerKip1 Tool can do a lot, you just have to know how. (I will not get into this at this moment, this is off topic.) And another statement that proves you know nothing about ce. Even if you did get that pass tool(you didnt) It wouldnt work ingame, or in guerilla, or sapien. It dosen't recognize what it is or what to do with it. Basically its like giving a baby a car a expecting it to be able to drive. I lol'd BTW im not bashing on you, just telling you that you need to lose the "we are professionals" aditude. Edited by CLS_GRUNT on Dec 7, 2008 at 02:40 PM
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Dec 7, 2008 02:47 PM
Msg. 91 of 252
Quote: --- Original message by: CLS_GRUNTQuote: --- Original message by: KillerKip1 (We are not experts, but we know want we are doing.)
Quote: --- Original message by: CLS_GRUNTQuote: --- Original message by: KillerKip1 Tool can do a lot, you just have to know how. (I will not get into this at this moment, this is off topic.) And another statement that proves you know nothing about ce. Even if you did get that pass tool(you didnt) It wouldnt work ingame, or in guerilla, or sapien. It dosen't recognize what it is or what to do with it. Basically its like giving a baby a car a expecting it to be able to drive. I lol'd BTW im not bashing on you, just telling you that you need to lose the "we are professionals" aditude. Edited by CLS_GRUNT on Dec 7, 2008 at 02:40 PM Quote: --- Original message by: KillerKip1 (We are not experts, but we know want we are doing.) Leave this thread, or be helpful, we are making some maps, stay on topic. AdvancedboThe Ford Ranger is around 12,000 polygons, if that runs in tool, even when it was around 15,000 - 16,000, then why can't a 15,000 polygon map work? (Theoretically speaking.)
Everyone Else Ranger Track will be released next week, with about 3 more vehicles! Ranger and Tow Truck counted in, makes: 5+ vehicles will be placed on the map, they have never been seen on Halo CE before (well, except the Ranger). Three of them we did not make, those were made by friends, not for a game, just for fun. (Three extra vehicles being varified before use.)
I will keep everyone updated! Edited by KillerKip1 on Dec 7, 2008 at 02:53 PM
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Dec 7, 2008 02:53 PM
Msg. 92 of 252
Quote: --- Original message by: CLS_GRUNTQuote: --- Original message by: RHP_REDHAZE
ok and? i dont got any programs except terragen to make trrin since my dreamscape died. wat u use to make it and was it free?
and the model i posted wasent final jeez plz...lol Edited by RHP_REDHAZE on Dec 7, 2008 at 02:33 PM http://www.earthsculptor.com/who said I made it? I thought I was the only one in all of halomaps.org who used earthsculptor.
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Dec 7, 2008 03:07 PM
Msg. 93 of 252
We are going to make the vehicles on the map close to you, when you spawn, and it will be setup for Team Slayer, and Slayer, also Rat Race (Maybe). I always disliked maps that had vehicles FAR away from the spawn.
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 7, 2008 03:21 PM
Msg. 94 of 252
a 10k+ poly vehicle with a 10k+ bsp does not mix good, especially when you will have about 10 of that vehicle.
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wesman
Joined: Mar 18, 2008
no your a freezer
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Posted: Dec 7, 2008 03:51 PM
Msg. 95 of 252
Quote: --- Original message by: Nugga117Quote: --- Original message by: wesmanQuote: --- Original message by: Nugga117Quote: --- Original message by: Advancebo
Polycount looks 10k+ What's your point? I'm pretty sure its not a good idea to have a map go over 10,000 polies. Go look at portent or yoyorast island before you say anything. Portent and Yoyorast didn't have 16 ford rangers that are 16,000 polies each.
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Dec 7, 2008 04:41 PM
Msg. 96 of 252
"Desert Dunes", our map's codename for this moment (meaning we have not decided on a name yet.)
Desert Dunes, will run just fine, the map is around 10k-13k polygons, and the vehicles are no more than 10k-13k polygons themselves. If I ran a map (Bloodgulch), with 10 of Cody's "Ford Ranger"s (each 13,500 polygons each), 4 warthogs, 4 rocket hogs, 4 tanks, and 4 banshees, while both of us were driving furiously, with using Xfire's voice chat (which can lag games), on MY old 2001 Dell Latitude (Windows XP Pro, srv. pk. 3, 16mb graphics), than why can't a regular older desktop handle one map with only around 8 vehicles?
And yes, the amount of lag is determined by what your Internet type is, how good of a connection you have, by what your graphics card can handle, and by other stuff as well.
(Ranger Track will have around 10 vehicles, and will run fine, Desert Dunes will have around 7, and run fine also.)
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Sadly enough, I see nobody wants to actually see the map (not many of you anyways.) Actually, never has a map come out with so much new content, we are offering "never before seen" vehicles (never seen ingame alteast, or never seen on a game.) (Thats worth stating of course, the spiker, mauler, etc., have all been seen in Halo 3, our vehicles have only been seen in, maybe, racing games, or GTA; as some ripped off vehicle type.)
I don't know, I am rambling, whatever. Edited by KillerKip1 on Dec 7, 2008 at 04:42 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 7, 2008 05:44 PM
Msg. 97 of 252
Quote: --- Original message by: KillerKip1
"Desert Dunes", our map's codename for this moment (meaning we have not decided on a name yet.)
Desert Dunes, will run just fine, the map is around 10k-13k polygons, and the vehicles are no more than 10k-13k polygons themselves. If I ran a map (Bloodgulch), with 10 of Cody's "Ford Ranger"s (each 13,500 polygons each), 4 warthogs, 4 rocket hogs, 4 tanks, and 4 banshees, while both of us were driving furiously, with using Xfire's voice chat (which can lag games), on MY old 2001 Dell Latitude (Windows XP Pro, srv. pk. 3, 16mb graphics), than why can't a regular older desktop handle one map with only around 8 vehicles?
And yes, the amount of lag is determined by what your Internet type is, how good of a connection you have, by what your graphics card can handle, and by other stuff as well.
(Ranger Track will have around 10 vehicles, and will run fine, Desert Dunes will have around 7, and run fine also.)
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Sadly enough, I see nobody wants to actually see the map (not many of you anyways.) Actually, never has a map come out with so much new content, we are offering "never before seen" vehicles (never seen ingame alteast, or never seen on a game.) (Thats worth stating of course, the spiker, mauler, etc., have all been seen in Halo 3, our vehicles have only been seen in, maybe, racing games, or GTA; as some ripped off vehicle type.)
I don't know, I am rambling, whatever. Edited by KillerKip1 on Dec 7, 2008 at 04:42 PM Its not so special if you did a few animations, and just put it ingame that uses the Blam! engine
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Dec 7, 2008 05:50 PM
Msg. 98 of 252
Quote: --- Original message by: AdvanceboQuote: --- Original message by: KillerKip1
"Desert Dunes", our map's codename for this moment (meaning we have not decided on a name yet.)
Desert Dunes, will run just fine, the map is around 10k-13k polygons, and the vehicles are no more than 10k-13k polygons themselves. If I ran a map (Bloodgulch), with 10 of Cody's "Ford Ranger"s (each 13,500 polygons each), 4 warthogs, 4 rocket hogs, 4 tanks, and 4 banshees, while both of us were driving furiously, with using Xfire's voice chat (which can lag games), on MY old 2001 Dell Latitude (Windows XP Pro, srv. pk. 3, 16mb graphics), than why can't a regular older desktop handle one map with only around 8 vehicles?
And yes, the amount of lag is determined by what your Internet type is, how good of a connection you have, by what your graphics card can handle, and by other stuff as well.
(Ranger Track will have around 10 vehicles, and will run fine, Desert Dunes will have around 7, and run fine also.)
----------------------------------------------------------------------------------------------------------
Sadly enough, I see nobody wants to actually see the map (not many of you anyways.) Actually, never has a map come out with so much new content, we are offering "never before seen" vehicles (never seen ingame alteast, or never seen on a game.) (Thats worth stating of course, the spiker, mauler, etc., have all been seen in Halo 3, our vehicles have only been seen in, maybe, racing games, or GTA; as some ripped off vehicle type.)
I don't know, I am rambling, whatever. Edited by KillerKip1 on Dec 7, 2008 at 04:42 PM Its not so special if you did a few animations, and just put it ingame that uses the Blam! engine I told you to be helpful or leave, And they were also modeled. Cody worked hard on his Ranger, and Red Haze worked hard on his ATV and Dune Buggy. Edited by KillerKip1 on Dec 8, 2008 at 05:46 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 7, 2008 07:04 PM
Msg. 99 of 252
It pisses me off to see you still alive after I ordered the underground 1337 mole rats to destroy you
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Dec 7, 2008 07:23 PM
Msg. 100 of 252
Quote: Actually, never has a map come out with so much new content, we are offering "never before seen" vehicles (never seen ingame alteast, or never seen on a game.) This is nothing special, the ford ranger was already done by matooba and several other vehicles aswell. I could name atleast 20 maps with 10X the new content that have been released over the years ive been here.
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Matooba
Joined: Dec 26, 2005
Crust on Halomaps! :)
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Posted: Dec 7, 2008 08:28 PM
Msg. 101 of 252
I never did a ranger, I did a blazer. Good Job Man. Nice to see a new vehicle to play with.
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cody
Joined: Jun 8, 2008
I WOULD OF BEEN YOUR DADDY, BUT THE DOG BEAT ME!
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Posted: Dec 8, 2008 12:05 AM
Msg. 102 of 252
see, someones owe me an apology
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Dhark
Joined: Feb 2, 2008
I believe in Dennis Powers
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Posted: Dec 8, 2008 03:58 AM
Msg. 103 of 252
Quote: --- Original message by: cody see, someones owe me an apology OR how about u all chill and stop aggrivating the issue further and just let it drop...
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ChocolateNugget
Joined: Sep 29, 2007
im your #1 fan !!
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Posted: Dec 8, 2008 12:02 PM
Msg. 104 of 252
I'd apologize for their behavior, but you made a vehicle with 12k tris and expect 16 of them to work flawlessly in a ridiculously huge map.
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 8, 2008 04:44 PM
Msg. 105 of 252
That looks way more than 12,800 polys...
Also, now I wonder how you are supposed to get up the steep cliffs
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