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Author Topic: Human Campaign (769 messages, Page 9 of 22)
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Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 09:35 PM    Msg. 281 of 769       
? what ?


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jan 20, 2009 09:38 PM    Msg. 282 of 769       
Quote: --- Original message by: Gamma927
Two questions:
1) How are you going to make it perfectly so that the warthog flips over, and have the marines run?
2) For the Drop Pod thing, the closest we can make it is that you are standing inside a pod, vision limited (maybe even enable_player_input 0), and have sound effects going off. That's not very realistic.


1)thats a cutscsene. idk i have zero knowledge of scripting or cutscenes :P if it cant be done or is too hard then we can take it out or something

2)its not a cutscene, you are actually falling in a drop pod vehicle.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 09:39 PM    Msg. 283 of 769       
Apparently we're only making one BSP, according to you. So we would have to shove in Drop Pods, Scarabs, and whatnot into one BSP.

@Unevenelephant5, I'm assuming its going to be first person, inside a Drop Pod. But how would you get it to fall for as long as the speech goes?
Edited by Gamma927 on Jan 20, 2009 at 09:40 PM


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 09:41 PM    Msg. 284 of 769       
no, look we have 1 bsp model, u make act 1 out of it, then u wipe it clear, then u make act all new, exept fot the bsp, then u wipe it clear again, then u do again for act 3, and in act 3 u have ur scarab..


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 09:59 PM    Msg. 285 of 769       
So you would have to have an open landing area for the ODST drop pods. Even ODSTs are careful enough to jump directly into an urban area. If one of them hit a building, like in Bungie's Halo 3 ODST video, they would die on impact. The reason for the drop in Halo 3 ODST, was because it was a desperate time, and they had to cut off the enemy. If that isn't a good enough arguement, then you would at least have to have an open area for the Scarab.

For the drop pods, we either can have it built into the BSP (provided that someone will do it), and have a door on it. Then, you can stand inside of it, and have a falling noise outside to make it seem like you are falling. As you hit the ground, the screen fades to white. While its white, destroy the door, and create a door scenery piece. Fade back. That's my idea. Unless you would like to use a vehicle, which falls very very far.


pwner5889
Joined: Jun 13, 2008


Posted: Jan 20, 2009 10:00 PM    Msg. 286 of 769       
Kind of.... yeah but i would make it so that the scarab wont spawn until ACT 3 though to make it not lag. And for the drop pod scene cant we just make it so that the drop pod is already on the ground but have the camera shake and jerk a little bit while it is supposedly falling and then make a sound for when it supposedly hits the ground. its not that hard really.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:06 PM    Msg. 287 of 769       
I'm not concentrating on how it looks like inside the drop pod. I'm concentrating on how we are going to get the drop pod to the ground. It either starts on the ground, and we can simulate the effects, or it falls as a vehicle, but we would have to time it correctly.


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 10:09 PM    Msg. 288 of 769       
u could script dethless in for a matter of time, then script it to turn of arfter the start


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:09 PM    Msg. 289 of 769       
How would that help?


pwner5889
Joined: Jun 13, 2008


Posted: Jan 20, 2009 10:09 PM    Msg. 290 of 769       
Quote: --- Original message by: Gamma927
I'm not concentrating on how it looks like inside the drop pod. I'm concentrating on how we are going to get the drop pod to the ground. It either starts on the ground, and we can simulate the effects, or it falls as a vehicle, but we would have to time it correctly.


No see what i am saying is that we can have it already on the ground and simulate it free falling and thats all we have to do.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:10 PM    Msg. 291 of 769       
Ah. Well, in that case, we would need separate BSPs, or we would have to create a scenery object.


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 10:11 PM    Msg. 292 of 769       
Quote: --- Original message by: Gamma927
How would that help?


you wouldent die from the fall, if u do make it fall


you really dont understand what im trying to say with the bsps.........
Edited by Exception on Jan 20, 2009 at 10:15 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:14 PM    Msg. 293 of 769       
But you would take damage. That's why jetpack is better. It removes fall damage.


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 10:16 PM    Msg. 294 of 769       
then y dont u just check in the flags on cuborgs bipeed "immune to fall damage" or something like that


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jan 20, 2009 10:16 PM    Msg. 295 of 769       
i was thinking it could fall from the sky, but it would be simpler to make it already on the ground and simulate the effects.

Also, Exception:

I think I finally understand what you mean by "use one BSP"

do you mean like there would be one huge BSP and it would contain all of the necessary parts for all 3 Acts? Because I thought you meant just reuse the same space over and over again. But still if it is a huge city, it would lag horribly with all of the AI in it. You could just delete the parts we are not using though. Making it 3 different BSPs all modelled from the first one. I think that would be the most effecient way to do it. (Sorry if that was what you were suggesting all along)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:20 PM    Msg. 296 of 769       
Quote: --- Original message by: Exception
then y dont u just check in the flags on cuborgs bipeed "immune to fall damage" or something like that


Then we wouldn't need deathless. Also, if we are going to just use one BSP, then we would need someone to make a HEV pod scenery tag.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jan 20, 2009 10:20 PM    Msg. 297 of 769       
This is what you guys need to do. Take Act 1 and split the bsp in 3 parts (or more). Maybe like a street or two. If you do that there won't be any lag and will run smoothly. If you have the whole act on one bsp then it's going to lag.


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 10:21 PM    Msg. 298 of 769       
nooooooo, well some parts are right, but instead of it containing all the necessary parts for all 3 acts, you only make it have tha ais for 1 act, less lag, then for the next act, you take out those ais, and starting points, and checkpoints, and everything, to the map is clean, then u start over, just using the same model so u make it ais different places, starting points differetnt, so ur not going over the 1 part of the map, but its the same bsp, the bsp will be big enough to to that, so it should work, and its basically no lag because its only the ais of 1 level


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jan 20, 2009 10:24 PM    Msg. 299 of 769       
You don't understand. In case you didn't know the whole Halo campaign isn't one bsp. It's multiple bsp's in each map. You can model the whole city for Act 1 but you need to detach some parts so it doesn't lag. That's the best thing you can do. just because the section of the city your not using doesn't have scenery doesn't mean it's not going to lag.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:24 PM    Msg. 300 of 769       
Either it will get repetitive, or it will be super large, meaning lag anyway.


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 10:26 PM    Msg. 301 of 769       
i give up do what you want, u dont understand what im trying to say...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:29 PM    Msg. 302 of 769       
No, I get what you are trying to say. You want us to use a super large BSP, and reuse it over and over again, with different routes, and different AI spawn points. Then, you think that wiping everything off the BSP, and starting anew, will make it different. But have you thought about how many things you would have to cram into that one BSP? You would have to have a Scarab battle area, and an ODST drop pod area, as well as a lot more things.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jan 20, 2009 10:29 PM    Msg. 303 of 769       
Quote: --- Original message by: Exception
i give up do what you want, u dont understand what im trying to say...


I do know what your saying. Your saying you are going to make one whole city bsp. Then for Act 1 your going to populate what needs to be populated and cut off the rest of the city. Then in Act 2 you'll do the same thing. That's the wrong way of doing it. Just model the area the player will be running through and split up the model in maybe 4 pieces. So it won't lag. That's the correct way of doing it.


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 10:30 PM    Msg. 304 of 769       
so? ur gonna have to have them anyway....
and nexus, then when u get to the tunnel part all 3 are gonna be different, then itl look random, im just trying to make it so itl look the same when u do bump into a different part fom a prevous act, so u can tell its the same city, otherwise itl seem like 3 totally different campaigns, 1 getting to a tunnel, another getting rescued, and another fighting a scarab, they have to have something in common, and i want to make that the bsp....
Edited by Exception on Jan 20, 2009 at 10:32 PM


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jan 20, 2009 10:34 PM    Msg. 305 of 769       
Can you please revise your post? It doesn't make much sense.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jan 20, 2009 10:34 PM    Msg. 306 of 769       
Quote: --- Original message by: Exception
i give up do what you want, u dont understand what im trying to say...

i get what your trying to say but look, why dont you just model the BSP? Then we can decide what will be most effective for the game. Just model it for us, then we will split it into the parts and do all that good stuff.

k? im not trying to be mean, but all you have to do is model it. afterwards, if we decide to split it into parts, it isnt going to be any extra work for you, so why should you care?
and again i am not trying to be mean
Edited by UnevenElefant5 on Jan 20, 2009 at 10:36 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:37 PM    Msg. 307 of 769       
These are different places, and should look like such.


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 10:38 PM    Msg. 308 of 769       
i care because i want it to be a good campaign...

all im trying to say is it can be cut out the bits u dont go to, as lon as u only cut out that you wouldent see, if youd see it in another act, u have to leve it, otherwise itl feel like your in a totally different city, im trying to make it so it feels like its the same city, like if ur in the same place in act 1, then u go to that same location in act 2, and it looks different, its gonna be wered,

im going for a bit, il do some later


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jan 20, 2009 10:43 PM    Msg. 309 of 769       
Quote: --- Original message by: Exception
i care because i want it to be a good campaign...

all im trying to say is it can be cut out the bits u dont go to, as lon as u only cut out that you wouldent see, if youd see it in another act, u have to leve it, otherwise itl feel like your in a totally different city, im trying to make it so it feels like its the same city, like if ur in the same place in act 1, then u go to that same location in act 2, and it looks different, its gonna be wered,

im going for a bit, il do some later


look heres what i am thinking:

we have a whole city, modelled by you.
we take that city and turn it into 3 seperate BSP's each using a different part of the overall city. whatever parts are not being used in that specific level can be cut out

get it?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:43 PM    Msg. 310 of 769       
It's supposed to look different, because they are different places.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jan 20, 2009 10:43 PM    Msg. 311 of 769       
You obviously not reading my posts. The way your going to model the map is going to make it a laggy campaign. You might be wondering why I care so much since I'm not helping in it's production at all and it's because I want to see a good human campaign in Halo CE. If it's going to have a person making it really laggy I might as well make my own. Your telling me you want each act to feel like the same city. As long as you have similar buildings and the name is the same it's going to be the same city. You don't need to make a huge bsp. Make the area where the player will be going through. That's it.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jan 20, 2009 10:49 PM    Msg. 312 of 769       
Quote: --- Original message by: Nexus Halo
You obviously not reading my posts. The way your going to model the map is going to make it a laggy campaign. You might be wondering why I care so much since I'm not helping in it's production at all and it's because I want to see a good human campaign in Halo CE. If it's going to have a person making it really laggy I might as well make my own. Your telling me you want each act to feel like the same city. As long as you have similar buildings and the name is the same it's going to be the same city. You don't need to make a huge bsp. Make the area where the player will be going through. That's it.


Exception wont do it. He wants to model a whole city. So, because he refuses to make 3 seperate BSP's, we are going to have to seperate the single BSP he makes into 3 seperate ones.


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Jan 20, 2009 10:49 PM    Msg. 313 of 769       
..........im srlys, u dont understand my idea... i know what im sayingw ill not lag for most of us... but whatever, il just model random city and send it to u


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jan 20, 2009 10:53 PM    Msg. 314 of 769       
It will lag. With the scripts, scenery, vehicles and AI it will lag as one bsp.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2009 10:55 PM    Msg. 315 of 769       
Unless you'd like to prove us wrong? Make a large campaign map for us, full of scripting, many diverse kinds of AI, the usual?

 
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