
Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: May 9, 2009 10:26 AM
Msg. 106 of 119
tagging correctly is actually pretty hard. you have to know what all the values do in order to make innovative things. Otherwise your tags are boring.
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Sabre
Joined: Dec 10, 2008
I joined RB in protecting Donut's avatar.
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Posted: May 9, 2009 10:41 AM
Msg. 107 of 119
Quote: --- Original message by: Gamma927Quote: --- Original message by: SabreQuote: --- Original message by: UnevenElefant5Quote: --- Original message by: SabreQuote: --- Original message by: PolameeQuote: --- Original message by: SabreQuote: --- Original message by: Polamee As for my role, I can do (advanced-ish) scripting, some tagging, AI manipulation, and level population. I can do this also, so I'll be an assistant or something lol. @Geared: Nice, Make some subway tunnels :V Edited by Sabre on May 8, 2009 at 01:50 AM Everyone can do tagging and level population. Ah, but can they do it RIGHT? Yes. So everyone magically has the knowledge to tag and populate without any previous or future problems? Pretty much. Like you, when you first opened guerilla?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: May 9, 2009 02:53 PM
Msg. 108 of 119
Quote: --- Original message by: Headhunter09 tagging correctly is actually pretty hard. you have to know what all the values do in order to make innovative things. Otherwise your tags are boring. He never said we had to tag correctly. We just have to be able to tag. A loophole!
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 9, 2009 03:17 PM
Msg. 109 of 119
Quote: --- Original message by: l283023 Guerilla is self-explanatory though. It even gives you descriptions within the tags of what changing something will do.
If you can't tag, that's pretty sad. Shaders and stuff is pretty easy. The only really complicated things I've really seen is HUD stuff, but thats not really that complicated if you know what your doing.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 9, 2009 04:04 PM
Msg. 110 of 119
Quote: --- Original message by: TheDiseasedQuote: --- Original message by: Higuy Shaders and stuff is pretty easy. The only really complicated things I've really seen is HUD stuff, but thats not really that complicated if you know what your doing. What are you talking about? HUD Stuff is easy :p I'm not the best at doing that in guerrilla, everything else is pretty easy..
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Sabre
Joined: Dec 10, 2008
I joined RB in protecting Donut's avatar.
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Posted: May 9, 2009 05:50 PM
Msg. 111 of 119
Quote: --- Original message by: l283023 Guerilla is self-explanatory though. It even gives you descriptions within the tags of what changing something will do.
If you can't tag, that's pretty sad. Well half the halomaps community is sad and they know how to tag, so we'll need to redefine "Sad" :P ReRail: waht's our first project? srsly. I might have missed it due to non-pm-checkage but meh :P
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: May 9, 2009 11:49 PM
Msg. 112 of 119
You guys are generalizing "tagging" too much. There's a lot of different types of tags, with different levels of difficulty in creating/editing them. Like shaders, scenario stuff, etc. is easy, but some stuff is harder like physics, HUD, particles, etc.
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Wolf_
Joined: May 16, 2006
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Posted: May 10, 2009 06:09 AM
Msg. 113 of 119
Quote: --- Original message by: SabreQuote: --- Original message by: l283023 Guerilla is self-explanatory though. It even gives you descriptions within the tags of what changing something will do.
If you can't tag, that's pretty sad. Well half the halomaps community is sad and they know how to tag, so we'll need to redefine "Sad" :P ReRail: waht's our first project? srsly. I might have missed it due to non-pm-checkage but meh :P Yeah you´re sad.
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Sabre
Joined: Dec 10, 2008
I joined RB in protecting Donut's avatar.
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Posted: May 10, 2009 07:12 AM
Msg. 114 of 119
Quote: --- Original message by: Wolf_Quote: --- Original message by: SabreQuote: --- Original message by: l283023 Guerilla is self-explanatory though. It even gives you descriptions within the tags of what changing something will do.
If you can't tag, that's pretty sad. Well half the halomaps community is sad and they know how to tag, so we'll need to redefine "Sad" :P ReRail: waht's our first project? srsly. I might have missed it due to non-pm-checkage but meh :P Yeah you´re sad. Like that is supposed to determine if I'm a good tagger. yeah sure. (Btw so are you.)
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: May 10, 2009 06:21 PM
Msg. 115 of 119
you're a good tagger if you know how to tag the stuff that corresponds to the work you are capable of doing. i do huds, so i tag huds. i do models and collisions, so i set them up as such. mythril does particles. he might know NOTHING about hud, but hes still good at particle tagging bottom line is, what are you looking for? tagging really doesnt say anything. its like saying "i can open gurilla and change the assasult rifle firing speed, therefore i can handle all of the gurilla work" that is BS, and you need to be alot more specific about your requirements
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Jun 7, 2009 01:21 AM
Msg. 116 of 119
Hello guys, sorry to bring this thread back, but HCER would like to say that we are not dead, we are in a "stand-still" at this moment.
We have a general idea of the first SP we will make, it will either be on a custom BSP (If we can find a BSP modeler) or New Mombasa Classic. The reason I picked NMC, is because of the play value of the map in general. The map feels like it NEEDS a SP to play on.
I have the run down of the map so far, have made 2 custom animations for a pelican drop in/exit, set up two globals that tell when the pelican has landed and has left the map. When the pelican lands on the ground, Two ghosts will appear and battle the player along with some marines.
Now, I originally had idea's of adding dialogue into this level, mainly because it would seem...boring without it. Most SP's I have seen were without dialogue, maybe it was because of either finding voices or just too lazy :P
Also, the pelican sometimes disappears during the animation (for whatever reason) however it does reappear after .5 - 1 second. It might be an animation bug, or something wrong with the frames, I really don't know.
Encounter's are probably going to be similar to the Halo CE campaign, and I am trying to keep the tagset under Halo 1's tag system, rather than using H2/H3 tags. Reason why is because I want it to feel like it was made by Bungie, rather than some half-bad attempt to put a SP together.
So there you have it. A update on HCER, 28 days from the last post.
One note, we are still looking for people! What we need is probably:
HUD Specialist/Maker BSP Modeler The Opinionist(What this position is basically what a test person is, he/she will personally say their opinion about what the map needs/doesn't need, what stuff should be here/there/anywhere, etc)
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Wolf_
Joined: May 16, 2006
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Posted: Jun 7, 2009 06:38 AM
Msg. 117 of 119
Code make a exact copy of the h2 e3;)
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malard
Joined: Apr 12, 2009
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Posted: Jun 7, 2009 10:36 PM
Msg. 118 of 119
ill be The Opinionist and i can model weapons if you want to have a look at them just pm me because i r gud modderz i can join teamsz Edited by malard on Jun 8, 2009 at 05:28 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 8, 2009 05:23 PM
Msg. 119 of 119
I'll be The Opinionist.
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