
HandofGod
Joined: Jan 10, 2014
Halo Mac/MD Player & Modder
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Posted: Jun 9, 2017 10:14 AM
Msg. 9766 of 9951
Quote: --- Original message by: EmmanuelCD
First Atempt to Remaster Danger Canyon, all classic mp are going to be remastered Might want to go back to your "ultimate Bloodgulch" mod and redo/revise a few things on that before you start "remastering" the other stock maps.
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Jun 9, 2017 04:18 PM
Msg. 9767 of 9951
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jun 9, 2017 06:54 PM
Msg. 9768 of 9951
Quote: --- Original message by: HandofGodQuote: --- Original message by: EmmanuelCD
First Atempt to Remaster Danger Canyon, all classic mp are going to be remastered Might want to go back to your "ultimate Bloodgulch" mod and redo/revise a few things on that before you start "remastering" the other stock maps. Basically I want to stay away from that and make geometry more logic and acurrate, besides that abomination of bsp was made in 2015, I dont even know why I release it.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jun 9, 2017 07:19 PM
Msg. 9769 of 9951
I really like the 2nd layer of Cliffs :)
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DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
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Posted: Jun 9, 2017 07:22 PM
Msg. 9770 of 9951
Quote: --- Original message by: SBB_Michelleliterally the shaders from the odst hub world    I updated it to support Shader_Models as well, but yes those were the Hub World shaders from ODST.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 10, 2017 10:21 AM
Msg. 9771 of 9951
Quote: --- Original message by: il Duce Primo I've been working on a new competitive 2v2 map, Overflow. Originally the map completely replicated the look of damnation, but I redid most of the geometry to try and get away from looking identical to it by trying to go for a covie/swamp atmosphere.
I like the classic look of it, but I definitely had to look twice to see the difference between it and Damnation. The third picture really threw me for a loop for a second. I definitely like where it's going though.
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HandofGod
Joined: Jan 10, 2014
Halo Mac/MD Player & Modder
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Posted: Jun 10, 2017 03:36 PM
Msg. 9772 of 9951
Love those shaders for the buildings/urban landscape. It's too bad there's no multiplayer city maps on Halomaps with more contemporary (post 2004) textures. Would love to see you or someone else release a multiplayer Mombasa or city map with an Halo 3: ODST or Reach type urban vibe. Edited by HandofGod on Jun 10, 2017 at 03:38 PM
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 10, 2017 05:01 PM
Msg. 9773 of 9951
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jun 15, 2017 03:40 AM
Msg. 9774 of 9951
Quote: --- Original message by: HandofGodLove those shaders for the buildings/urban landscape. It's too bad there's no multiplayer city maps on Halomaps with more contemporary (post 2004) textures. Would love to see you or someone else release a multiplayer Mombasa or city map with an Halo 3: ODST or Reach type urban vibe. Edited by HandofGod on Jun 10, 2017 at 03:38 PM Ahem. http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=47728&start=246
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jun 15, 2017 08:33 PM
Msg. 9775 of 9951
More Updates to DC remastered Change Interior ilumnitation,   I get rid of the f3424ing arcs and added huge Forerunner background structures  
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jun 16, 2017 06:41 AM
Msg. 9776 of 9951
I really love those forerunner buildings :3 Edited by lolslayer on Jun 17, 2017 at 03:08 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: Jun 16, 2017 10:03 AM
Msg. 9777 of 9951
Applauds.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jun 17, 2017 03:14 AM
Msg. 9778 of 9951
Significantly better. Good job
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not giraffe
Joined: Jul 17, 2014
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Posted: Jun 17, 2017 05:53 AM
Msg. 9779 of 9951
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HandofGod
Joined: Jan 10, 2014
Halo Mac/MD Player & Modder
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Posted: Jun 17, 2017 02:57 PM
Msg. 9780 of 9951
Ya it does look better. What are you going to do about the big covenant crate scenery and field generator in pic 2? Looks like you're using the stock scenery and then some reach covenant scenery tags for some of the crates..
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XxPopeAK49xX
Joined: Jan 31, 2016
It's better being a jerk.
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Posted: Jun 17, 2017 04:11 PM
Msg. 9781 of 9951
Good forerunner. Good improvements. Quote: --- Original message by: HandofGod What are you going to do about the big covenant crate scenery and field generator in pic 2? Looks like you're using the stock scenery and then some reach covenant scenery tags for some of the crates.. 
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HandofGod
Joined: Jan 10, 2014
Halo Mac/MD Player & Modder
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Posted: Jun 17, 2017 06:16 PM
Msg. 9782 of 9951
Quote: --- Original message by: XxPopeAK49xXGood forerunner. Good improvements. Quote: --- Original message by: HandofGod What are you going to do about the big covenant crate scenery and field generator in pic 2? Looks like you're using the stock scenery and then some reach covenant scenery tags for some of the crates.. http://i0.kym-cdn.com/photos/images/newsfeed/000/123/107/BusterFacePalm.gif 
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 29, 2017 04:13 AM
Msg. 9783 of 9951
Tried to make a first-time character for cryengine 5. Got mad after two days of trial and error. A biped.Got it in halo in like 2 minutes. WITH multiple custom animations. Meanwhile, cryengine5 can't even import a simple 5-bone character with properly configured physicalization and materials.  All of this advanced crap with really easy layer setups, and collision, and render targets all being their own easy to edit tag, and yet cryengine still manages to be piss hard about how you import things to it and always whining about dumb little vertex//linker mismatches :shrug:(edited) Heck, I even have a custom gesture linked to FlashLight and Crouch. I don't wanna manually code in a physicalized-cloth//capes feature just to use changyou or UE4 . . . . Edited by OrangeJuice on Jun 29, 2017 at 04:29 AM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jun 29, 2017 05:09 PM
Msg. 9784 of 9951
Your first mistake was not using UE4 or Unity.
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XxPopeAK49xX
Joined: Jan 31, 2016
It's better being a jerk.
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Posted: Jun 30, 2017 12:45 AM
Msg. 9785 of 9951
Quote: --- Original message by: MEGA_VKNG Your first mistake was not using UE4 or Unity.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 30, 2017 02:15 AM
Msg. 9786 of 9951
Quote: --- Original message by: XxPopeAK49xXQuote: --- Original message by: MEGA_VKNG Your first mistake was not using UE4 or RPG Maker MV.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 30, 2017 05:45 AM
Msg. 9787 of 9951
I'm having a ton of fun making skeletons for nonhuman characters and stuff that I find online :D Lots of practice, plus no animations, so I have to animate them as well  I don't plan on rigging any of them to existing halo animation_graphs. That's boring ! make it from scratch :D Got carried away with the big rabbit ninja thing with axe hands so it kinda has too many bones in it for the HEK right now, so I'll probably resave it and make an HEK-compatible version tomorrow. I just wanna frikkin in-game all this stuff xD Edited by OrangeJuice on Jun 30, 2017 at 06:06 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jun 30, 2017 07:39 AM
Msg. 9788 of 9951
Quote: --- Original message by: MatthewDrattQuote: --- Original message by: XxPopeAK49xXQuote: --- Original message by: MEGA_VKNG Your first mistake was not using CryEngine or Lumberyard.
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DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
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Posted: Jun 30, 2017 08:21 AM
Msg. 9789 of 9951
Compare that creatures structure to your own, or that of any animal. You have two bones each for the thigh and shins, i think i see four bones per arm. Thats not how biology works, and youre making it difficult for you to rig after. Bones go from joint to joint; shoulder to elbow to wrist. So, unless your creature bends his biceps his elbows and his forearms, theres no need for there to be two bones there.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 30, 2017 09:58 AM
Msg. 9790 of 9951
Quote: blah blah blah rigging, blah blah, musclature, yadda yadda nerd malarky Done. Rigged it. ( trolololololololol ! ! ! !  ) cartoon bendy'ness Everything is faster with drawing tablets, screw all them dang 'ol conventions that only apply to realism. :PEdited by OrangeJuice on Jun 30, 2017 at 10:33 AM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 30, 2017 12:35 PM
Msg. 9791 of 9951
Where are your control objects? Are you animating it by just rotating the bones??? Ouch
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 30, 2017 06:19 PM
Msg. 9792 of 9951
I only need the lookat point, double clicking to select gives me local-only object YPRs for parent>child so arms all get rotated as themselves instead of ' parent-only '
Save dem weird helpers for something that can't do cartoon smear-frame movements, I need bendy limbs :) Edited by OrangeJuice on Jun 30, 2017 at 06:21 PM
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jun 30, 2017 07:58 PM
Msg. 9793 of 9951
Guess who is back
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Jun 30, 2017 08:34 PM
Msg. 9794 of 9951
I remember that project, it was really cool :)
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Jul 1, 2017 02:06 PM
Msg. 9795 of 9951
Quote: --- Original message by: lolslayerI remember that project, it was really cool :) WHOOOOOOOOO! Glad you brought it back from the grave!
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 2, 2017 09:00 PM
Msg. 9796 of 9951
doing some shader work Edited by MEGA_VKNG on Jul 2, 2017 at 09:01 PM
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Lateksi
Joined: Jan 1, 2010
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Posted: Jul 3, 2017 03:01 PM
Msg. 9797 of 9951
The outside structures are magnificent, really cool! However I prefer Gearbox's original interior lighting, it's darker and has more colour and atmosphere. The new one is just dull. 
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 19, 2017 01:08 AM
Msg. 9798 of 9951
Some tests I did today. My human and elite blood decals use subtract and are inverted to simulate multiply... this way I can make blood disappear slowly. https://www.youtube.com/watch?v=ZVVkq-s7P4E&feature=youtu.be My decals vanish more rapidly like the modern halo's, i did this to optimize and use efficiently the halo ce engine... and to avoid the overload glitch. (I did something similar for my particles and effects to) some parts of Spv3 and The MCC versions of halo overload and the game doesn't want to spawn more particles, effects, decals and even projectiles.
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not giraffe
Joined: Jul 17, 2014
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Posted: Jul 23, 2017 05:13 AM
Msg. 9799 of 9951
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Jul 23, 2017 08:45 AM
Msg. 9800 of 9951
I believe I have seen guided rockets before. The "follow me" feature is a true 10/10 addition though.
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