
Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: May 11, 2016 03:19 AM
Msg. 8506 of 9951
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 11, 2016 03:21 AM
Msg. 8507 of 9951
I'm actually really liking the atmosphere you've created here. SP map?
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: May 11, 2016 03:48 AM
Msg. 8508 of 9951
Quote: --- Original message by: Spartan314I'm actually really liking the atmosphere you've created here. SP map? Who knows? Certainly not me. 
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 11, 2016 04:25 AM
Msg. 8509 of 9951
Annoyingly while i would like to show off more completed maps ive been working on i cant because ce3 Can anyone geuss what map im recreating here  Also, out of boredom i started this Will it ever get finished? Meh, who knows Edited by killzone64 on May 11, 2016 at 04:28 AM
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: May 11, 2016 04:27 AM
Msg. 8510 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 11, 2016 05:10 AM
Msg. 8511 of 9951
Quote: --- Original message by: killzone64Also, out of boredom i started this Will it ever get finished? Meh, who knows Edited by killzone64 on May 11, 2016 at 04:28 AM Why are you utilizing an orthographic reference? You are sure to get no where with that scheme. Quote: --- Original message by: Storm Uv's or smoothing group splits need fixing in red. And the 2d shrubs are a little too 1999 for me. Edited by Super Flanker on May 11, 2016 at 05:24 AM
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: May 11, 2016 06:41 AM
Msg. 8512 of 9951
Quote: --- Original message by: Super Flanker Uv's or smoothing group splits need fixing in red. And the 2d shrubs are a little too 1999 for me. Edited by Super Flanker on May 11, 2016 at 05:24 AM Even if Flanker is the biggest troll sometimes, he knows how to make maps :) Also, I'm really liking the looks of your map Storm, would love to play SP on it
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Halonimator
Joined: Dec 15, 2014
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Posted: May 11, 2016 11:32 AM
Msg. 8513 of 9951
what if we combine our proyects?
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: May 11, 2016 11:57 AM
Msg. 8514 of 9951
Quote: --- Original message by: HiguyNot Halo related. Grass simulator 2016 http://i.imgur.com/aSdMJ20.png Been working on a grass material / mesh etc that blends with the landscape in ue4. LOD's are actually relatively close in this picture but tis very hard to notice :) Blood Gulch HD.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: May 11, 2016 07:06 PM
Msg. 8515 of 9951
Quote: --- Original message by: Halonimatorwhat if we combine our proyects? Absolutely not.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: May 11, 2016 07:39 PM
Msg. 8516 of 9951
Quote: --- Original message by: Super FlankerQuote: --- Original message by: killzone64Also, out of boredom i started this http://puu.sh/nGMVz/d8c3dfc0a8.jpg Will it ever get finished? Meh, who knows Edited by killzone64 on May 11, 2016 at 04:28 AM Why are you utilizing an orthographic reference? You are sure to get no where with that scheme. Uv's or smoothing group splits need fixing in red. And the 2d shrubs are a little too 1999 for me. Edited by Super Flanker on May 11, 2016 at 05:24 AM lolz we should have had you as a TSC:E tester
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: May 11, 2016 08:21 PM
Msg. 8517 of 9951
Quote: --- Original message by: Masters1337
lolz we should have had you as a TSC:E tester Shameless self-promotion at it's finest.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 11, 2016 08:27 PM
Msg. 8518 of 9951
Quote: --- Original message by: StormQuote: --- Original message by: Masters1337
lolz we should have had you as a TSC:E tester Shameless self-promotion at it's finest. I don't think you understood what he was trying to say.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: May 11, 2016 08:28 PM
Msg. 8519 of 9951
Quote: --- Original message by: Halonimatorwhat if we combine our proyects? We should do sometime in the near future...
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 12, 2016 12:11 AM
Msg. 8520 of 9951
I sort of started roughing out an actual plan for the HUD tutorial. As you can infer from the picture, I may call it the Halo HUD Bible (unless someone has a catchier name) 
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: May 12, 2016 02:29 AM
Msg. 8521 of 9951
HUDlo Bible???
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: May 12, 2016 07:38 PM
Msg. 8522 of 9951
Quote: --- Original message by: JesseQuote: --- Original message by: StormQuote: --- Original message by: Masters1337
lolz we should have had you as a TSC:E tester Shameless self-promotion at it's finest. I don't think you understood what he was trying to say. He wasn't a smart troll 5 years ago and he still isn't.
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Halonimator
Joined: Dec 15, 2014
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Posted: May 12, 2016 11:01 PM
Msg. 8523 of 9951
this is the map where i test my tags. Edited by Halonimator on May 12, 2016 at 11:02 PM
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: May 13, 2016 01:07 AM
Msg. 8524 of 9951
Your tags are very lucky.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: May 13, 2016 02:33 AM
Msg. 8525 of 9951
You should really test tags intended for specific maps in those maps. That way you can see how they interact with that specific environment and determine if they need tweaking or not.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 13, 2016 03:06 AM
Msg. 8526 of 9951
that's actually a pretty bad idea tbh.
For Weapons and Vehicles: Sort them for their given role and if they fill that role well without stepping out or feeling too overpowered, and feels nice with the rest of the tagset, then it should ideally work in any map setting.
For AI: Make a sample environment that has linear and sandbox styled moments, and then place and tweak your enemies accordingly. If they react as intended per section, you've done a good job
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 13, 2016 04:19 AM
Msg. 8527 of 9951
Quote: --- Original message by: DeacialyYou have beautiful handwriting. Let me play the song of my people. Let me serenade you. Are you wet? u disgust me
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: May 13, 2016 05:41 AM
Msg. 8528 of 9951
Quote: --- Original message by: DeacialyYou have beautiful handwriting. Let me play the song of my people. Let me serenade you. Are you wet? 5 days in the forums and already making a joke You're getting used here pretty quick aren't you?
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: May 13, 2016 09:14 AM
Msg. 8529 of 9951
I suggest using an empty foundry variant.
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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 13, 2016 09:41 AM
Msg. 8530 of 9951
Quote: --- Original message by: MootjuhI suggest using an empty foundry variant. I just use tutorial.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 13, 2016 10:09 AM
Msg. 8531 of 9951
Quote: --- Original message by: Super FlankerQuote: --- Original message by: MootjuhI suggest using an empty foundry variant. I just use tutorial. Ewwww tutoriaaaaal Am I the inly one with a custom made test bsp?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 13, 2016 10:11 AM
Msg. 8532 of 9951
Does Bigass count as a test bsp?
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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 13, 2016 11:35 AM
Msg. 8533 of 9951
Quote: --- Original message by: altis94 Does Bigass count as a test bsp? No.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: May 13, 2016 12:18 PM
Msg. 8534 of 9951
Quote: --- Original message by: altis94 Does Bigass count as a test bsp? Yes?
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 13, 2016 12:19 PM
Msg. 8535 of 9951
Quote: --- Original message by: altis94 Does Bigass count as a test bsp? Possibly
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: May 13, 2016 05:19 PM
Msg. 8536 of 9951
Quote: --- Original message by: StormYou should really test tags intended for specific maps in those maps. That way you can see how they interact with that specific environment and determine if they need tweaking or not. Yeah..... No. Test maps should be quick to test your crap, against multiple material IDs. Testing things on LAN won't teach you anything. You should also have easily accessible setups for console commands, so you can easily spawn effects, ai, whatevers quickly and multiple times.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 13, 2016 06:02 PM
Msg. 8537 of 9951
Needs more polies
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 13, 2016 07:18 PM
Msg. 8538 of 9951
Needs more Spearhead Too soon?
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 13, 2016 08:45 PM
Msg. 8539 of 9951
Quote: --- Original message by: IOSAleXQuote: --- Original message by: HiguyNot Halo related. Grass simulator 2016 http://i.imgur.com/aSdMJ20.png Been working on a grass material / mesh etc that blends with the landscape in ue4. LOD's are actually relatively close in this picture but tis very hard to notice :) Water Simulator 2016 http://i.imgur.com/bk47Vjj.png Nice, I've also been working on a water material too. In 4.12 there will screen space planar reflections, so looking forward to using them with water.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: May 15, 2016 08:22 PM
Msg. 8540 of 9951
Quote: --- Original message by: Masters1337Quote: --- Original message by: StormYou should really test tags intended for specific maps in those maps. That way you can see how they interact with that specific environment and determine if they need tweaking or not. Yeah..... No. Test maps should be quick to test your crap, against multiple material IDs. Testing things on LAN won't teach you anything. You should also have easily accessible setups for console commands, so you can easily spawn effects, ai, whatevers quickly and multiple times. You're absolutely right if you are talking about tags designed for a series of environments and arenas. I just thought because this guy was posting tags for his single project I would mention that tags for specific maps should be tested on specific maps. I should clarify my position that those tags should be tested in those environemts as a release-level test, not first in-gaming of an object.
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