
Kal
Joined: Jul 30, 2011
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Posted: Dec 8, 2012 04:26 PM
Msg. 1401 of 1498
Quote: --- Original message by: SilentJacketwrong nose design for the aircraft--the nose design is for a supersonic jet, you jet in-game will hopefully be considerably slower Edited by SilentJacket on Dec 8, 2012 at 12:24 PM I don't know, this map seems like it's gonna be pretty huge...
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Dec 8, 2012 04:29 PM
Msg. 1402 of 1498
If you made it the fastest vehicle in the game, it would be incredibly overpowered, as it is in extinction
make it slightly faster, slightly more maneuverable, but don't make it so that it would be impossible to shoot them from the skies without an aimbot.
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Dec 8, 2012 06:03 PM
Msg. 1403 of 1498
Quote: --- Original message by: SilentJacket [You should] ake it slightly faster [and] slightly more maneuverable, but don't make it so that it would be impossible to shoot them from the skies without an aimbot. Sigh, this wouldn't be a problem if the engine power of aircraft weren't binary, and you could actually control its speed... Also, thanks for pointing out the excess control surfaces, SilentJacket. One solution for that is to make the elevator and vertical stabilizer/rudder into one, like the failed YF-23..? Quote: --- Original message by: CAG Gonzo I wasn't expecting such enthusiastic responses about these aircraft. If you guys could just save them for when I put up the thread dedicated to their design, that'd be great. Me neither... Great to know I'm not the only aerospace nut here :P I have some more suggestions, but I'll wait for that thread to give it, then. As for your map, in general... The more I look at it, the more I feel like this could be a setup for a Campaign map. Is there a chance you could get a few screenshots of the map, overall, so we can see your general progress?
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Dec 9, 2012 06:37 PM
Msg. 1404 of 1498
Quote: --- Original message by: renegade343Quote: --- Original message by: SilentJacket [You should] ake it slightly faster [and] slightly more maneuverable, but don't make it so that it would be impossible to shoot them from the skies without an aimbot. Sigh, this wouldn't be a problem if the engine power of aircraft weren't binary, and you could actually control its speed... Also, thanks for pointing out the excess control surfaces, SilentJacket. One solution for that is to make the elevator and vertical stabilizer/rudder into one, like the failed YF-23..? Quote: --- Original message by: CAG Gonzo I wasn't expecting such enthusiastic responses about these aircraft. If you guys could just save them for when I put up the thread dedicated to their design, that'd be great. Me neither... Great to know I'm not the only aerospace nut here :P I have some more suggestions, but I'll wait for that thread to give it, then. As for your map, in general... The more I look at it, the more I feel like this could be a setup for a Campaign map. Is there a chance you could get a few screenshots of the map, overall, so we can see your general progress? ... Campaign? Blasphemy. Although it would be a good basis for a small campaign. Group of Spartan IV's maybe, conduct a guerilla campaign against a Covenant army?
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Tape City
Joined: Nov 14, 2012
New Flyer 2306: The Howler Monkey Bus
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Posted: Dec 11, 2012 09:01 AM
Msg. 1405 of 1498
Quote: --- Original message by: CAG GonzoUpdates? How about yes! I've gone with my plan of moving red addendum beneath (ish) the new death island mixed with a beam emitter structure. There will not be a direct connection from within the base as planned, because I'd have to mess around with terrain too much, plus design a widely sexy interior hooking it all together. However, the vehicle tunnel will lie at the end of the "road" in front of the structure as planned. A new idea I went with was to extend the beam's shaft down further, connecting it up with the interior of red addendum. This brought about a fun new addition that replaced the huge and empty room connecting the main part of the addendum to the more personnel friendly side. See below. http://s14.postimage.org/injjt2dr5/moar_red_plox.png The new room, while actually a bit bigger than the last, is better designed. The ceiling is lower to take away from that dwarfing feeling originally present. The personnel friendly side now parallels the area. A portion of the hallway was partially mirrored to serve as a large access point. The beam shaft is evident and is the focal piece of the room. http://s14.postimage.org/ps1d23l0h/moar_red_plox2.png A view of the new room from the portion that connects to the addendum proper. Obviously the physical connection is incomplete. This view highlights the various design elements at play and hopefully lends a sense of scale to the room. http://s14.postimage.org/o1ic0m3hd/moar_red_plox3.png Here you can see the ceiling work. Rather than a bland opening for the shaft, it instead protrudes out a bit, meshing beautifully with the arches. The protrusion runs the length of the ceiling, also meshing with the other four arches. http://s14.postimage.org/c0wvzvw2p/moar_red_plox4.png Here you can see the new window into the large addendum space. The arches wrap around nicely to meet up with the original window framework. Portions of the exterior were moved to accommodate the new room and preserve symmetry. http://s14.postimage.org/sq2x9ji1t/moar_red_plox5.png As mentioned above, the vehicle tunnel will connect to the road. The tunnel right now is basic, as I removed most of the turns while playing around with the position. Once completed, I'm planning to restore some of the curves to prevent too much line of sight while traveling. The entire addendum isn't too far below the structure above it. TODO: I have no idea what to do with the other end of the personnel side of the addendum. Right now it's floating around in space. I might try and connect another entrance somewhere. If I don't then the entire area is nothing more than a fancy dead-end (albeit with a teleporter or two). Oh, and take a look at these: http://s14.postimage.org/nid8rcc2p/cas.png http://s14.postimage.org/5tlhzq0bl/cas2.png http://s14.postimage.org/uo4ztsl5t/cas3.png http://s14.postimage.org/c4vatvqxt/nebula.png http://s14.postimage.org/4rfwux6w1/nebula3.png http://s14.postimage.org/dxy7i7c4h/nebula2.png I CANNOT take credit for the basic airframe design. I found both models in a pack of four on turbosquid.com. I don't know if it's still up or not. They were made in GMax but I got them into max (when I had my Max 8 trial many a year ago) and did some work. All the talk about them made me miss them, so I hunted them down and was pleased to find them both further along than I had expected. The CAS (the first aircraft) has a chin-mounted Gatling gun, landing gear, canopy, two boom-mounted pylins for rocket pods (not shown) and will have four wing hardpoints for two bombs and two missiles. It's designed to be anti-ground more than anti-air. The second aircraft (dubbed the Nebula) is designed to be more of an F-22 type platform (not in sexiness or pure drool-inducing awesomeness) but in role: air superiority with capabilities for ground engagements. It has four high-power belly-mounted cannons, two fuselage mounting points for bombs (pictured) and two wing hardpoints for a two-rack of anti-air missiles (sourced from the F-18 thingy). The models still need a lot of work. Smoothing, optimizing (the landing gear on the CAS has over a thousand polys; when I made them I didn't have a concept of poly limits in CE. I just thought people were lazy. That's how old these are haha), they both need animating and marker-ized, plus they need unwrapped and bitmaps need designed. But I did process them into basic tags (including the PLAAR [Pod-Launched Anti_armor Rockets] and bomb [which is kinda like a JDAM]) so I do have a good start. If I wasn't invested in my map I'd be working on these. The Nebula has separate control surfaces that I'd like to animate based on movement (like the Pelican; ailerons and canards move with respect to roll; elevators with pitch; rudders with yaw; flaps with speed [down when slowed/stopped, up when moving]). Both aircraft will have landing gear and bays which will need animating, as well as the canopies. Oh, and their is virtually no cockpit to these things so I need to do that. So a decent amount of modeling work. How many polygons/triangles does this map have in total?
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Dec 11, 2012 09:07 AM
Msg. 1406 of 1498
Funny that you mention campaign. I was considering dabbling in that...I may or may not already have some assets for such an endeavor...
Current poly count: too d*** high! The part of red side I'm keeping is around 20K. But I am considering deleting the addition to red's base (a portion of the security atrium from b30), saving over 5K. Also, I have yet to optimize the cliffs. I'm keeping them high-poly just in case I end up trimming enough polys off the rest of the map to allow me to keep them as such.
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callum12341
Joined: Jan 18, 2008
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Posted: Dec 11, 2012 10:48 AM
Msg. 1407 of 1498
Probably too late to implement anything like this, but I'd love to see big interiors which we can fly pelicans and other slow maneuverable craft (ie, not jets) through, like at the start of Assault on the Control room. Imagine something like that in one of the bases. It would stop fast flag grabs with jets since they wouldn't be agile enough, but allow you to drop an entire pelican load of troops right in to the enemy base for a coordinated assault :D However there would be the slight problem of any pelis rising up a shaft being a sitting duck to plasma grenades raining from above....but I'm sure there's a way around that.
Also if you can, make the peli handling like the Coldsnap ones. The ones in extinction are incredibly unrealistic in that they have no weight to them, and thus require no skill to use. I wouldn't mind them being unarmed either if they got the heavy Coldsnap armor.
Something to think about anyway (sorry if it's been covered already...big thread >.<) Edited by callum12341 on Dec 11, 2012 at 10:55 AM
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licon4812
Joined: Sep 22, 2012
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Posted: Dec 12, 2012 03:01 AM
Msg. 1408 of 1498
put this in the map http://ihalo.org/3ds/POA-3ds.jpg
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callum12341
Joined: Jan 18, 2008
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Posted: Dec 12, 2012 06:43 AM
Msg. 1409 of 1498
Quote: --- Original message by: licon4812 put this in the map http://ihalo.org/3ds/POA-3ds.jpg He cut the downed cruiser from the map a while ago to reduce its size. Edited by callum12341 on Dec 12, 2012 at 06:47 AM
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Tape City
Joined: Nov 14, 2012
New Flyer 2306: The Howler Monkey Bus
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Posted: Dec 12, 2012 08:54 AM
Msg. 1410 of 1498
Quote: --- Original message by: CAG Gonzo Funny that you mention campaign. I was considering dabbling in that...I may or may not already have some assets for such an endeavor...
Current poly count: too d*** high! The part of red side I'm keeping is around 20K. But I am considering deleting the addition to red's base (a portion of the security atrium from b30), saving over 5K. Also, I have yet to optimize the cliffs. I'm keeping them high-poly just in case I end up trimming enough polys off the rest of the map to allow me to keep them as such. I was just asking because I get the feeling that when done that my older computer may not be able to run the map. My new lap top could handle it well. Looking forward to when it's done.
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Ubergoober
Joined: Oct 11, 2010
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Posted: Dec 14, 2012 10:16 AM
Msg. 1411 of 1498
this thread started Aug 21, 2010............ just sayin
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Dec 14, 2012 01:55 PM
Msg. 1412 of 1498
Quote: --- Original message by: Ubergoober this thread started Aug 21, 2010............ just sayin "sayin" what?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 14, 2012 03:22 PM
Msg. 1413 of 1498
Ye olde project. Almost as old as some other g project that have yet to be worked on eh?
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callum12341
Joined: Jan 18, 2008
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Posted: Dec 15, 2012 12:19 AM
Msg. 1414 of 1498
Yeh but in the last few pages there's been some solid work done and quick replies from the author, so looks like it's getting back into gear hopefully.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Dec 15, 2012 12:39 AM
Msg. 1415 of 1498
Quote: --- Original message by: callum12341 Yeh but in the last few pages there's been some solid work done and quick replies from the author, so looks like it's getting back into gear hopefully. Yes. My last final is this Monday then I go on a month long break where I'll have ample time to make some more progress. Lately I've been able to get some work done not only because of recent inspirations and the insatiable desire to model Forerunner tech, but also because my academic load has declined lately given that the semester doth draw to a close. It's tempting to continue work on the aircraft, but I'm going back to Requiem. Red side is soooo close to completion I can almost taste it.
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XboxHavic
Joined: May 8, 2011
-Modder- -Gamer-
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Posted: Dec 15, 2012 07:22 PM
Msg. 1416 of 1498
Quote: --- Original message by: Ubergoober this thread started Aug 21, 2010............ just sayin Holy crap.. It's been that long already? I remeber when this project was first started, wow.... Edited by XboxHavic on Dec 15, 2012 at 07:23 PM
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Switchblade
Joined: Jul 3, 2007
"Do you believe my threat is ended with my death?"
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Posted: Dec 26, 2012 08:04 PM
Msg. 1417 of 1498
Quote: --- Original message by: CAG GonzoQuote: --- Original message by: callum12341 Yeh but in the last few pages there's been some solid work done and quick replies from the author, so looks like it's getting back into gear hopefully. Yes. My last final is this Monday then I go on a month long break where I'll have ample time to make some more progress. Lately I've been able to get some work done not only because of recent inspirations and the insatiable desire to model Forerunner tech, but also because my academic load has declined lately given that the semester doth draw to a close. It's tempting to continue work on the aircraft, but I'm going back to Requiem. Red side is soooo close to completion I can almost taste it. just wanted to say: "its alive!!!!" Just caught up on progress and red base looks a bit like a design i drew up a while back for another project. Obviously the design is awesome; you said something about having a free floating half of the red addendum that may be useless? Might i suggest doing something similar to someones suggestion earlier and leaving that open enough for a pelican to land on and have connecting teleporters to the main addendum? As for the aircraft... i sense a disturbance in the force and its not the rocket fuel i just chugged. Halo aircraft all have one thing in common that everyone loves to overlook; they are based on forced air systems: pelicans are slow and cumbersome to turn because their weight to propulsion system size doesn't allow for side to side motion like the hornets and wasps, the longsword is slow again because of size and payload capacity and the fact that it has two engines; neither of which has air flow condensors (those little cone shaped things on the rear of most high speed jet engines). Now im a pretty good shot and am really good with nades but if you introduce a too highly maneuverable aircraft in game noobs with be on them like white on rice and ill be forced to use nuclear weapons to deal with them. (on a side note i believe i spotted a link to a halo universe civilian transport that would look very nice crashed somewhere if you dont intend to use something like an albatross for the "left behind" effect) All in all looks good; tactical advice will be made available once youre done making iron and stone spring forth from the CG ground. XD
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 27, 2012 10:12 AM
Msg. 1418 of 1498
What about the awesomeness that is tungsten and titanium? We should have those springing out of the ground.
As for a maneuverable vehicle, it would need to have less powerful weapons the more agile and fast it is I think.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Dec 28, 2012 01:47 PM
Msg. 1419 of 1498
What portion of the addendum was suggested for landing pad integration? I need to know soon because I've finished the Forerunner design of red side. The only things left are mapping a few faces on the exterior beam emitter tower and that structure's interior mini-base, and wrapping up the surrounding terrain and cliffs. So basically a day's worth of work and red side is DONESKIES.
Attention will turn to the minimap, which will be designed separately as I did before. I've got ideas for it, too. One of which involves replacing a larger portion of the cliffs underneath the bridges with a large Forerunner wall that has water outlets (and waterfalls flowing into the stream below). This will save me a few polys, I think. Also, the whole minimap will be at least twice as small, maybe more.
The biggest design concern I have for the minimap is designing a new base for it. The bridges will be reduced in length by about a third, and I'm considering replacing the main structure (the one connecting to all the b40 energy beams supporting the bridge) with something similar but sexier, or just designing a small interior with windows exposed to the bridges (inspired by the shotgun hallway from Hang 'Em High).
So, all that said, pictures of red side will come when it's done. Feel free to leave comments or suggestions about the future of the minimap.
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Switchblade
Joined: Jul 3, 2007
"Do you believe my threat is ended with my death?"
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Posted: Dec 28, 2012 09:39 PM
Msg. 1420 of 1498
you had mentioned before that inside red bases addendum that was a "useless" portion (i'm guessing an area opposite the windows in your last addendum pic) that you had also mentioned had a few teleporters on it. If that's correct then leaving that area relatively featureless would make it an excellent landing area... Do correct me if i misread something or misinterpretted your pictures.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Dec 31, 2012 12:50 PM
Msg. 1421 of 1498
Ladies and gentlemen, presenting the final (hopefully) iteration of red side! Delicious! Now for some closeups: Behold the beauty of the fully mapped beam emitter thingy! It was quite a hassle to map this, as the choices for exterior bitmaps are relatively few, so repetition avoidance was a big concern. Plus the thing has a lot of chamfered faces used for trim...they took a long time to complete. A simple shot of the mapped interior. I added a little bit of goodness in the floor, protected by a pane of glass. You'll see that when the map is available for testing (God knows when that'll be). Glass panes also separate the emitter room, which is a simple room that has a hole in the floor and matching hole in the ceiling for the beam. That room is inaccessible (aside through devcam); it's there for looks which is why I kept it simple. Take a look at the finished addendum, now connected to the side via the vehicle tunnel and beam emitter shaft. The new shaftroom is connected to the main addendum via the swamp entrance from c10. Here's what it looks like from the other side. Basic detail work was added to shake things up. Mapping this room was lengthy but relatively simple. Because the majority of unmapped surfaces were either walls or cloned material, mapping was generally a simple planar/box map, or some trim work copied over to the rest (notably the six struts). The area hanging off to the right is what I assume you mean by "unused". It doesn't lead anywhere, as the only physical way in is through the shaftroom. There is one two-way teleporter frame and the opposite side could support a teleporter drop pad (the standard teleporter outlet base). This portion is too far underground to facilitate another physical access point, but the telporters could link up to a landing pad somewhere else, so in essence doing what you suggested. I was thinking the landing pad would be somewhere closer towards the central cliff/ravine (that the minimap bridges span) so it's out of the way and serves as a fun access point. You could still do insertion via the landing pad teleporter. Because I didn't want to model more cliffs (and save polys), I made this simple wall. It connects to the vehicle tunnel entrance nicely. This shot shows the hilliness of the level. I also got ride of the weird cliff lump that used to be on the right side of the beam emitter structure. That action saved about .6K polys. I also deleted the security room antechamber (from b30, which was red base's extension), saving over 5K. NET RED SIDE POLY COUNT: 28788. I'd count that as successful. The cliffs can be optimized if need be. I can probably get close to 2K from that. So, what do you guys think? Aside from the potential installation of a landing pad, I'd say red side is doneskies. Attention will turn to the minimap next. It'll be smaller so there'll be less things to design and less space to fill.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Dec 31, 2012 12:51 PM
Msg. 1422 of 1498
that looks beautiful
you will be retexturing the hills later on, right?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 31, 2012 03:31 PM
Msg. 1423 of 1498
of course he will. he's working on a beautiful masterpiece. why wouldn't he?
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Jan 6, 2013 08:47 PM
Msg. 1424 of 1498
The ground texture is temporary.
Over the past few days I've been focusing on finalizing this component of the map for good. This means working out the lighting, mostly. I've also been playing around with portals. My goal is to finalize the lighting entirely: mess around with shaders, radiosity values, etc. I also added in the water for the lake and the fog from b30 to go with it. Problem is the fog is defined level-wide for a specific height, so I have to rely on portals to isolate the water clusters to localize the fog to just that area lest the entirety of red addendum be underwater.
The lighting is nearly complete. The biggest time-sucker is running lightmaps. The best I've done so far is 1 0.4 and it looks pretty dang sexy.
The only issue is any non-collidable surfaces that aren't lights and are out of player reach (faces beneath, say, alpha grates, or glass) or not showing up. The portalling process is clipping them out, and another thread I looked at says I have to detach those non-collidable portions and seal them to get them to render. Disappointing, as I had non-collidable faces under an alpha grate face in the previous build that were rendering fine. Oh well.
I've also tinkered with a few ideas for the minimap and the surrounding terrain on red side (how red side as you see it above will be integrated with the edges of the map, mostly). I've significantly shrunk portions of Requiem to fit red side; the ocean-side (hereto the SOUTH side) will no longer be a large, rolling cliff to a vast ocean. Instead, it will be a smooth, accessible transition, one that is not nearly as high. So this adds a bit more player space, though I will be adding a nice drop off that will kill the curious/campers. The large, rolling cliff that shadowed the crash site will remain as is; it's smaller but still purty. It might receive more detail.
The main chasm that the minimap bridges span will be smaller in all dimensions. From the NORTH side, where a small portion of Forerunner wall lies, will be a basic lake. This lake is fed from the chasm, which sports a small river that flows north from the vast ocean on SOUTH side. Here's the kicker: the ocean will be a bit lower than the rolling hills of high red side (so not the main playing area that the cliffs surround) while the chasm will be much lower. How shall this height difference be transitioned? With some more hills/cliffs? NO! With a Forerunner dam. Why not? I love modeling Forerunner structures too much.
Oooohhhh...as I write this I just realized that the damn can sport the landing pad mentioned earlier. Two for one. Score.
Anyways, pictures will come when I have something to show. Right now it's all experimental. In the meantime, please let me know if there is a skilled portaller out there. Portals WILL be the death of me. No matter what I do, the small bit of a map I have so far (yes, it is in Sapien!) always suffers from bad portalling at obvious parts of the map. I want NO portalling from about any above-ground location, since this is going to be a flying map, too.
Lastly, ideas for the minimap? Running dry with that.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 6, 2013 09:02 PM
Msg. 1425 of 1498
Seems purdy legit.
Me likie long time.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Jan 11, 2013 01:54 AM
Msg. 1426 of 1498
Weird radiosity issue. Somehow the sun is shining through? Correct me if I'm wrong, but I see no sun. I get this no matter what. On the note of fog: the lake is sitting pretty in the middle of this side, fog and all, but the entire addendum is flooded. I manually edited the fog depth of all clusters except the lake cluster, so it gets rid of the fog while you're in the addendum, but problem is it means if you are in any cluster aside from the lake cluster, you can't see the fog. If you're in the lake cluster, you see the fog flooding the addendum. Surely there is a way to clip this so it is always visible ONLY in the lake cluster and does not interfere in any other clusters? Lastly, I detached non-collidable, inaccessible faces as collidable, but fully sealed, units. They render now, but there is a visible gap between the unit and where it should appear to connect. I moved the units away to avoid update edge errors and overlapping faces. How do I fix this, because I know Bungie didn't detach their detail geometry. It needs to be seamless. Fixed this. Just applied the two-sided shader property "%" to the shader name in Max and reattached the geometry, using collidable materials. By the way, radiosity of 1 0.4 looks AMAZING. Still playing with the lights and shaders. Edited by CAG Gonzo on Jan 11, 2013 at 01:56 AMEdited by CAG Gonzo on Jan 11, 2013 at 10:00 PM
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nick347b
Joined: Jan 27, 2011
Knick | PÕQ Admin
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Posted: Jan 12, 2013 11:39 AM
Msg. 1427 of 1498
Red side looks great. I absolutely love the beam emitter structure. A bit sad that the cruiser is gone but it had to be done... Edited by nick347b on Jan 12, 2013 at 11:43 AM
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Jan 13, 2013 01:40 AM
Msg. 1428 of 1498
Nice map. I'm really enjoying this. Now if you excuse me... *Gets put CE3 people to bug list* Don't mind me just enjoying the eye candy.
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Jan 13, 2013 04:27 AM
Msg. 1429 of 1498
Pretty nice, can't wait to see more !
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Jan 15, 2013 03:56 PM
Msg. 1430 of 1498
Quote: --- Original message by: nick347b
Red side looks great. I absolutely love the beam emitter structure. A bit sad that the cruiser is gone but it had to be done... Edited by nick347b on Jan 12, 2013 at 11:43 AM I did want to keep both ships, but I'd rather have a detailed, rich map than a simpler map with potentially error-prone and clippable ships interfering with play. Any ideas as to why the addendum interior is somehow being lit by the sun?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jan 15, 2013 04:25 PM
Msg. 1431 of 1498
Is it possible that there are flipped faces? That would be my first guess. Other possible answer is that is might somehow have a texture with some transparency, or a texture somehow not set to block the sun... I don't really know if that is actually possible or not though.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Jan 15, 2013 04:30 PM
Msg. 1432 of 1498
Quote: --- Original message by: Skidrow925 Is it possible that there are flipped faces? That would be my first guess. Other possible answer is that is might somehow have a texture with some transparency, or a texture somehow not set to block the sun... I don't really know if that is actually possible or not though. No flipped faces. I can check the texture not blocking sunlight, but I highly doubt it as this kind of thing happens nowhere else and I use the same shaders in other places. My best guess is that the path that leads from red side to the minimap separator is the issue; towards the middle of said path you'll notice it dips down sharply. It dips down lower than the ceiling of the addendum so I'm wondering if it's causing weird conflicts with portals and that the addendum's cluster thinks there is no solid surface around to block incoming sunlight. However, flying around in Sapien around the lit area does not reveal any portal problems, so I don't know.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jan 15, 2013 05:20 PM
Msg. 1433 of 1498
Possible inter planer faces that somehow got through tool?
And what I mean by only letting the sunlight through is like how in Minecraft even if you cover the glass block in texture, light will still come through because to the render engine it just says, "Oh look, a transparent spot."
I have absolutely no idea if this is even possible in Halo though. It might be.
Can you use shadow tracing with the light source to see where it comes through?
Basically you look where the light has landed and pretty much draw lines from the edges of that to the light source.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Jan 15, 2013 05:23 PM
Msg. 1434 of 1498
I did trace it. See the second picture above that I posted concerning the issue. As best as I can tell, the light was coming in from that direction. The picture shows that there are no flipped faces; the ceiling is solid. I even checked the mesh for tiny faces or unwelded vertices that were the issue. Nothing.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jan 15, 2013 05:31 PM
Msg. 1435 of 1498
Is the light shining on the top of that pedestal as well? And have you tried re-running radiosity yet? I would assume you have, but just in case. Have you moved to 3ds Max yet? Not sure if you have moved from GMax yet. If you have, then put a light in the general area of the sun in the map and see if the light shines through. If you don't have max then if you save that portion as a .3ds or .obj I could see for you, if you want me to try that.
I'll talk to you via xfire. Edited by Skidrow925 on Jan 15, 2013 at 05:32 PM
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