
Dark
Joined: Nov 10, 2008
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Posted: Oct 3, 2009 08:48 PM
Msg. 106 of 178
its fine
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Oct 3, 2009 10:01 PM
Msg. 107 of 178
Hey mobster, I almost finished that ODST flag poster thing, sorry but I havent really had the time to work on it latley due to school, do you still want me to finish it for the map? All I have left is the ground and the sky.
By the way, you know those red and blue tunnels with the do not block signs by them, I think they need to ne more noticeable in the map. Try lighting up the area around them. Ive only played the map by myself on LAN, but I think that would make that path become taken more.
Also I love the door texture. Edited by Ro0ster on Oct 4, 2009 at 12:45 AM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Oct 3, 2009 10:12 PM
Msg. 108 of 178
I would like to see whre I gave you permission to use my ODST Pistol which I allowed FlamingRain to animate as long as he sent to no one else...
Well, I think I sent it FlamingRain to animate...
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Oct 4, 2009 12:44 AM
Msg. 109 of 178
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Oct 4, 2009 12:46 AM
Msg. 110 of 178
This looks epic! i love odsts to bad i dont have a 360 so i cant play the new halo 3 odst.
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MissingSpartan7
Joined: Feb 19, 2009
I abandoned this forum a long time ago...
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Posted: Oct 4, 2009 12:48 AM
Msg. 111 of 178
was just playing beta 2, can you please make the covenant enrgy blocker thingy into scenery instead and maybe redo the textures and model for it...
just thoughts, especially if you're basing it off ODST
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Oct 4, 2009 12:59 AM
Msg. 112 of 178
Quote: --- Original message by: MissingSpartan7 was just playing beta 2, can you please make the covenant enrgy blocker thingy into scenery instead and maybe redo the textures and model for it...
just thoughts, especially if you're basing it off ODST Put the genorator in the midle of it too and the shield really needs a shader overhaul, but I guess its only a beta.
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Oct 4, 2009 01:24 AM
Msg. 113 of 178
FYI for anyone who downloads the model and texture your going to have to shift some verts around to fit the texture. You have to remember the texture wasn't specifically made to fit this model.
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ChocolateNugget
Joined: Sep 29, 2007
im your #1 fan !!
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Posted: Oct 4, 2009 03:11 AM
Msg. 114 of 178
J.
Add me on xfire. I only have your old account.
thepacman
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 4, 2009 05:03 AM
Msg. 115 of 178
Should be done later today. 
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sargejohnson
Joined: Apr 20, 2009
Shall we play a game?
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Posted: Oct 4, 2009 07:51 AM
Msg. 116 of 178
Quote: --- Original message by: AdvanceboShould be done later today.  nice door there. and why are there green balls at the sides (i'm curious to find out.....)?
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RougeSpartan414
Joined: Sep 24, 2007
Angatar, the Iron-Father.
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Posted: Oct 4, 2009 07:52 AM
Msg. 117 of 178
Animations I believe.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 4, 2009 10:26 AM
Msg. 118 of 178
The green balls are nodes, for movement when animating. You won't see them ingame. If you did, the pistol would be covered with green balls.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 4, 2009 10:44 AM
Msg. 119 of 178
Is this still a night map? Or will it have lighting like Tayari Plaza? If it's the second, I got the music in Halo CE for it. I eventually plan to make loops as well.
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 4, 2009 03:19 PM
Msg. 120 of 178
Quote: --- Original message by: DarkHalo003 Is this still a night map? Or will it have lighting like Tayari Plaza? If it's the second, I got the music in Halo CE for it. I eventually plan to make loops as well. Im guessing you got the OST?
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 4, 2009 03:52 PM
Msg. 121 of 178
Quote: --- Original message by: AdvanceboQuote: --- Original message by: DarkHalo003 Is this still a night map? Or will it have lighting like Tayari Plaza? If it's the second, I got the music in Halo CE for it. I eventually plan to make loops as well. Im guessing you got the OST? Yeah, but I have a decent looping sound running now. There are some tellable faults in it though.
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English Mobster
Joined: Jun 18, 2009
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Posted: Oct 4, 2009 04:15 PM
Msg. 122 of 178
Thanks a lot, Ro0ster. I like it. I'll find a place for it, since I'm still working on the model. =P Quote: --- Original message by: anonymous_2009 I would like to see whre I gave you permission to use my ODST Pistol which I allowed FlamingRain to animate as long as he sent to no one else...
Well, I think I sent it FlamingRain to animate... FlamingRain told me that pistol was 100% his. I'm currently taking his word for it. You have to remember you two were modeling the same thing using (probably) the same references. They'll look similar if not identical. Although I WILL talk to FRain about it. Quote: --- Original message by: Ro0sterQuote: --- Original message by: MissingSpartan7 was just playing beta 2, can you please make the covenant enrgy blocker thingy into scenery instead and maybe redo the textures and model for it...
just thoughts, especially if you're basing it off ODST Put the genorator in the midle of it too and the shield really needs a shader overhaul, but I guess its only a beta. There are multiple reasons why it's BSP and not scenery: BSP has better collision than scenery (less chance of hog glitching through it). Less memory is taken up by BSP than by scenery. BSP receives better lightmaps. The shaders are temporary while I work on some new ones. Quote: --- Original message by: DarkHalo003 Is this still a night map? Or will it have lighting like Tayari Plaza? If it's the second, I got the music in Halo CE for it. I eventually plan to make loops as well. It's still a night map. And I'm trying to limit the music; the only reason why the mall has any kind of music at all is because most malls play background ambient music around them. Edited by English Mobster on Oct 4, 2009 at 04:16 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 4, 2009 04:27 PM
Msg. 123 of 178
Quote: Quote: --- Original message by: anonymous_2009 I would like to see whre I gave you permission to use my ODST Pistol which I allowed FlamingRain to animate as long as he sent to no one else...
Well, I think I sent it FlamingRain to animate... FlamingRain told me that pistol was 100% his. I'm currently taking his word for it. You have to remember you two were modeling the same thing using (probably) the same references. They'll look similar if not identical. Although I WILL talk to FRain about it. It is Hunters/Anonymous 2009's magnum. Edited by Advancebo on Oct 4, 2009 at 04:28 PM___________________________________________________________ Ingame and done. Edited by Advancebo on Oct 4, 2009 at 04:29 PM
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FRain
Joined: Sep 17, 2007
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Posted: Oct 4, 2009 04:41 PM
Msg. 124 of 178
Yeah, the automag's model is hunters. I edited it slightly so it would look better in first person.
Also, you never said I couldn't send it to anyone. If that were the case, I wouldn't have sent it to anyone. I also textured it and put it ingame, so 1/2 of it is mine.
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Nomatik
Joined: Oct 3, 2009
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Posted: Oct 7, 2009 02:47 PM
Msg. 125 of 178
looks bomb when can i get it?
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English Mobster
Joined: Jun 18, 2009
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Posted: Oct 10, 2009 01:44 AM
Msg. 126 of 178
Still working on the new model. Sealing up open edges, etc. Gameplay was great, as expected. Now I'm spicing up the visuals to make this map awesome.
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doot
Joined: Nov 2, 2009
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Posted: Nov 2, 2009 01:54 AM
Msg. 127 of 178
Looking great.
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English Mobster
Joined: Jun 18, 2009
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Posted: Nov 2, 2009 01:56 AM
Msg. 128 of 178
Snaf told me to ditch the model and redo everything. Since he's a professional who works in the field, I took his advice and I'm beginning a remodel. Here's the changelog: REMOVED/ALTERED:
- Streets will be 100% redone and reunwrapped.
- The main red and blue "fire exit" entrance to the mall (the infantry route closest to each base) is going to be remade from a fire exit to instead a section of the Superintendent's data core from the ODST level "Data Hive". I feel this is probably the best way to cover up an otherwise bland hallway.
- The area which someone on the last page felt was "too bland" is going to be remade into an exterior fire exit. This will allow people sneaking up on a sniper/turret gunner to be picked off more easily by a good team, as well as allow people climbing said fire exit to spot people shotgun camping on the fire escapes and pick them off before they climb the stairs.
- Blue base (the former hotel area) is going to be remade, more extensively based off of the Firefight map "Crater" than it already was. The Hotel is going to go bye-bye.
- Train station remodeled to match the one from H2's "Terminal".
- Entire South side of the map (freeway side) going to be ripped out and replaced with a parking garage like the one in "Terminal".
- Most of the crappy-looking wreckage is going to be removed; the exception being where Domain's Pelican crashed. Here, I will take steps to reduce the wreckage without fundamentally altering Domain's BSP, as being able to see Domain from Gridlock is part of the map's basic setting.
SALVAGED:
- Domain's BSP.
- The Blue base "Escalator" area (mostly). Is going to be remodeled, but will retain the same shape.
- The "park" I have by the hotel; this is part of the "Crater" remodel I was talking about earlier. Most buildings surrounding the area will be removed, however.
- The "Grifball" court.
- Mall interior going to keep the basic shape and function, although is going to be more akin to H2's "Ivory Tower" appearance-wise.
To sum it up: 
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Nov 2, 2009 06:00 AM
Msg. 129 of 178
Interesting, can't wait to see the result. If you need any help with anything Holla!
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Nov 2, 2009 02:58 PM
Msg. 130 of 178
If your gonna redo the whole thing you should look at the odst models thread here on the forums you could probally use some of them in the map all you need is for someone to help texture them.
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 2, 2009 02:59 PM
Msg. 131 of 178
^They are high poly, and they havent been released yet.
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English Mobster
Joined: Jun 18, 2009
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Posted: Nov 3, 2009 11:29 PM
Msg. 132 of 178
Yay for redesigns! 
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Nov 4, 2009 12:22 AM
Msg. 133 of 178
Why the grainy quality? Model looks pretty good though. You've got a nasty nonplanar in the lower left hand corner there though.
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Nov 4, 2009 03:05 PM
Msg. 134 of 178
Me likey.
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English Mobster
Joined: Jun 18, 2009
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Posted: Nov 5, 2009 12:58 AM
Msg. 135 of 178
 Almost time to start working on the other side now! 
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Nov 5, 2009 02:32 AM
Msg. 136 of 178
Looking good, though I don't like how the building on the right leans out.
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Nov 6, 2009 08:14 PM
Msg. 137 of 178
yeah mobster a bunch of models from Halo 3 odst stuff was released. Just take a look when ya can, maybe you can use some of em.
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 6, 2009 08:29 PM
Msg. 138 of 178
No^ those models are horribly high poly, and will not do any good in Halo CE.
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Nov 6, 2009 09:26 PM
Msg. 139 of 178
can they be edited to use less poly's?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 6, 2009 09:33 PM
Msg. 140 of 178
Why don't you try?
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