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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP]Jail type map (NO name yet.)

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Author Topic: [WIP]Jail type map (NO name yet.) (126 messages, Page 4 of 4)
Moderators: Dennis

Ro0ster
Joined: Jan 21, 2008

is a rooster


Posted: Jan 25, 2012 07:12 PM    Msg. 106 of 126       
I am pretty sure it doesn't sync.


olly12345
Joined: Jul 30, 2008


Posted: Jan 31, 2012 07:28 AM    Msg. 107 of 126       
You can't think of ideas for rooms and such?
List what you have, we can add onto that list, you pick and choose what to build, then do so.
I say underground, because then you can have a little bit more variety in what you can do. Broken walls, holes in cells that lead into other rooms or caverns.


Carter 151
Joined: Oct 25, 2010

-Character design and Story editor-


Posted: Jan 31, 2012 11:38 AM    Msg. 108 of 126       
I think it should be a multiplayer aboveground complex. If you want, you can include underground areas with a cell being the entrance.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jan 31, 2012 01:03 PM    Msg. 109 of 126       
Quote: --- Original message by: olly12345
You can't think of ideas for rooms and such?
List what you have, we can add onto that list, you pick and choose what to build, then do so.
I say underground, because then you can have a little bit more variety in what you can do. Broken walls, holes in cells that lead into other rooms or caverns.


this sounds good, having more options to go around the place and not being stuck in a cell with only the main door as an exit. it would also stop any campers just sitting in a cell hiding at the doorway.
Edited by ally on Jan 31, 2012 at 01:03 PM


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Mar 31, 2012 12:12 AM    Msg. 110 of 126       
Well... I'm trying to save space by using render-only stairs
(
They're set up as ! materials, *just* on the outside of the BSP, which is closed off at those points with @ materials
)
but no matter what I've tried so far, they won't render in game, all I can think of doing is adding playerclipping. But then I'd need the stairs to be physical which would waste a lot of space as collision-geometry...

There is also just adding a flat plane underneath to seal the world, then the ! stairs, then covering that with a * playerclip... Should I just do this?<<

EDIT< I just don't want to waste space, ya know?
Edited by OrangeJuice on Mar 31, 2012 at 12:13 AM


starscream20
Joined: Mar 9, 2012


Posted: Mar 31, 2012 02:30 PM    Msg. 111 of 126       
This is cool!!


By the way

unit_kill(unit(list_get(players) 0))

doesn't work for me D: or is it not typed right?


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Apr 3, 2012 11:18 PM    Msg. 112 of 126       
Oh, starscream,

You can't just stack the command like this: unit_kill(unit(list_get(players) 0))
You would need to add spaces because when you don't, halo assumes that this(unit_kill(unit(list_get(players)) is read as a single command with this( 0)) ) as it's parameter!
It would need to be split up properly like so(bold is command, and underline is parameter): unit_kill (unit (list_get (players) 0))

Do player effects like screen-shaking work properly in multiplayer, if biped synced, or do those commands only work in singleplayer maps?


Captain Obvious
Joined: Aug 8, 2011

My avatar quote is not very interesting.


Posted: May 15, 2012 07:34 PM    Msg. 113 of 126       
A question is about to happen.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: May 15, 2012 07:40 PM    Msg. 114 of 126       
Quote: --- Original message by: Captain Obvious
A question is about to happen.


If I merge scenery together so that I can use one tag for many different types of the same object(like lamps... a desk-lamp, a chandelier, and a street light collection) and set their permutations in Sapien, will their collisions(different for every permutation) sync online?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 15, 2012 07:44 PM    Msg. 115 of 126       
So, you set it up so that permutation is ALWAYS the one picked for that object? if so, then yes, it would also always occur on clients as well (clients place their own copies of scenery, so all things to alter and control scenery occur identically on all PCs. Clients aren't even aware of the host scenery's existence)


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: May 15, 2012 08:23 PM    Msg. 116 of 126       
Also, to add multiple collision-geometries to one scenery tag, do I just put 0, 1, 2, etc.jms in the physics folder and have it compile all as one tag?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 15, 2012 08:26 PM    Msg. 117 of 126       
yes, name the same as what your model jms' are so they know which permutation they match to.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: May 17, 2012 03:23 PM    Msg. 118 of 126       
This map looks very cool. It looks like there will be a lot of epic firefights in the different rooms because of the epic design. Can't wait for release


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: May 22, 2012 03:58 PM    Msg. 119 of 126       
blahblahblah... blah blah..

something sooo boring that the topic DIED...

blah ... blahblah...
Edited by OrangeJuice on Mar 8, 2013 at 12:52 PM

Sheesh, what a turnoff. Who here hates being friended on xfire just to have the idiot spam you with stupid KDR scoreboard screenshots. Such a turnoff -_-''
Edited by OrangeJuice on Mar 25, 2013 at 05:44 AM


Captain Obvious
Joined: Aug 8, 2011

My avatar quote is not very interesting.


Posted: Jul 3, 2013 05:44 PM    Msg. 120 of 126       
I bumped this topic.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jul 3, 2013 05:49 PM    Msg. 121 of 126       
Wellp, since one of my many jobs hasn't called me in for more than 2 weeks. I may as well spend the free time making textures and stuff for this old thing.

In the meantime, and to keep up with my tradition of image spamming this topic: I will imagespam these 2 pics:

I redid my computer and now I'm using ObjectDock+ and Fences:


And I'm also redoing the old textures I used by using new tricks: Their bumpmaps are no longer simple grayscale conversion of the base maps. Those were UGGGGGGGGLY!


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jul 4, 2013 07:18 PM    Msg. 122 of 126       
Shiny.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jul 4, 2013 08:14 PM    Msg. 123 of 126       

^^ TO vv


The original idea(at least for me) for this area, was to make it an industrial warehouse type setting with concrete struts backing up the walls, a whole set of junctions/circuit breakers and instrumentation that I may script later to do different things to the level.

The ceiling is something I plan to combine with scenery to get a general feel of being in a warhouse type area with a worn-out foam ceiling complete with rafters and scaffolding.

The door on the bottom left originally lead to a simple closet with a manhole to climb down to the utility sewer(pics on prev. page). I plan to keep that idea, but make it look more futuristic(I'm planning to try to match architecture from Halo 3 Recon) and it should have a sort of workbench, tool-wall and a better manhole entrance...

The door that originally lead to the office should still be an office. How it will look is up for discussion :) (I haven't modeled a compilable map in a verrrrrry long time, BUT my skills went through the roof since last time anyways ;) )

And the missing wall opposite of the office entrance will still lead outdoors, I trying to come up with a style that sort of breaks warehouse code, but the only ideas I've come up with so far require me to use graphing calculators... :( I'm too tired to pull an all-nighter



EDIT> Also: Underground section with military archway corridors? Or should I instead make an entire compound with a warthog checkpoint? Sorry guys! I know you like your jets!


EDIT!> If everything goes as planned, some of the jail cells may possibly be retractable. Ergo: They'll run on elevator tracks that leads to a maintenance and construction area. The devices may be a bit complex though. Doors in the cell block that seal off their ports, and then the entire jail cell will act as an elevator

EDIT...> I had also planned to make a singleplayer space station map. But OpenSauce gravity doesn't work right, and a scripted encounter that I was working on wouldn't have worked anyways... You have to melee or blow up a vehicle for it to be affected by gravity. You also have to jump for the player to be affected as well... making the entire BSP a frivolous joke >:(
Edited by OrangeJuice on Jul 4, 2013 at 08:42 PM


Captain Obvious
Joined: Aug 8, 2011

My avatar quote is not very interesting.


Posted: Jul 10, 2013 03:25 AM    Msg. 124 of 126       
This topic is so rigged its criminal.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jul 10, 2013 03:29 AM    Msg. 125 of 126       


Needs artificial waterfall panels and hanging shrubbery, then I'll get to replacing these placeholder shaders.

Oooo! I know! How about some fire lanterns and bright red tiles for the floor ^-^


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jul 11, 2013 09:45 PM    Msg. 126 of 126       
Well this is turning out nicely.

Just in case you wanted to update or something, as you posted last

.
Edited by hobbet360 on Jul 11, 2013 at 09:46 PM

 
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