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Author Topic: Official H3MT Thread (441 messages, Page 11 of 13)
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WM Blade
Joined: Sep 27, 2008

WORT WORT WHAT???


Posted: May 15, 2010 02:37 PM    Msg. 351 of 441       
the AR is bit slow don ya think?


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: May 16, 2010 03:16 AM    Msg. 352 of 441       
Oh gawd, so many bad things about that, I can't even begin to type it all.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: May 16, 2010 09:32 AM    Msg. 353 of 441       
1.) something looks slightly strange about pistol melee. cant put my finger on it.
2.) will these tags be released after the map? or are you gonna put protection on the map? or what?

great progress. this map looks awesome.


WM Blade
Joined: Sep 27, 2008

WORT WORT WHAT???


Posted: May 16, 2010 11:16 AM    Msg. 354 of 441       
The PR overheats way TOO much quick...


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: May 16, 2010 12:13 PM    Msg. 355 of 441       
The Pistol melee is perfect. The PR does overheat too fast but it is still a beta. The AR isn't "slow" it's the sounds that make feel slow.
Edited by 1bobsam1 on May 16, 2010 at 12:14 PM


WM Blade
Joined: Sep 27, 2008

WORT WORT WHAT???


Posted: May 16, 2010 12:16 PM    Msg. 356 of 441       
ok, will ya include ALL the H3 weapons?


The Programmer
Joined: Sep 30, 2009

I HATE WHITE PEOPLE!!!


Posted: May 17, 2010 02:35 PM    Msg. 357 of 441       
it looks like a 1/2 or 1/3 scale version

things I noticed:
The Rocket is missing its missing its black contrail
animations are little different for most weapons
Rocket Launcher fp looks to close, like H1
sticky grenade needs work
some weapons need textures(I have realized that some might not be finished)


WM Blade
Joined: Sep 27, 2008

WORT WORT WHAT???


Posted: May 18, 2010 10:22 PM    Msg. 358 of 441       
well, so far looks great... Keep it up guys


roosterMAP
Joined: Nov 14, 2008

I am here to enhance you gaming experience


Posted: May 19, 2010 05:29 PM    Msg. 359 of 441       
The weapons have yet to be balanced. Many still need their 3p anims. Im sure they will be done soon.

Also, all this talk about "the BR doesn't looks perfect" is stupid. If you want perfect anims GO BUY A COMMERCIAL GAME!!!


P.S. I will remain inactive in H3MT until the mancannons are complete.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: May 19, 2010 07:26 PM    Msg. 360 of 441       
cant someone create the man cannons! just use a damage effect!!!


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: May 19, 2010 08:14 PM    Msg. 361 of 441       
I think you can but you have to stand/walk over such a small area that it makes it sort of inefective


WM Blade
Joined: Sep 27, 2008

WORT WORT WHAT???


Posted: May 19, 2010 09:24 PM    Msg. 362 of 441       
The mancannons in

Sandtrap uses damage effect? because it work rly nice



leyuen
Joined: Apr 3, 2010


Posted: May 19, 2010 11:50 PM    Msg. 363 of 441       
the liftz in sand trap doesnt work that well for me ..... it barleys lift me off the ground..... i have to move very slowly for it to work


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 20, 2010 12:09 AM    Msg. 364 of 441       
It was supposed to be a vehicle, an invisible carriage type of newfangled contraption.


roosterMAP
Joined: Nov 14, 2008

I am here to enhance you gaming experience


Posted: May 21, 2010 01:46 PM    Msg. 365 of 441       
damage effect is bad because its very inaccurate. Its ok in sandtrap because all that matters is that you go up. In narrows, you have to worry abt landing in the same place every time. Vehicle is the ONLY way to go. Now, if someone can do this instead of Doan, plz message me on xfire (unrealpixel). I will supply you wth whatever you need. You will, of course, be H3MT member, thus credit will be given to you.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: May 21, 2010 04:29 PM    Msg. 366 of 441       
eh is there a way to automatically enter the vehicle when you walk into it?


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: May 21, 2010 07:02 PM    Msg. 367 of 441       
Quote: eh is there a way to automatically enter the vehicle when you walk into it?

Maybe an active trigger of a sort?
Edited by 1bobsam1 on May 21, 2010 at 07:02 PM


leyuen
Joined: Apr 3, 2010


Posted: May 21, 2010 07:22 PM    Msg. 368 of 441       
Quote: --- Original message by: roosterMAP
damage effect is bad because its very inaccurate. Its ok in sandtrap because all that matters is that you go up. In narrows, you have to worry abt landing in the same place every time. Vehicle is the ONLY way to go. Now, if someone can do this instead of Doan, plz message me on xfire (unrealpixel). I will supply you wth whatever you need. You will, of course, be H3MT member, thus credit will be given to you.


i will wait... cuz i never played a real looking halo 3 map besides jesses sandtrap


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 21, 2010 07:29 PM    Msg. 369 of 441       
I have no idea about scripting but, its probly a trigger volume that detects a player then puts the player in a invisible vehicle that can only move 1 way and is moving.
then the opposite to exit.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: May 21, 2010 07:34 PM    Msg. 370 of 441       
put the player in an invisible vehicle. Then make the vehicle play a 'custom animation'. Much like its playing a recorded animation. The only thing is if 2 player's collide with eachother. & if another player goes on the lift, before the other player has landed. But those can be fixed with variables. the collide issue. You can just place a trigger volume in the middle of the animation (takes up the space, where the 2 players might collide) & when the player(s) in that trigger volume. They are not 'collidable', for that period of time.


roosterMAP
Joined: Nov 14, 2008

I am here to enhance you gaming experience


Posted: May 22, 2010 06:31 PM    Msg. 371 of 441       
we already know the way it works. we just need someone to actually do it! HDoan is the only one who would be able to and he's not doing it. Someone plz help us so that we can release this fu*king map!!!!!!!


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 22, 2010 06:42 PM    Msg. 372 of 441       
lol desperation time.

things i know we have to fix (well, i do)

Strings list

Pickup icons.

shotgun needs to be textured.

brute shot needs to be textured

splaser needs to be textured

stuff needs to be worked out

such as bubble shield

gravity lift.

and power drainer though those work well.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: May 22, 2010 08:40 PM    Msg. 373 of 441       
really people...someone with some free time.


WM Blade
Joined: Sep 27, 2008

WORT WORT WHAT???


Posted: May 22, 2010 11:04 PM    Msg. 374 of 441       
it is possible when you launch the drainer, you can actually move at the same speed?


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: May 26, 2010 04:10 PM    Msg. 375 of 441       
if someone can give me a model with animation ill try and do the rest. but if no one has that, i cant do it because all my modeling programs arent working right now, and the one that is working i have no experience with


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: May 26, 2010 07:02 PM    Msg. 376 of 441       
I know that Grav Lifts do not work as well in CE, but for the current H2V version of Narrows they take you where you needed to go maybe 85-90% of the time, the rest was a bit short due to connection lag between players.

So I was thinking about adding a small invisible ledge just before the place where you land, that way if you come up a bit short you do not fall to your death because some noob is laggin you.


The teleporters that you have appear to work well enough, if you are still unsuccessful with the lifts then focus on finishing your weapons first. Its looking great BTW.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: May 26, 2010 07:40 PM    Msg. 377 of 441       
give me the scenario_bsp, an animation for the no-gravity effect, an invisible vehicle and I can do the rest for you. But I request not to be a H3MT member. :) i can pm you my msn, since i dont use xfire anymore.

so in a nutshell, I can do the gravity lifts for you if you want.
-sierra


Rlentle2s
Joined: Oct 20, 2009

.


Posted: Jun 3, 2010 06:34 PM    Msg. 378 of 441       
Still have the gravity lifts problem? If still, I may have somewhat a solution with no special effects.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Jun 4, 2010 10:03 AM    Msg. 379 of 441       
I just tought up 2 ways of making an lift. I'll start my reachecht to make gravelifts and man cannons. However 1 of the ideas requirs scripting whitch i'm still learning...


roosterMAP
Joined: Nov 14, 2008

I am here to enhance you gaming experience


Posted: Jun 4, 2010 01:01 PM    Msg. 380 of 441       
we need someone who can do it given ONLY narrows 3ds max model for scale. I cannot give you anims because i dont know how anim halo workd. I am very far from home right now, and dont have halo. But i have the narrows model. so, pm ME (AND DONT WAIT FOR ME ON XFIRE), and ill send you what you need.

PM roosterMAP (me). Im the only one with the narrows model.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 4, 2010 06:31 PM    Msg. 381 of 441       
Also me on xfire. azjesse


roosterMAP
Joined: Nov 14, 2008

I am here to enhance you gaming experience


Posted: Jun 8, 2010 08:22 AM    Msg. 382 of 441       
here's what im gonna do to fix some issues wth the cliff.

issue#1: haze showing up from different perspectives
solution: make cliffs part of skybox

issue#2: texture stretching and ugly tiling.
solution: gonna re-unwrap, and sculpt in mudbox to bake for a global texture. Then gonna assign detail map with falloff.


RevolutionaryCaptain
Joined: Mar 20, 2010

Preparing to continue the overmind's plans


Posted: Jun 8, 2010 11:25 AM    Msg. 383 of 441       
Post deleted.
Edited by RevolutionaryCaptain on Jun 8, 2010 at 08:55 PM


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Jun 8, 2010 12:02 PM    Msg. 384 of 441       
i wanna see YOU do something that nice.


WM Blade
Joined: Sep 27, 2008

WORT WORT WHAT???


Posted: Jun 8, 2010 08:18 PM    Msg. 385 of 441       
Too much words and too little action xD

 
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