
OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Sep 13, 2009 10:47 AM
Msg. 71 of 178
Quote: --- Original message by: English MobsterQuote: --- Original message by: MasterRyan will the escalators move, that would be sweet Debating that. If they're animated, THEY will move, YOU won't, which would be a problem. I don't think .shader_environments can animate, anyway. Quote: --- Original message by: SwordMa5ster Just asking but are you gonna include the effect where the screen goes red when you get hit. If not I think that would be cool could someone do that? Is it possible? I don't want to screw around with HUD interfaces right now. The traditional shield system DOES work, although it doesn't fit the ODSTs. To be quite honest, I'd like to keep things classic except for an ODST biped and maybe FlamingRain's automag model. Yeah, if the escalator is built like a lift, it would work because lifts, well, they have you stick there if I can say. May be tricky to balance in game however but a never ending rotation of a lift could do the trick.
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Sep 13, 2009 01:20 PM
Msg. 72 of 178
yeah that lift idea could work. Also English mobster are you gonna have the silenced SMG I'm just saying cause if your gonna have the automag you should have the silenced SMG its pretty easy I know a few people have a good model.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 13, 2009 09:38 PM
Msg. 73 of 178
When you finish this Mobster would you allow me to use it for the HCE: ODST mini-campaign?
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English Mobster
Joined: Jun 18, 2009
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Posted: Sep 19, 2009 03:57 PM
Msg. 74 of 178
Quote: --- Original message by: SwordMa5ster yeah that lift idea could work. Also English mobster are you gonna have the silenced SMG I'm just saying cause if your gonna have the automag you should have the silenced SMG its pretty easy I know a few people have a good model. I'm still undecided if I want to go through the effort of making the escalators work. Also, I am using Advancebo's released Silenced SMG and FlamingRain's unreleased Automag. Quote: --- Original message by: DarkHalo003 When you finish this Mobster would you allow me to use it for the HCE: ODST mini-campaign? Yes. Also, Gridlock is ingame. I am currently running radiosity on the level now. Edited by English Mobster on Sep 19, 2009 at 03:57 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Sep 19, 2009 04:03 PM
Msg. 75 of 178
Quote: --- Original message by: English Mobster Also, I am using Advancebo's released Silenced SMG and FlamingRain's unreleased Automag. custom weapons make me :D
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Sep 20, 2009 01:14 PM
Msg. 76 of 178
Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: English Mobster Also, I am using Advancebo's released Silenced SMG and FlamingRain's unreleased Automag. custom weapons make me :D Custom weapons make me :( Will there be a Classic version of the map?
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Sep 20, 2009 03:10 PM
Msg. 77 of 178
hey mobster check out the H3 ODST HUD NEEDED topic on the forum someone apparently has a ODST hud that has the red damage effect and it looks pretty much completely accurate you would only need make a few adjustments to it. Edited by SwordMa5ster on Sep 20, 2009 at 03:11 PM
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English Mobster
Joined: Jun 18, 2009
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Posted: Sep 20, 2009 05:15 PM
Msg. 78 of 178
Quote: --- Original message by: YakZSmelkQuote: --- Original message by: UnevenElefant5Quote: --- Original message by: English Mobster Also, I am using Advancebo's released Silenced SMG and FlamingRain's unreleased Automag. custom weapons make me :D Custom weapons make me :( Will there be a Classic version of the map? I'm compromising. The models/animations ARE custom, but the weapons work EXACTLY the same as the AR/Pistol. Same error, same clip size, etc, just like how the ODST is EXACTLY the same as the Chief. Things look different, but they really aren't any different than they were in the classic maps. ALSO, Alpha build screenshots: Trees need to be planted.  Going to remove the smoke, I don't care for it, myself.  A bit of the Mall interior:  The "escalators" (which aren't going to move and thus are more like stairs right now) to the blue flag:  Finally, a tribute to a fallen Spartan (going to light the area up better later). 
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Sep 20, 2009 05:50 PM
Msg. 79 of 178
yeah found out that its HDoan's HUD he says its not finished yet and he will release when its finished. The maps looking like its turning out good by the way.
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lucky7
Joined: Dec 20, 2008
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Posted: Sep 20, 2009 06:45 PM
Msg. 80 of 178
I really like how things are going mobster  i cant wait to see/play this map. i was really happy with the way u did things in Domain. i hope you do some really cool things with this map
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Sep 21, 2009 05:51 PM
Msg. 81 of 178
yeah I kinda agree mobster you should ask if anyone would help you make new FP hands.
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English Mobster
Joined: Jun 18, 2009
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Posted: Sep 22, 2009 03:21 AM
Msg. 82 of 178
Going to get to work on new FP hands soon enough; at the very least I'll have a reskin ready.
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MissingSpartan7
Joined: Feb 19, 2009
I abandoned this forum a long time ago...
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Posted: Sep 22, 2009 07:20 AM
Msg. 83 of 178
what if the phones rang?
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Sep 22, 2009 03:00 PM
Msg. 84 of 178
yeah mobster whats the ODST biped look like. I just want to compare because I know onotix has a really good ODST biped.
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AlwinRoth
Joined: Jan 4, 2008
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Posted: Sep 22, 2009 05:11 PM
Msg. 85 of 178
Quote: --- Original message by: MissingSpartan7 what if the phones rang? You pic it up and say: "banana phone banana phone"
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Sep 22, 2009 08:37 PM
Msg. 86 of 178
Sorry, but I completely hate the hands
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Sep 27, 2009 11:43 PM
Msg. 87 of 178
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Dark
Joined: Nov 10, 2008
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Posted: Sep 28, 2009 12:23 AM
Msg. 88 of 178
bp already got ingame and onotix alredy edited the skin Edited by Dark on Sep 28, 2009 at 12:34 AM
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Spartan 8
Joined: Oct 17, 2006
http://halomapsandmods.uuuq.com/
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Posted: Sep 28, 2009 02:10 AM
Msg. 89 of 178
detail looks good
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English Mobster
Joined: Jun 18, 2009
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Posted: Sep 28, 2009 04:30 AM
Msg. 90 of 178
Advancebo is already on the new Biped, although I haven't heard from him all day today.
Also, completely remodeling the area around red base to make it look nicer. Stay tuned.
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Sep 28, 2009 04:32 AM
Msg. 91 of 178
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 28, 2009 06:05 AM
Msg. 92 of 178
Quote: --- Original message by: English Mobster Advancebo is already on the new Biped, although I haven't heard from him all day today.
Also, completely remodeling the area around red base to make it look nicer. Stay tuned. Yeah, its still being worked on, I got the polys down to 14000
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Sep 28, 2009 07:41 AM
Msg. 93 of 178
Looks awesome, although the name... (unless you didn't get it, I was joking)
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Auxor
Joined: Sep 5, 2008
Ever drunk Baileys out of a shoe?
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Posted: Sep 28, 2009 01:19 PM
Msg. 94 of 178
Look's epic as hell. Reminds me completely of the H3: ODST Mombasa Streets.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 28, 2009 10:11 PM
Msg. 95 of 178
1.) Take out the music. :P
2.) Make sure for a fact everything is portalled correctly and also fix the annoying error of two-mirrored faces, so that in Sapien it doesn't block the whole screen. :P
3.) Take out the burning tank and put in a destroyed one (particles in this way will screw it up big time.)
4.) Make the Flags default H1 flags. Idk why, but when we were playing last time the flag was the laggiest part of the game. I believe because it's animated?
5.) Looks great otherwise and could be a good SP level (especially for me). However, remove any music and uneeded particles (mainly the burning tank and pelican particles, pelican for sure since you don't even look at it. Also, fill in the gaps of the level with either a better texture (loved the metal gates from H2) when you get close to Domain's section, mainly by the mall.
Could it be possible to rig the ODST to Cyborg? It would make everything so damn convenient. Edited by DarkHalo003 on Sep 28, 2009 at 10:13 PM
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Sep 30, 2009 05:31 AM
Msg. 96 of 178
Hey Mob, I think it would be a cool idea if you had the New Mombasa doors like the ones in ODST. It would keep it true to New Mombasa. I just so happen to have a virtual replica I literally modeled 5 minutes ago. Just needs to be smoothed and textured. I'll donate. http://i188.photobucket.com/albums/z85/nexushalo/door.jpg
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 30, 2009 06:07 AM
Msg. 97 of 178
Do the device doors, And Ill animate em.
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Sep 30, 2009 07:51 PM
Msg. 98 of 178
Okay. I wasnt going to add the detail of the door to the model and instead just make it a texture but I fail at making textures and unwrapping. I'll work on it again tonight. I'm on my break right now.
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Sep 30, 2009 08:02 PM
Msg. 99 of 178
Looks very nice, will you be giving some of the weapons new models?
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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 1, 2009 04:48 AM
Msg. 100 of 178
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 1, 2009 06:11 AM
Msg. 101 of 178
You could just use the doors found on POA
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English Mobster
Joined: Jun 18, 2009
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Posted: Oct 2, 2009 11:13 PM
Msg. 102 of 178
Quote: --- Original message by: DarkHalo003
1.) Take out the music. :P
2.) Make sure for a fact everything is portalled correctly and also fix the annoying error of two-mirrored faces, so that in Sapien it doesn't block the whole screen. :P
3.) Take out the burning tank and put in a destroyed one (particles in this way will screw it up big time.)
4.) Make the Flags default H1 flags. Idk why, but when we were playing last time the flag was the laggiest part of the game. I believe because it's animated?
5.) Looks great otherwise and could be a good SP level (especially for me). However, remove any music and uneeded particles (mainly the burning tank and pelican particles, pelican for sure since you don't even look at it. Also, fill in the gaps of the level with either a better texture (loved the metal gates from H2) when you get close to Domain's section, mainly by the mall.
Could it be possible to rig the ODST to Cyborg? It would make everything so damn convenient. Edited by DarkHalo003 on Sep 28, 2009 at 10:13 PM 1. But... But I LIKE the music by the mall... (That's based off of music which actually plays at the mall by my house, btw). 2. Hah, that annoys me, too. It's been fixed since that build, I decided to remove 2 of my 3 dynamic mirrors. 3. Unfortunately, every human vehicle in H1 can't be destroyed. I don't know why. The tank doesn't HAVE a destroyed model; I would have to make one from scratch. I've been considering making one though. 4. The flag's new texture shouldn't make a difference. The texture isn't animated; those are the H1 flags in every way except for the new texture. 5. I've been trying to cut down on the particles, but they DO add to the atmosphere of the level. And the ODST is rigged to Cyborg by default. I would love to use those doors. I actually have a texture I already made for the doors, though I never got around to the model. Contact me via Xfire. I'm doing a remodel of the Red base (the Peter Marks Memorial). What started as a mission to get rid of the phantom BSP there turned into me thinking the entire place was crappy and redoing the whole section. I'm nearly done with the new part. I drew heavy inspiration from Tayari Plaza (aka Crater and Crater Night), adapting the BSP to the hotel area and making the big stone pillars into Hang 'Em High "tombstones" with the Peter Marks memorial in the center. The process of remodeling actually added in a new building, so now the hotel circle is actually a (semi) circle instead of just a hotel with garbage thrown around it. The new building shouldn't affect gameplay too much, other than keeping snipers from picking off respawning players. It also creates a new vehicle "bottleneck", allowing attackers to be subject to ambushes. One last change is the addition of a LAAG turret to each base to aid with defense. They are located just outside of the flag rooms on both bases, although both cannot attack players who use the mall's interior to get "underneath" the turrets. Both turrets are located underneath bright streetlights and are easy targets for snipers. Edited by English Mobster on Oct 2, 2009 at 11:13 PM
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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 3, 2009 04:47 AM
Msg. 103 of 178
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English Mobster
Joined: Jun 18, 2009
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Posted: Oct 3, 2009 08:00 PM
Msg. 104 of 178
I actually took the time to make a real texture for once, lol. Also, a more accurate concept: Edited by English Mobster on Oct 3, 2009 at 08:07 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 3, 2009 08:17 PM
Msg. 105 of 178
Quote: --- Original message by: English Mobster I actually took the time to make a real texture for once, lol. Ill fix it up.
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