
MrCool
Joined: Aug 17, 2012
Keep it clean
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Posted: Apr 21, 2016 06:54 PM
Msg. 8401 of 9951
Quote: --- Original message by: OrangeJuice ...IF I ever work on this .chm file after today, that is. I am very out of touch with Halo CE since I haven't messed with the HEK in a long time. So I am re-learning A LOT. Edited by OrangeJuice on Apr 21, 2016 at 01:58 AM It might actually be good to explain it as you are learning it, that way you would be more thorough in explaining the material. Really you could be anyway, but it would help in remembering more about the individual steps. Edited by MrCool on Apr 21, 2016 at 06:56 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 21, 2016 08:25 PM
Msg. 8402 of 9951
Quote: --- Original message by: OrangeJuice
Hopefully not too big. I plan on using visible-only index gifs, dot-matrix color schemes to save on file sizes where detail isn't needed in a graphic, etc. But after all, a compiled HTML file is literally a website in an 'LZW compressed archive' thingy. So it shouldn't be much bigger than an ebook.
Since there is a lot that I have never actually tried doing with halo anyways. Never made weaponry, Never made bipeds, Never made a GUI or HUD, Never customized the rasterizer(though this looks easy enough), etc. I just make bumpmaps and level geometry. So I do lots of research when adding to this helpfile. And on top of that, I'm only creating the markup right now. Just generating lots of empty HTML files, placing folders, rearranging folders, messing with the css stylesheet in notepad++, I only wrote that one Tags Overview.html as a proof of concept of how I would be explaining things
Still coming up with folders and topics to stuff into it though. I know I plan on putting a some other folders in the navpane: Engine Behavior +++ globals.globals And its importance +++ Heads Up Displays +++ Menu Interface +++ Rasterizer Behavior +++ String Lists +++ Font Rendering
Technical Overviews +++ .gbxmodel +++ .model_animations +++ .physics (probably needs a folder with lots of de-complicating -_- ) +++ etc. You should think about making it easy for others to add stuff. I personally believe there should be a single repository for all of the worlds' tutorials (halomaps world ofc) I'd personally fill out the HUD section and various others.
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OrangeJuice
Joined: Jan 29, 2009
I hand-paint bumpmaps! ❤ desaturate is baad
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Posted: Apr 22, 2016 12:01 AM
Msg. 8403 of 9951
It depends on how easy it is for random HEK-users to write .HTML(the helpfile uses .htm files) files by hand. Because the .chm I'm working on is made of tons and tons and tons of these .htm files. But sure? (I'm not a programmer, maybe collaborating is as easy as just making html files? ) EDIT: What if there was something of an ...online.. version of the HTML help workshop(chm maker) where multiple users can edit it at the same time, like with google's office suite? Here are some example images and a good guess at the filesizes: If anything, a complete version of this helpfile might be no bigger than any of the maxscript addons that halomaps.org hosts. This HUD element is 3kb. I can remove the gradients and relegate it to solid colors to make animated GIFs of it at the same size(maybe)  And this file is a little bit less than 1.9 Kb Edited by OrangeJuice on Apr 22, 2016 at 06:03 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 22, 2016 09:52 AM
Msg. 8404 of 9951
TOT_highpoly?
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Apr 23, 2016 03:50 PM
Msg. 8405 of 9951
Working on a project some may recognize over here Sneakpeak time: 
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 23, 2016 04:02 PM
Msg. 8406 of 9951
you still working in game maker or did you move to a workable 3D game engine yet? Also, did you fix your scaling issues or no (your last map was tiny compared to the player)
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 23, 2016 04:22 PM
Msg. 8407 of 9951
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Apr 23, 2016 05:57 PM
Msg. 8408 of 9951
Quote: --- Original message by: Super FlankerAre those spikes supposed to be stalagmites?¿ Yah ;P Quote: --- Original message by: R93_Sniper you still working in game maker or did you move to a workable 3D game engine yet? Also, did you fix your scaling issues or no (your last map was tiny compared to the player) I'm still using Game Maker ATM, but the idea of switching to another engine is something I consider, I'm actually learning Java And C++ atm (No 3D game engine, but it helps me learn other easier languages easily) I've got some new 3D collisions going on, but a real player movement isn't working ATM so I can't tell much about the scaling, but I'm affraid that the roof is too low
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 24, 2016 08:07 AM
Msg. 8409 of 9951
Quote: --- Original message by: lolslayerQuote: --- Original message by: Super FlankerAre those spikes supposed to be stalagmites?¿ Yah ;P Quote: --- Original message by: R93_Sniper you still working in game maker or did you move to a workable 3D game engine yet? Also, did you fix your scaling issues or no (your last map was tiny compared to the player) I'm still using Game Maker ATM, but the idea of switching to another engine is something I consider, I'm actually learning Java And C++ atm (No 3D game engine, but it helps me learn other easier languages easily) I've got some new 3D collisions going on, but a real player movement isn't working ATM so I can't tell much about the scaling, but I'm affraid that the roof is too low I think the stalagmites should use a different texture, you know just so we can differentiate them from the surrounding structure.
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Halonimator
Joined: Dec 15, 2014
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Posted: Apr 24, 2016 11:52 AM
Msg. 8410 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: Apr 24, 2016 03:06 PM
Msg. 8411 of 9951
Ce3.... .
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MrCool
Joined: Aug 17, 2012
Keep it clean
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Posted: Apr 24, 2016 11:02 PM
Msg. 8412 of 9951
Quote: --- Original message by: Super Flanker Ce3.... . Happy Birthday Sup's Edited by MrCool on Apr 24, 2016 at 11:02 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 25, 2016 09:42 AM
Msg. 8413 of 9951
Quote: --- Original message by: MrCoolQuote: --- Original message by: Super Flanker Ce3.... . Happy Birthday Sup's Edited by MrCool on Apr 24, 2016 at 11:02 PM Ayyy ty bby.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Apr 25, 2016 04:07 PM
Msg. 8414 of 9951
Quote: --- Original message by: Super FlankerQuote: --- Original message by: lolslayerQuote: --- Original message by: Super FlankerAre those spikes supposed to be stalagmites?¿ Yah ;P Quote: --- Original message by: R93_Sniper you still working in game maker or did you move to a workable 3D game engine yet? Also, did you fix your scaling issues or no (your last map was tiny compared to the player) I'm still using Game Maker ATM, but the idea of switching to another engine is something I consider, I'm actually learning Java And C++ atm (No 3D game engine, but it helps me learn other easier languages easily) I've got some new 3D collisions going on, but a real player movement isn't working ATM so I can't tell much about the scaling, but I'm affraid that the roof is too low I think the stalagmites should use a different texture, you know just so we can differentiate them from the surrounding structure. Good idea, can't see why I didn't think of this Edited by lolslayer on Apr 25, 2016 at 04:22 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 25, 2016 04:17 PM
Msg. 8415 of 9951
If you do it right, you could add a gradient to show the change at the base. Either use a different material and geometry, or unwrap it and texture it cleverly.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Apr 25, 2016 04:31 PM
Msg. 8416 of 9951
Quote: --- Original message by: Jesse If you do it right, you could add a gradient to show the change at the base. Either use a different material and geometry, or unwrap it and texture it cleverly. Hmm, would be hard but possible I don't have any experience with materials as of yet, but maybe I can get some smart unwrapping skills to work OFF TOPIC: I Always feel a little bit melancholic if I read through old halomaps topic or the beginning of this topic to see all the great modders who've left this community and who you'll probably never see back, I can believe that this is harsh for Dennis because he's the only guy I've seen through all the time periods this forum had
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 25, 2016 04:50 PM
Msg. 8417 of 9951
Quote: --- Original message by: lolslayer
OFF TOPIC:
I Always feel a little bit melancholic if I read through old halomaps topic or the beginning of this topic to see all the great modders who've left this community and who you'll probably never see back, I can believe that this is harsh for Dennis because he's the only guy I've seen through all the time periods this forum had Nah. We're all immature 14(+4 for legality's sake, M rated game and all that) year olds. Every last one. Always have been, always will be. Probably. As far as your stalagmites, to keep them from becoming staLAGmites, just do a texture thingummy like Jesse mentioned.
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OrangeJuice
Joined: Jan 29, 2009
I hand-paint bumpmaps! ❤ desaturate is baad
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Posted: Apr 25, 2016 05:01 PM
Msg. 8418 of 9951
You could probably detach it as an element and paint it with viewport canvas.
Or put a nice looking texture on a plane, inject it with lots of vertices that match up with the ones on the original, connect those new vertices with the create-edge tool, then stitch it onto the original stalagtite.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Apr 25, 2016 05:22 PM
Msg. 8419 of 9951
Nice map, but why so damn hard? Too many floods with bazooka's when you're in the scorpion and those bird-thingies are just way too overkill, seriously, tone the difficulty down Quote: --- Original message by: Skidrow925Quote: --- Original message by: lolslayer
OFF TOPIC:
I Always feel a little bit melancholic if I read through old halomaps topic or the beginning of this topic to see all the great modders who've left this community and who you'll probably never see back, I can believe that this is harsh for Dennis because he's the only guy I've seen through all the time periods this forum had Nah. We're all immature 14(+4 for legality's sake, M rated game and all that) year olds. Every last one. Always have been, always will be. Probably. As far as your stalagmites, to keep them from becoming staLAGmites, just do a texture thingummy like Jesse mentioned. Yah, I'm probably following the texture thingy Quote: --- Original message by: OrangeJuice You could probably detach it as an element and paint it with viewport canvas.
Or put a nice looking texture on a plane, inject it with lots of vertices that match up with the ones on the original, connect those new vertices with the create-edge tool, then stitch it onto the original stalagtite. Ehm, I'm not that experienced so I really don't know these terms/tools xD Edited by lolslayer on Apr 25, 2016 at 05:23 PMEdited by lolslayer on Apr 25, 2016 at 05:24 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 25, 2016 07:08 PM
Msg. 8420 of 9951
Quote: --- Original message by: lolslayer
Ehm, I'm not that experienced so I really don't know these terms/tools xD You're basically just putting a sweater over the stalagmites. One that has some blending so it looks natural. It's easy.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 25, 2016 07:22 PM
Msg. 8421 of 9951
If lol slayer dude wants help send me bsp via PM.
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Lateksi
Joined: Jan 1, 2010
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Posted: Apr 25, 2016 10:06 PM
Msg. 8422 of 9951
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MrCool
Joined: Aug 17, 2012
Keep it clean
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Posted: Apr 25, 2016 11:23 PM
Msg. 8423 of 9951
Quote: --- Original message by: Super FlankerQuote: --- Original message by: MrCoolQuote: --- Original message by: Super Flanker Ce3.... . Happy Birthday Sup's Edited by MrCool on Apr 24, 2016 at 11:02 PM Ayyy ty bby. Welcome son
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Apr 26, 2016 07:00 AM
Msg. 8424 of 9951
Quote: --- Original message by: JesseQuote: --- Original message by: lolslayer
Ehm, I'm not that experienced so I really don't know these terms/tools xD You're basically just putting a sweater over the stalagmites. One that has some blending so it looks natural. It's easy. Sounds easy enough, now I only have to learn how to do it xD Quote: --- Original message by: Super Flanker If lol slayer dude wants help send me bsp via PM. I'll first take a look at it myself, but if I need help I surely will :) (Thank you for offering for help) Quote: --- Original message by: LateksiMystery caves are cool. Thought that aswell :D
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Apr 26, 2016 02:33 PM
Msg. 8425 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: Apr 26, 2016 02:41 PM
Msg. 8426 of 9951
Quote: --- Original message by: EmmanuelCDA redone bloodgulch bsp  Not digging the purplish square panels near the enterance/exit. Perhaps add covy symbols or remove them entirely.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 26, 2016 04:47 PM
Msg. 8427 of 9951
It looks like you just added a few insets and bewels...
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 26, 2016 06:46 PM
Msg. 8428 of 9951
Like where the idea is going but I gotta agree with flanker. Try fleshing out what you want to do with it and see if you can go from there. An interesting idea would be to make the outer walls similar to the TnR hallway walls, that covenant shell stuff, and then make the top level a hex floor with strips to highlight and accent the important areas (Banshee pad + Teleporter).
Unless you want to go forerunner, where you could complicate the outside of the wall a bit and go with more matte gray/grey colors and spice it up with lights and trims
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Apr 26, 2016 07:00 PM
Msg. 8429 of 9951
Its Forerunner indeed, but the shader is mess up. I will later change, right know i was only show the mesh itself in game. But anyways i can make a covie versión.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 26, 2016 08:10 PM
Msg. 8430 of 9951
Quote: --- Original message by: altis94 It looks like you just added a few insets and bewels... That's all the bases are anyway.
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Halonimator
Joined: Dec 15, 2014
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Posted: Apr 26, 2016 11:52 PM
Msg. 8431 of 9951
Do you want to know how its inside the structure? 
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Apr 27, 2016 01:19 AM
Msg. 8432 of 9951
Quote: --- Original message by: Super FlankerNot digging the purplish square panels near the enterance/exit. Perhaps add covy symbols or remove them entirely. rlly nice
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Apr 27, 2016 04:41 AM
Msg. 8433 of 9951
Is that planet_flood_b?
Cuz I can't wait to play on a map like that :)
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Oskarmandude
Joined: Mar 16, 2013
Bosnia
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Posted: Apr 27, 2016 04:47 AM
Msg. 8434 of 9951
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Halonimator
Joined: Dec 15, 2014
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Posted: Apr 27, 2016 01:09 PM
Msg. 8435 of 9951
Quote: --- Original message by: lolslayer Is that planet_flood_b?
Cuz I can't wait to play on a map like that :) Yes. The third Bsp will similar to this And interiors like Halo 5 has no inspiration, i felt like an asholeEdited by Halonimator on Apr 29, 2016 at 05:30 PM
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