
not giraffe
Joined: Jul 17, 2014
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Posted: May 24, 2015 02:23 PM
Msg. 7526 of 9951
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: May 24, 2015 02:58 PM
Msg. 7527 of 9951
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 24, 2015 03:01 PM
Msg. 7528 of 9951
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: May 24, 2015 04:03 PM
Msg. 7529 of 9951
Haven't modeled in like half a year what I was going for (supposed to be an alien, go figure) https://imageshack.com/i/p3vyX5sSphttps://imageshack.com/i/eyCi3DPFjwhat I got    I peaked a while ago when it comes to this and now I'm seriously rusty. My topology here is pretty damn bad, I know, but is there anything I could do at this point to improve what's there so far? What I'm really worried about is the head. I don't think I have enough polies set up at present to really do much with the eyes...I can always tessellate and cut some the detail I need in, but from what I remember that's a bad modelling practice. Something about smoothing, yes? Maybe I should just start over lol, the way my joints are set up they're going to be FUBAR when animated. Edited by BKTiel on May 24, 2015 at 04:05 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: May 24, 2015 06:26 PM
Msg. 7530 of 9951
I recommend you to search about spline modeling, you will get good results fastly for organic shapes
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Mokou Price
Joined: Oct 30, 2014
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Posted: May 24, 2015 06:41 PM
Msg. 7531 of 9951
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MC_3
Joined: May 25, 2015
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Posted: May 25, 2015 04:57 PM
Msg. 7532 of 9951
I stopped posting here awhile ago, but I came back because I was checking out the CMT Evolved tags release. I don't want to say who I was before because its kind of embarrasing, I said a lot of things I regret. But that's all in the past now, I just want to make cool maps, with cool tags. So I put the TSC Evolved tags in Snow grove, because I love how balanced they are and I think they could be really fun in MP. I know there are already a million Snow grove varients uploaded... so I redid all the lighting to make it look like the SPv3 Truth and Reconciliation demo! Before (old and washed out): http://i.imgur.com/mjp4m1m.jpgAfter (new and improved): http://i.imgur.com/b8fpkUg.jpgBefore (where am I?): http://i.imgur.com/dUKD3VB.jpgAfter (like Christmas): http://i.imgur.com/MbZoeM5.jpgPretty cool, right? But wait, there's more: I also got it working as a .map file!! So now everyone can enjoy ^^ I dont know when I'll release, I still have to tweek the lighting some more so its not too dark in a few places. And my internet conecction sux so I can't host a beta or anything. But everything's going great, it shouldn't take more than a couple more days. Also since I got Snow grove working, I can probably port the fixed tags to any other Halo CE MP map really fast, if anybody's interested in .map files with TSC Evolved tags. Maybe I'll do campaign maps next :P I don't know anything about making my own BSP's so that's all I can do.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 25, 2015 05:03 PM
Msg. 7533 of 9951
are you using DLMs on those maps or just standard lightmaps?
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Juzo
Joined: Jul 1, 2014
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Posted: May 25, 2015 05:09 PM
Msg. 7534 of 9951
Quote: --- Original message by: MC_3I stopped posting here awhile ago, but I came back because I was checking out the CMT Evolved tags release. I don't want to say who I was before because its kind of embarrasing, I said a lot of things I regret. But that's all in the past now, I just want to make cool maps, with cool tags. So I put the TSC Evolved tags in Snow grove, because I love how balanced they are and I think they could be really fun in MP. I know there are already a million Snow grove varients uploaded... so I redid all the lighting to make it look like the SPv3 Truth and Reconciliation demo! Before (old and washed out): http://i.imgur.com/mjp4m1m.jpgAfter (new and improved): http://i.imgur.com/b8fpkUg.jpgBefore (where am I?): http://i.imgur.com/dUKD3VB.jpgAfter (like Christmas): http://i.imgur.com/MbZoeM5.jpgPretty cool, right? But wait, there's more: I also got it working as a .map file!! So now everyone can enjoy ^^ I dont know when I'll release, I still have to tweek the lighting some more so its not too dark in a few places. And my internet conecction sux so I can't host a beta or anything. But everything's going great, it shouldn't take more than a couple more days. Also since I got Snow grove working, I can probably port the fixed tags to any other Halo CE MP map really fast, if anybody's interested in .map files with TSC Evolved tags. Maybe I'll do campaign maps next :P I don't know anything about making my own BSP's so that's all I can do. That looks pretty good really. Also are the forerunner structures going to change aswell? Edited by SilentBlade on May 25, 2015 at 05:11 PM
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MC_3
Joined: May 25, 2015
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Posted: May 25, 2015 05:21 PM
Msg. 7535 of 9951
No DLM's, I want this to be a .map that anyone can play. I had to cut down a lot of textures's resolutions to fit under the map size limit, there's no way I could fit DLM's in. It's at 127.62 megabytes already, I can only go up to 128. And even if I could fit them, I wouldn't know how to do them anyway.
I don't know how to do any BSP work, so I can't really do anything to the structures, sorry. I did replace all the rocks scenery with the SPv3 Truth and Reconciliation rocks though. The TSC Evolved tags also look really good even without OS.
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Mokou Price
Joined: Oct 30, 2014
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Posted: May 25, 2015 08:14 PM
Msg. 7536 of 9951
Quote: --- Original message by: MC_3 No DLM's, I want this to be a .map that anyone can play. I had to cut down a lot of textures's resolutions to fit under the map size limit, there's no way I could fit DLM's in. It's at 127.62 megabytes already, I can only go up to 128. And even if I could fit them, I wouldn't know how to do them anyway.
I don't know how to do any BSP work, so I can't really do anything to the structures, sorry. I did replace all the rocks scenery with the SPv3 Truth and Reconciliation rocks though. The TSC Evolved tags also look really good even without OS. Such SPV3 style, looks so cool
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 25, 2015 10:59 PM
Msg. 7537 of 9951
multiplayer flags need to be fixed now that I think about it. Look at how it almost overlaps the weapon part of the HUD. look into that?
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NeX
Joined: Apr 11, 2013
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Posted: May 26, 2015 09:06 AM
Msg. 7538 of 9951
Quote: --- Original message by: MC_3 No DLM's, I want this to be a .map that anyone can play. I had to cut down a lot of textures's resolutions to fit under the map size limit, there's no way I could fit DLM's in. It's at 127.62 megabytes already, I can only go up to 128. And even if I could fit them, I wouldn't know how to do them anyway.
I don't know how to do any BSP work, so I can't really do anything to the structures, sorry. I did replace all the rocks scenery with the SPv3 Truth and Reconciliation rocks though. The TSC Evolved tags also look really good even without OS. PM me. All of the maps in my project are 180MB+, no exceptions/errors to date. Can't discuss it here because Dennis and lots of general butthurt. Suffice to say the stock tool's 128MB limit is not a hard limit at all as defined in what the engine can pull in and handle. It was good and needed in 2003, not so much now.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 26, 2015 11:20 AM
Msg. 7539 of 9951
Quote: --- Original message by: R93_Sniper multiplayer flags need to be fixed now that I think about it. Look at how it almost overlaps the weapon part of the HUD. look into that? This has all you need: http://hce.halomaps.org/index.cfm?fid=2479
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 26, 2015 09:31 PM
Msg. 7540 of 9951
Quote: --- Original message by: NeX PM me. All of the maps in my project are 180MB+, no exceptions/errors to date. Can't discuss it here because Dennis and lots of general butthurt. Suffice to say the stock tool's 128MB limit is not a hard limit at all as defined in what the engine can pull in and handle. It was good and needed in 2003, not so much now. If he offers you Tool_Pro, don't take it. Its really bad overall, just sayin'
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 30, 2015 10:15 PM
Msg. 7541 of 9951
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: May 30, 2015 10:17 PM
Msg. 7542 of 9951
tools?
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 30, 2015 10:18 PM
Msg. 7543 of 9951
Currently just using good ol photoshop and a program called GameMaker Studio.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: May 30, 2015 10:22 PM
Msg. 7544 of 9951
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 30, 2015 10:25 PM
Msg. 7545 of 9951
Quote: --- Original message by: DwoodBro, Kickstart this. As soon as I can finish up the prototype to include most of the features I'd like to see in the final game (albiet, basic), I probably would. A lot of the art is also a bit placeholderish too and need to spruce some stuff up eventually
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 30, 2015 10:45 PM
Msg. 7546 of 9951
bro this isn't halo ce
sorry to burst ur bubble but welcome to halomaps
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 30, 2015 11:34 PM
Msg. 7547 of 9951
Wire in a playable spartan and you should be good to go.
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: May 31, 2015 12:25 AM
Msg. 7548 of 9951
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 31, 2015 08:18 AM
Msg. 7549 of 9951
Quote: --- Original message by: EtchyaSketchuuugh? Higuy? Did you literally recreate Hyperlight Drifter? Was waiting for someone to say this :) It was my initial inspiration but the only thing similar at the moment is art. I plan to change around some of that too down the line (still wanna keep the pixely colorful style though ofc), as like I said some if its placeholder (eg, the character, very similar). The gameplay is different and more tactical rather then just running through dungeons and slicing stuff up with a sword, and instead to use mainly just your done to select enemies (sort of like Fallout) and other smaller tech to get rid of enemies. I'm glad someone pointed this out though, Hyper Light is one of my most anticipated games at the moment and can't wait to play it.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: May 31, 2015 07:09 PM
Msg. 7550 of 9951
Game maker... I was using that when I was like 10 or 11, and a thing called RPG toolkit if my memories are right , I didn't know that still exists . Keep it up !
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: May 31, 2015 09:40 PM
Msg. 7551 of 9951
Quote: --- Original message by: HiguyQuote: --- Original message by: EtchyaSketch -snip-
-snip- You know what they say, imitation is the highest form of flattery :p Anyways if you wanted more games with great art and combat for inspiration I suggest checking out Cross Code (with a playable demo!)
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jun 1, 2015 12:11 AM
Msg. 7552 of 9951
How does lode feel about this lol
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Mokou Price
Joined: Oct 30, 2014
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Posted: Jun 1, 2015 12:29 AM
Msg. 7553 of 9951
I will buy it if it goes to steam :D
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 1, 2015 10:44 AM
Msg. 7554 of 9951
Quote: --- Original message by: BKTiel How does lode feel about this lol What do you mean?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 1, 2015 04:18 PM
Msg. 7555 of 9951
3D Imitation of DELL Alienware 18, Model uses 20,000k triangles W/4K Normal,Spec,gloss,emmisive and diffuse maps. Highpoly model created in gmax. Crit plse.
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Jun 1, 2015 07:12 PM
Msg. 7556 of 9951
The stone building tileset things look kind of weird. You should work on shading a bit perhaps? It looks flat as it is. More complex shadows could help resolve this. Adding another shade or two as well would help distinguish stuff probably. Specific things: the tops of the rectangular stick-out things on the wall and randomly in the grass are almost the same color as the floor, add more tones to that. Also the stairs are way too simple. Overall it looks good though Edited by gruntfromhalo on Jun 1, 2015 at 07:13 PM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 1, 2015 08:11 PM
Msg. 7557 of 9951
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PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
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Posted: Jun 1, 2015 09:07 PM
Msg. 7558 of 9951
Maybe add some ropes along the cliff so it looks like they are down climbing...
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jun 1, 2015 09:19 PM
Msg. 7559 of 9951
Quote: --- Original message by: gruntfromhaloThe stone building tileset things look kind of weird. You should work on shading a bit perhaps? It looks flat as it is. More complex shadows could help resolve this. Adding another shade or two as well would help distinguish stuff probably. Specific things: the tops of the rectangular stick-out things on the wall and randomly in the grass are almost the same color as the floor, add more tones to that. Also the stairs are way too simple. Overall it looks good though Edited by gruntfromhalo on Jun 1, 2015 at 07:13 PM Yeah, all of this is placeholder :) alot of room for improvement, currently trying to focus a bit more on functionality before returning fully to art and sprucing that up. Thanks for the crit though! I also plan on adding a lighting system to help create some variation and better shadows etc...
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S12Spark
Joined: Apr 25, 2015
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Posted: Jun 1, 2015 09:23 PM
Msg. 7560 of 9951
Quote: --- Original message by: MatthewDratthttps://youtu.be/acH9q_mEUNY apparently setting it to "face whatever direction is convenient" was the wrong choice Saved the video to my hard drive. That is hilarious.
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