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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 212 of 285)
Moderators: Dennis

Halonimator
Joined: Dec 15, 2014


Posted: Mar 20, 2015 10:15 PM    Msg. 7386 of 9951       


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Mar 20, 2015 10:43 PM    Msg. 7387 of 9951       
Mother of Rocks....That is awesome. Good luck unwrapping...


Halonimator
Joined: Dec 15, 2014


Posted: Mar 20, 2015 10:46 PM    Msg. 7388 of 9951       
Quote: --- Original message by: PopeAK49
Mother of Rocks....That is awesome. Good luck unwrapping...

Were it so easy


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 20, 2015 10:58 PM    Msg. 7389 of 9951       
Quote: --- Original message by: raffgie
https://www.youtube.com/watch?v=FOp0y7XohP0

I love it. Release pl0x


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 21, 2015 12:44 PM    Msg. 7390 of 9951       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: PopeAK49
Mother of Rocks....That is awesome. Good luck unwrapping...

Were it so easy


It is.


Btw I noticed you were using the polygon count tool thingy.

I would advise against this because you may have a n-gon somewhere in your map which 3dsmax will calculate as 1 polygon even if the face has 18 vertices connected to it but no edges bisecting that face 3dsmax will still interpret that polygon/surface as being 1 polygon.

What you need to do is hit "X" on your keyboard which will prompt the 3dsmax search tool and type in "Viewport Configuration".

Once found, click on "viewport config" > Head over to the statistics tab and de-check everything in the "Setup" dialog and then re-check triangle count and total + selection.



This will give you a far better accurate gauge of you are trying to get a hold over your detail count.
Edited by SS Flanker on Mar 21, 2015 at 12:45 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 21, 2015 07:05 PM    Msg. 7391 of 9951       
Pressing X will hide the gizmo, you shouldn't do that. If you go to View -> Viewport Configuration you can get it that much easier.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 22, 2015 06:56 AM    Msg. 7392 of 9951       
how did you make those rocks ? I'm wondering if you used anything automated.
Displacement bitmap applied to cliffs ?


Halonimator
Joined: Dec 15, 2014


Posted: Mar 22, 2015 12:23 PM    Msg. 7393 of 9951       
time to texturing these cliffs...


Dalek
Joined: Aug 12, 2011


Posted: Apr 4, 2015 10:35 AM    Msg. 7394 of 9951       
appreciate halo delta to, i ' m trying to make a delta damnation version this weekend:




Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 4, 2015 10:39 AM    Msg. 7395 of 9951       
Very cool idea with the Delta Damnation idea :)


Halonimator
Joined: Dec 15, 2014


Posted: Apr 4, 2015 10:46 AM    Msg. 7396 of 9951       
All maps seen in H5g beta will be port to halo ce and h2V..."Pegasus" is almost finish:
but this forum only interested in pay Halo Online microtransactions!
Edited by Halonimator on Apr 4, 2015 at 11:02 AM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Apr 4, 2015 11:15 AM    Msg. 7397 of 9951       
That actually looks pretty good


Halonimator
Joined: Dec 15, 2014


Posted: Apr 4, 2015 02:07 PM    Msg. 7398 of 9951       
Quote: --- Original message by: MatthewDratt
That actually looks pretty good

News
1.-Regret,Orion,empire,truth will be port!
2.-Im using the original/official h5g textures.
3.-Halonimator_newville 3.0 confirmed!
4.-I will realease both maps .map (classic HCE tags)and .Yelo (more tags).





"Thanks to 343 for suporting this mod and giving me the concept art of pegasus and some h5 forge textures"

Source\link: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=48020


Dalek
Joined: Aug 12, 2011


Posted: Apr 5, 2015 06:25 AM    Msg. 7399 of 9951       
pegasus is from halo 5 forge world ?


Lateksi
Joined: Jan 1, 2010


Posted: Apr 5, 2015 08:03 AM    Msg. 7400 of 9951       
Quote: --- Original message by: Dalek
appreciate halo delta to, i ' m trying to make a delta damnation version this weekend:

http://img11.hostingpics.net/pics/728968Capturedcran20150404162944.png
http://img11.hostingpics.net/pics/286447Capturedcran20150404162957.png


Haha, I was making a map based on the layout of Damnation but with Greece style, and not as similar to the original map.


Juzo
Joined: Jul 1, 2014


Posted: Apr 5, 2015 08:07 AM    Msg. 7401 of 9951       
Quote: --- Original message by: Dalek
appreciate halo delta to, i ' m trying to make a delta damnation version this weekend:

http://img11.hostingpics.net/pics/728968Capturedcran20150404162944.png
http://img11.hostingpics.net/pics/286447Capturedcran20150404162957.png
This looks interesting, can't wait to see the final product.


Dalek
Joined: Aug 12, 2011


Posted: Apr 5, 2015 11:43 AM    Msg. 7402 of 9951       
Someone have halo 2 delta texture ? i used delta ruin file but it need more variation i think.





bsp model need to be detailed to and bridge looks to simple i think.


Dalek
Joined: Aug 12, 2011


Posted: Apr 5, 2015 12:36 PM    Msg. 7403 of 9951       
thanks you i will try to make something correct with that, unwrapping wall will be the best option.
current number of poly is 1255, it seem reasonable.

still searching an idea for the bridge...


Dalek
Joined: Aug 12, 2011


Posted: Apr 5, 2015 02:07 PM    Msg. 7404 of 9951       
i model in editable poly, 1 poly = 2 triangle no ?


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Apr 5, 2015 02:16 PM    Msg. 7405 of 9951       
Poly is typically multiple triangles. 2 triangles = quad. For example a square is a rectangle, but not all rectangles may be a square.
In you're picture some of your quads are actually single triangles, most are 2, but if I took a closer look there may be some with even more. If you want an accurate reading of how many triangles, bring your model into edible mesh and then select all the triangles. There is also a way to bring up a tool that can read triangle count.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 5, 2015 09:47 PM    Msg. 7406 of 9951       
WHAT HAVE I DONE








dont expect these in a map before the tag release, i will not hand out the tags for respect of le cmt, go play TSCE, its awesome.
Edited by MEGASEAN2812 on Apr 5, 2015 at 09:50 PM


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Apr 6, 2015 12:44 AM    Msg. 7407 of 9951       
he is expressing his delightful persona in a medium convenient for our enjoyment

duh


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 6, 2015 01:16 AM    Msg. 7408 of 9951       
Quote: --- Original message by: BKTiel
he is expressing his delightful persona in a medium convenient for our enjoyment

duh


yOU ARE RIGHT TAKE ALL MY MONEY

https://www.youtube.com/watch?v=bw2iQGsLLrQ https://www.youtube.com/watch?v=bw2iQGsLLrQ https://www.youtube.com/watch?v=bw2iQGsLLrQ https://www.youtube.com/watch?v=bw2iQGsLLrQ https://www.youtube.com/watch?v=bw2iQGsLLrQ https://www.youtube.com/watch?v=bw2iQGsLLrQ


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 9, 2015 04:03 PM    Msg. 7409 of 9951       
I like how surprisingly well that gun fits with the TSCE magnum animations


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 9, 2015 10:18 PM    Msg. 7410 of 9951       
Quote: --- Original message by: Megami Frosty
Hee or ho?


what bsp is that? looks like alerion but not sure.


Dalek
Joined: Aug 12, 2011


Posted: Apr 11, 2015 08:40 AM    Msg. 7411 of 9951       


search for ideas of what i can add to that.


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Apr 11, 2015 11:11 AM    Msg. 7412 of 9951       
Quote: --- Original message by: MEGASEAN2812

WHAT HAVE I DONE

http://i.imgur.com/t6nY4Cc.jpg

http://i.imgur.com/FqZLqcO.jpg

http://i.imgur.com/yvKYlaG.jpg


dont expect these in a map before the tag release, i will not hand out the tags for respect of le cmt, go play TSCE, its awesome.
Edited by MEGASEAN2812 on Apr 5, 2015 at 09:50 PM


ripper


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Apr 12, 2015 06:56 PM    Msg. 7413 of 9951       
hmmm, i am remaking, ok only retexturing the A50 bsps with the h3 Dlc content "midship and sounbound"







Halonimator
Joined: Dec 15, 2014


Posted: Apr 12, 2015 09:05 PM    Msg. 7414 of 9951       
Cool!
https://www.youtube.com/watch?v=h8TOJJGRFoY

Edited by Halonimator on Apr 12, 2015 at 09:06 PM


Docer
Joined: Jul 10, 2014


Posted: Apr 13, 2015 04:08 PM    Msg. 7415 of 9951       
Quote: --- Original message by: Halonimator

Cool!
https://www.youtube.com/watch?v=h8TOJJGRFoY

Edited by Halonimator on Apr 12, 2015 at 09:06 PM


There's nothing worst that a bad map with laggy frames for a bad pc.
Edited by Docer on Apr 13, 2015 at 04:08 PM


Mokou Price
Joined: Oct 30, 2014


Posted: Apr 14, 2015 03:34 AM    Msg. 7416 of 9951       
Quote: --- Original message by: Halonimator

Cool!
https://www.youtube.com/watch?v=h8TOJJGRFoY

Edited by Halonimator on Apr 12, 2015 at 09:06 PM

The os shader isn't that good.


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Apr 16, 2015 06:56 AM    Msg. 7417 of 9951       
Quote: --- Original message by: Mokou Price
Quote: --- Original message by: Halonimator

Cool!
https://www.youtube.com/watch?v=h8TOJJGRFoY

Edited by Halonimator on Apr 12, 2015 at 09:06 PM

The os shader isn't that good.
I'd like so see you make better.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Apr 17, 2015 10:35 PM    Msg. 7418 of 9951       
Quote: --- Original message by: SGT Arroyo
Quote: --- Original message by: Mokou Price
Quote: --- Original message by: Halonimator

Cool!
https://www.youtube.com/watch?v=h8TOJJGRFoY

Edited by Halonimator on Apr 12, 2015 at 09:06 PM

The os shader isn't that good.
I'd like so see you make better.


Just because he cant do better doesnt mean he can't judge. "I didn't like this meal - ID LIKE TO SEE YOU DO BETTER."

----------------------

Anyway I forgot who I gave these files too but I've been disappointed with the turnaround (I've heard nothing) so I'm releasing this. Don't expect to download these and have a map ready to use. These are only starter files for those who actually want to port over High Ground.

http://www.mediafire.com/download/6t8y4qgsgsfakdw/H3_Deadlock_MAP_11.4.14.rar
http://www.mediafire.com/download/2b882ga8p8uiu8n/H3_Deadlock_DataFiles_11.4.14.zip







Then I have AI using a bubble shield

https://www.youtube.com/watch?v=4SVEYQVGySg

https://www.mediafire.com/?7s26zu6cvs0p37q


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 18, 2015 03:04 PM    Msg. 7419 of 9951       
Quote: --- Original message by: Mootjuh
Wasn't someone from SSB trying to port that?


Still is.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 20, 2015 10:03 AM    Msg. 7420 of 9951       
Quote: --- Original message by: Waffles

http://i.imgur.com/E5Jb5J9.jpg

I dun did it, now to not waste time on a box map...

ez instructions, simple controls, if only vray didn't hate standard render elements :(

hypothetically speaking, you should be able to create a custom lightmap UV set, replace the old ones, re-extract and get DLM's. Lots of potential for great looking maps, I can see it in the poopy halo 2 bump maps and my terrible wall UV's!
Edited by Waffles on Apr 18, 2015 at 03:12 PM


Can we see a pic of what it would look like with tools default radiosity lighting system.

 
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