
Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Sep 26, 2009 08:28 AM
Msg. 281 of 340
Quote: --- Original message by: jesse I used to think rooster did nothing, but now I know :o now you know he does nothing?
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 26, 2009 04:03 PM
Msg. 282 of 340
I never said he was bad =3
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daniel117
Joined: Apr 9, 2008
Math major dude
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Posted: Sep 27, 2009 12:49 AM
Msg. 283 of 340
im WAY out of date but has H3MT released anything?
and please dont reply "Narrows" because i know that was a leeched beta
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ChocolateNugget
Joined: Sep 29, 2007
im your #1 fan !!
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Posted: Sep 27, 2009 01:28 AM
Msg. 284 of 340
If we would release something you'd find a release thread.
BTW Rooster, what ever happened to those under-the-floor generators and the ring you said you'd model for Narrows? :>
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HDoan
Joined: Feb 19, 2007
"'Tis only happens to them Asians" - ODX 2008
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Posted: Sep 27, 2009 03:43 AM
Msg. 285 of 340
Quote: --- Original message by: ChocolateNugget If we would release something you'd find a release thread.
BTW Rooster, what ever happened to those under-the-floor generators and the ring you said you'd model for Narrows? :> He made some.
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Sep 27, 2009 09:36 AM
Msg. 286 of 340
Quote: --- Original message by: daniel117 im WAY out of date but has H3MT released anything?
and please dont reply "Narrows" because i know that was a leeched beta An assault rifle texture.
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 27, 2009 05:21 PM
Msg. 287 of 340
So how many verticies are we looking at here? on the map? just give me an average.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 27, 2009 05:32 PM
Msg. 288 of 340
Quote: --- Original message by: KillerKip1 So how many verticies are we looking at here? on the map? just give me an average. Why would you want a vert count? :S You mean triangles.
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 27, 2009 05:56 PM
Msg. 289 of 340
Quote: --- Original message by: anonymous_2009Quote: --- Original message by: KillerKip1 So how many verticies are we looking at here? on the map? just give me an average. Why would you want a vert count? :S You mean triangles. Nope, I an curious to verticies count
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 27, 2009 08:14 PM
Msg. 290 of 340
When modeling correctly, everything comes into play, I am not an expert, nor a great modeler, but I am still curious.
It helps to know that count, because taking just one out, can make a difference for the entire model.
Although it may not be important to you, or a very good question, its still a question left to be answer by someone who knows the answer, and Crunch.... Nice to see you too =)
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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 27, 2009 08:17 PM
Msg. 291 of 340
Why do you even want the vert count?
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Sep 27, 2009 08:27 PM
Msg. 292 of 340
you mean triangles or polygons, not vertex's vertex count you can't really tell anything with considering you could have a polygon attached to 3 vertexs and some to 8 vertex's. kind of stupid question really.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 27, 2009 09:16 PM
Msg. 293 of 340
Im sure everything is rendered as triangles.
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Scott
Joined: Apr 4, 2005
No.
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Posted: Sep 27, 2009 09:19 PM
Msg. 294 of 340
Does it really matter the reasoning behind asking for the vertices? It takes as much work as giving the polys.
Give him the vertices or stfu, that simple.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Sep 28, 2009 04:46 PM
Msg. 295 of 340
When you guys release your maps, are you going to make a classic version? Not like it'd be very hard, and I bet alot of the Halo players who like the default weapons (like me) would enjoy that.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Sep 28, 2009 04:53 PM
Msg. 296 of 340
Only reason he asked for a vert count is because he was trying to act clever, although it failed and made him look dum.
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malard
Joined: Apr 12, 2009
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Posted: Sep 28, 2009 04:56 PM
Msg. 297 of 340
You don't know how to spell dumb?
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Sep 28, 2009 05:37 PM
Msg. 298 of 340
Quote: --- Original message by: SargentCrunch lol, why would you want a vertice count, that makes no sense, you can have vertices without those vertices completing a face/tri, so u could have 500 vertices with 1 face, the vertices will tell you nothing, stop acting like you know stuff. Quote: --- Original message by: SargentCrunch stop acting like you know stuff. typically when you give somebody advice, its good to be able to follow it yourself.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Sep 28, 2009 06:27 PM
Msg. 299 of 340
oh my lol... youre not serious are you? youre still holding a grudge over a petty little squabble that happened a year ago? i was going to post some facts about vertex data in an exported model but this is the height of just too much.
if it helps, you made me laugh. good job. not many can do that.
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OMGWTHBBQHAXZORZ XD
Joined: Aug 19, 2008
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Posted: Sep 28, 2009 06:32 PM
Msg. 300 of 340
Ok guys seriously just try and give him a vert count. I mean so what if vert counts do nothing? He was just CURIOUS but I guess curiosity killed the cat or in this case you guys are killing the thread.
Stay on topic please.
So what maps will be released in your next release? I'm guessing narrows, foundery, and maybe high ground? or maybe something else. Or are you not releasing them in bunches and in ones.
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roosterMAP
Joined: Nov 14, 2008
I am here to enhance you gaming experience
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Posted: Sep 28, 2009 07:33 PM
Msg. 301 of 340
It is unfortunate that I cannot give you precise information regarding our future release because I have not consulted the rest of the team about divulging such information. Thankfully, I can tell you that about a year ago, CLS modeled the bridge and much of the terrain, and about 8 months ago, I modeled a building. No progress has been made since then; thus, it is reasonable to assume that we will not wait for High Ground to be made before we release the other two maps.
In regards to KillerKip1's request for precise data about the narrows map: the bsp contains 21,616 tri's and 11,226 verts. One must realize that the bsp constitutes to only the "gameplay" portion of the map. The scenery portion of the map contains 7,308 tri's and 3,862 verts. Please do not start complaining that these numbers are too high. I have spent an unbelievable amount of time lowering the polycount of narrows so that it can be fully rendered in hce from any point on the map. Believe it or not, the leaked beta build of narrows was about 30k tri's, this is not counting the 4 triangular structures under the bases and the ring under the bridge.
HDoan is currently making lightmaps for narrows so that you get nice shadows and tints (red/blue depending on what side of the map you're on).
Please, do not get your hopes up on fantasy rumors of release dates that were not announced by H3MT. For all you know, we have completely scrapped a project and are starting over; we have done this before. (na, just f-ing wth you. lol)
We will post screenshots once we feel that the material adequately reflects the talent we have here in H3MT.
-rooster (i love looking professional)
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Joshflighter
Joined: May 23, 2009
Former CMT Team Co-Leader
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Posted: Sep 28, 2009 07:45 PM
Msg. 302 of 340
Quote: --- Original message by: roosterMAP It is unfortunate that I cannot give you precise information regarding our future release because I have not consulted the rest of the team about divulging such information. Thankfully, I can tell you that about a year ago, CLS modeled the bridge and much of the terrain, and about 8 months ago, I modeled a building. No progress has been made since then; thus, it is reasonable to assume that we will not wait for High Ground to be made before we release the other two maps.
In regards to KillerKip1's request for precise data about the narrows map: the bsp contains 21,616 tri's and 11,226 verts. One must realize that the bsp constitutes to only the "gameplay" portion of the map. The scenery portion of the map contains 7,308 tri's and 3,862 verts. Please do not start complaining that these numbers are too high. I have spent an unbelievable amount of time lowering the polycount of narrows so that it can be fully rendered in hce from any point on the map. Believe it or not, the leaked beta build of narrows was about 30k tri's, this is not counting the 4 triangular structures under the bases and the ring under the bridge.
HDoan is currently making lightmaps for narrows so that you get nice shadows and tints (red/blue depending on what side of the map you're on).
Please, do not get your hopes up on fantasy rumors of release dates that were not announced by H3MT. For all you know, we have completely scrapped a project and are starting over; we have done this before. (na, just f-ing wth you. lol)
We will post screenshots once we feel that the material adequately reflects the talent we have here in H3MT.
-rooster (i love looking professional) /God Anyways, I think that H3MT just needs to release foundry and narrows then move on. Or nothing will ever get out. We both know this. =) Edited by Joshflighter on Sep 28, 2009 at 07:46 PM
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Sep 28, 2009 07:53 PM
Msg. 303 of 340
Quote: --- Original message by: SargentCrunchQuote: --- Original message by: Donut oh my lol... youre not serious are you? youre still holding a grudge over a petty little squabble that happened a year ago? i was going to post some facts about vertex data in an exported model but this is the height of just too much.
if it helps, you made me laugh. good job. not many can do that. I am not sure if you are mentally uncapable of remembering when things happened, but that optimization argument was around 1 month ago, when I was saying that it isn't required to model the right side of a gun, and you were saying you have to model the whole gun accurately, remember now? i thought you were making a throwback to your old assault rifle model. i saved the html from that. thats how funny it was. as far as modeling the whole gun, we went over this. you model, animate, then remove tris that are nott seen in the animation, otherwise you just limit the range of motion the animator has. so i guess you were partially right about being "mentally uncapable"(which isnt even a word btw) , but you pinned the accusation on the wrong person. i mean unless there was a mirror in front of you at time of posting. you dont listen, you dont learn, and youre an overall pain to try to talk to, but you do bring me more joy than anyone else on here.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 28, 2009 07:55 PM
Msg. 304 of 340
What about me? Or do I just prank you with Rickrolls to where you laugh from insanity?
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AlwinRoth
Joined: Jan 4, 2008
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Posted: Sep 28, 2009 07:56 PM
Msg. 305 of 340
I really love this thread now. Edited by AlwinRoth on Sep 28, 2009 at 07:57 PM
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Sep 28, 2009 08:04 PM
Msg. 306 of 340
ok and to get to the point i was originally trying to make (for those of you who are willing to listen) how many of you would keep isolated verticies in your models? im willing to bet nobody says yes except for one person... lets think here. what is 3ds max? perhaps we should start with "3d", meaning 3 dimensions. thats an x coordinate, a y coordinate, and a z coordinate. every vertex has all of those, out to around 6 or 7 decimal places depending on your scale. so alone, thats not much. multiply that by 500, plus the other ~4000 tris and verticies of the model, and you have yourself a sufficient amount of useless data there. now put that model in a game, and render 7 or 8 of them at the same time. yeah now we're talking about wasted memory. why leave those verticies in?
if youre such an advanced modeler (yeah guys, he has a whole year of experience), then there is a huge problem if you have 500 isolated verticies left over. you know, especially since theres a nifty button labeled REMOVE ISOLATED VERTICIES.
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 28, 2009 08:06 PM
Msg. 307 of 340
Thanks Rooster, it seems the new map'll be pretty good, considering the difference.
Can't wait to here more! (p.s. I like sounding professional too XD, its easy when you know what your doing, haha).
And although vert. count is not as important as triangles, (i suppose), I was still curious.
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AlwinRoth
Joined: Jan 4, 2008
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Posted: Sep 28, 2009 08:07 PM
Msg. 308 of 340
Quote: --- Original message by: AlwinRoth
I really really love this thread.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Sep 28, 2009 08:08 PM
Msg. 309 of 340
Quote: --- Original message by: KillerKip1 And although vert. count is not as important as triangles, (i suppose), I was still curious. yeah this. if anyone thinks i was saying verts are more important than triangles, then gtfo. its just that you asked for verticies.
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 28, 2009 08:11 PM
Msg. 310 of 340
Quote: --- Original message by: DonutQuote: --- Original message by: KillerKip1 And although vert. count is not as important as triangles, (i suppose), I was still curious. yeah this. if anyone thinks i was saying verts are more important than triangles, then gtfo. its just that you asked for verticies. Not you Donut, if anyone know's modeling, its you, and I meant that towards another crowd XD, like everyone in general, haha
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Sep 29, 2009 01:01 PM
Msg. 311 of 340
guys give me the beta or ill leak foundry!!!!
no but seriously i still dont have a beta, pm it yhea?
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Sep 29, 2009 01:04 PM
Msg. 312 of 340
Quote: guys give me the beta or ill leak foundry!!!! wow, what is this, cops and robbers, here you let me free or I will destroy you....... man, why are some people here so greedy and immature
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Sep 29, 2009 01:08 PM
Msg. 313 of 340
im srs guys, ill leak that super secret single player map too!!!
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 29, 2009 04:11 PM
Msg. 314 of 340
Quote: --- Original message by: MasterRyanQuote: guys give me the beta or ill leak foundry!!!! wow, what is this, cops and robbers, here you let me free or I will destroy you....... man, why are some people here so greedy and immature Welcome to Halo Maps
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Joshflighter
Joined: May 23, 2009
Former CMT Team Co-Leader
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Posted: Sep 29, 2009 04:12 PM
Msg. 315 of 340
Please, for the sake of keeping this thread alive and healthy, stop posting crap. Ik its hard, but just ignore things that you dont care about.
I for one, want to see what rooster comes up with, since he is so talented. But if you kids cant play well, then this thread might be locked yet again. We had enough crap in the 8 other threads we created and the hundreds of pages of crap. So stop.
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