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Author Topic: Requiem - Extinction on Steroids (1498 messages, Page 17 of 43)
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Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: May 9, 2011 10:57 PM    Msg. 561 of 1498       
Before you go snapping at nincompoops, consider this; what are the chances that people who generally annoy you on the thread are actually fairly good players? If you catch what i'm saying, most likely you or everyone else constantly pwn him ingame(so keep it that way). Otherwise there is the option of giving the map only to those you wish to play it; excluding morons.

On a happier note, custom scenery or objects(the stuff you drop on the map when compiling) saves you some polys. Make the sentinel walls scenery or objects maybe? Just a suggestion, but you may find it useful.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 9, 2011 11:38 PM    Msg. 562 of 1498       
You speak the truth. However, I still believe it is polite to assume these people have some intelligence before I go insulting them. I don't want to start a war. Granted, this approach does not always work. Look at SeL's Requiem thread. But nevertheless, it's my policy. Thanks, though.

I considered making the main wall a scenery item, but threw out the notion, considering how large and integral it is in the map. But now that you mention it, it would save some polys, and would solve my problem of how to incorporate it into the rest of the map. However, I am worried about collision between the seam where the wall object meets the map terrain. I'm worried that players may be able to force themselves through that seam, as they seem to be able to do with the POA on Extinction. Still, it may work.

I don't think I can really make anything else major a scenery insertion, though I have placed more emphasis on scenic additions in lieu of more BSP designs. I use minor structures from various campaign maps, such as the towers that emit 'whale' sounds from a30 and b40 (also seen in c20), among other structures. Those would probably be best served as scenic items.

Oh, strangebrew, I suppose in that respect I slacked off in that planning. I personally want to see a wider variety of terrain and structures in my map, so that the map doesn't turn into some vehicular noobfest, as Extinction unfortunately became. All these additions I make will (hopefully) present more opportunities to travel on foot. With that in mind, I lost sight on maintaining a low poly count. I have such a hard time optimizing the detail out of what I create. It's like erasing work.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: May 9, 2011 11:39 PM    Msg. 563 of 1498       
Looks like it's time to go from beginner to intermediate.

Retopology - Every game designer's best friend. This is the best way to optimize your mesh. Basically, retopology makes a low res model out of you high res model while giving it the same shape. That way, you don't need to worry about the limit until the mesh is completed and you can easily move the details of your high res model onto a texture. This method will also fix your mesh's topology(the way the verts are arranged and connected)

I don't know anything about Gmax's retopology tools but I do know a tutorial on how to use blender's one:http://www.blendercookie.com/2010/08/30/retopology-and-normal/

Edit: Gmax does not have any build-in retopology tools. You will need some external programs to do that for you. You have no choice. Deleting the details will just lower the map's potential.
-Zekilk
Edited by cyboryxmen on May 9, 2011 at 11:43 PM


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 9, 2011 11:45 PM    Msg. 564 of 1498       
Yeah...the closest thing I can come up with off the top of my head is an Optimize modifier. That essentially optimizes selected faces. I already performed two of those, and it cut the polys down by ~30K, because I always start of high poly, build what I want, then optimize (for terrain, anyways). I'll look into this, but honestly, the terrain is pretty low poly compared to everything else. I can optimize maybe 5K from that at best, but if I go further, the mesh will start to look horrible (at least more so than it is now).


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 10, 2011 12:03 AM    Msg. 565 of 1498       
Mootools Polygon Cruncher is far better that the Optimize modifier used in earlier max versions.


strangebrew
Joined: Oct 15, 2010

user gone


Posted: May 10, 2011 12:03 AM    Msg. 566 of 1498       
i'm glad you understood the way i was making my point.i really do hope this map will make it ingame and we all get to see the finished product.i have a strong feeling it's going to blow another lets say small map out of the water.

goodluck. ;)


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 10, 2011 12:23 AM    Msg. 567 of 1498       
No problem. I appreciate your suggestion, and for not blowing up.

Maniac, can you tell me more about it?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 10, 2011 01:00 AM    Msg. 568 of 1498       


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: May 10, 2011 05:25 AM    Msg. 569 of 1498       
Quote: --- Original message by: XboxHavic
This map is going to be the best map ever created. EVER.

cant wait.

Going on these forums and seeing posts like this makes playing Russian Roulette a more and more attractive prospect.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: May 10, 2011 11:32 AM    Msg. 570 of 1498       
First test for the halo engine: 132k polygons and 66k verts. Don't have a tri count yet. If this works.... your map will be fine...


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 10, 2011 12:41 PM    Msg. 571 of 1498       
132K polygons? Doesn't that equate to roughly twice as many triangles? That assumes, of course, that each polygon is defined as a rectangle, and as such is composed of two triangles. That's normally how it ends up for me in gmax, anyways. Nevertheless, if that works...if even 80K polys works...I'll have nothing to worry about, which would be downright awesome. I sincerely hope your tests return positive.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: May 10, 2011 04:40 PM    Msg. 572 of 1498       
Quote: --- Original message by: CAG Gonzo
132K polygons? Doesn't that equate to roughly twice as many triangles? That assumes, of course, that each polygon is defined as a rectangle, and as such is composed of two triangles. That's normally how it ends up for me in gmax, anyways. Nevertheless, if that works...if even 80K polys works...I'll have nothing to worry about, which would be downright awesome. I sincerely hope your tests return positive.


Well it took a LONG while (about 6 hours) to export the .jms. Finally compiling the BSP in tool. Should have results either later today or tomorrow.

And every poly is a tri. so it has 132,102 triangles.

EDit:

I was compiling and found an error:

building collinion geometry...
### ERROR couldn't add plane to geometry.
### ERROR failed to build collision geometry.
### ERROR faild to import collision bsp.


Might be my fault I am not sure though. A little debuggin should fix it later.
Edited by Skidrow925 on May 10, 2011 at 04:46 PM


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 10, 2011 06:31 PM    Msg. 573 of 1498       
Is your test BSP actually designed? Or is it merely a large plane that was uber-tessellated?

I do believe I am finally finished with blue's addendum, in terms of design. Here's the album:
http://img19.imageshack.us/g/blueaddendumfinal.jpg/

Main shot:


I added a small parapet from Halo 2's Sacred Icon to the edges of the light bridge region. Four on the main side, and two on the far side. I modified a snippet of a30 to add a sort of small wall by the bridge region. You can see it as some weird structure just left of center. It's basically there to add a final structure to break up the open space. I also modified Ice Field's teleporter hub to be larger. It is located towards the top of the image, centered in between the ramp and entrance to the atrium (new term for the region surrounding the entrance to the hallway).

I also added in the bridge beam emitters, and twisted/damaged them accordingly. The idea is that the bridge was deployed when it was hit by a large explosion (underlying plot undetermined).

Closeups:


Here you can see the design of that modified bit from a30 I spoke of. I find it interesting. I wanted it to look much more detailed and have a more intricate design, but I swear: I could not come up with any decent design for the life of me. What you see is the result of about an hour and a half of minor adjustments and screen staring.

The two identical, vertical towers ('whale' towers from a30/b40/c20) are not permanent; I do not know if I should include them there, or at all, at this point. Tell me if you feel one or both towers should go there, somewhere else, or nowhere else.

The teal tent is the same tent from Extinction (and thus from other maps). I put it in just to see how things would match up. I figure this addendum could hold clues to an encounter between a small human force and a larger Covenant detail. I plan on including human and Covenant elements throughout the addendum to bear testament to that encounter.

Another view:


Nothing much else to say. I plan on including a second tent, and a tank will likely spawn in that alcove you see by the second tent, under the ramp.

Quickly tell me if something should be changed regarding this addendum. I feel I am done, aside form mapping. If no one says anything, this will likely result in the final work for this addendum. Given that this addendum is now ~12K, I will not be adding as much detail to red's equivalent. I'll modify it so it sits on a more equal basis with blue's rendition, but I don't think I'll be able to add all the changes I'd like. If Skidrow's test returns positive, however, then I will be one happy guy, and will be able to add those changes after all, among adding some more extensions to other elements. These extensions are solely visual, and don't really add anything to gameplay. They just add more mystery to a given area.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 10, 2011 06:41 PM    Msg. 574 of 1498       
Those pics make me want to play your map more and more, Gonzo - they're that sexy.


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: May 10, 2011 08:43 PM    Msg. 575 of 1498       
This may be a bit annoying to you but can you post the topside render of the map and label where your minimap is? I'm just trying to get a scope on all of this.

As for your issue with making the sentinel wall purely scenery(and the gap issues attatched); either make the collision geometry slightly larger than the wall itself (thus making the "gap" unreachable) or leave it be and place a killbox at its base with an autorespawn script for the vehicles there. This will prevent people (IE-me) from making airial vehicles disappear through bsp holes.(i use it for an emergency escape when under attack so keep the flaming to a minimum)


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 10, 2011 08:57 PM    Msg. 576 of 1498       
Thanks, UBE.

If I am understanding you correctly, you are saying use a different physics file for the scenery item's collision? Bear with me if I am incorrect; the only times I've ever messed with scenery items were when I attempted to make some simple testing shapes for experimenting with bitmaps and shaders.

I also have a concern with the fact that my model has open edges. Sealing the model is a simple matter, but would create more faces (unnecessary ones, since those faces would never be seen). If I can avoid that, I will. Will using a different physics file (i.e. one that is a simple, box representation of the wall) allow me to leave my model as is, with open edges?


strangebrew
Joined: Oct 15, 2010

user gone


Posted: May 10, 2011 09:10 PM    Msg. 577 of 1498       
looking good gonzo!


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 10, 2011 10:32 PM    Msg. 578 of 1498       
Very well. This brings up a new question, however: the HEK tutorial is not clear as to how special shader symbols are to be used in conjunction with the rather annoying fact that each material used must have a shader of exactly the same name. Every time I add a '!' (as an example) to a material, tool complains that I don't have a matching shader file. I tried simply appending the '!' to one of the material names (i.e. to the actual material name, not the shader name), but then that somehow negated the whole point of render-only. The whole coordination of shader symbols, and shader file names confuses me, and unfortunately, I haven't found a tutorial that has helped.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 10, 2011 11:36 PM    Msg. 579 of 1498       
You can have more than 1 object attatched to the frame.
You can just jamb objects through other objects, intersecting objects are ok too.
They do sometimes cause collision problems, like if you sit a box on top of another box and have the top face of one in the exact same space as the bottom face of the other box.
But if you jamb the boxes through each other, it works fine.
I dunno if that will help you or not.


nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: May 10, 2011 11:45 PM    Msg. 580 of 1498       
Again, great pics, Gonzo! Looks awesome. The two whale towers actually look nice where they are, so I would say either leave them or get rid of them completely. And I'm with switchblade, some arial pics would be cool to see how the map as a whole is coming along.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 11, 2011 07:28 AM    Msg. 581 of 1498       
As requested:



The colored dots indicate the rough locations of teleporters. Corresponding dots (i.e. same color) represent links. As of right now, all links are planned to be two-way. I have not finalized this layout, and I still have some hubs designed in that do not have any links right now.

As for the components: the minimap's location should be fairly obvious, and both bases are roughly centered on their respective sides.

Blue's addendum, since it is incomplete at the moment, will be where that green segment of the BSP is. I detached it for editing in a different scene, and when I finish work there, I will merge it back in, replacing the green segment with the new one. It will have a personnel entrance (the circle on the right), and a vehicle entrance (circled on the left).

Red has an energy conduit (which may get a few features deleted from it, to save polys), and its addendum (awaiting modification) is located to the far left.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 11, 2011 12:10 PM    Msg. 582 of 1498       
From the looks of it, it almost seems as though red and blue spawn on the same side (being on the left, instead of opposite corners for the addendums). Do you think that - with this configuration - people will take the time and effort to scope out your entire map, or will they just skip to the chase and go for the kill/flag?

Nonetheless, I would go on LAN just to scope this place out myself. I wouldn't mind spending hours on end trying to find everything, simply because it would look beautiful enough for me to STAY in the map for that long :3


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: May 11, 2011 02:34 PM    Msg. 583 of 1498       
Well I am guessing the 1322,102 tir map didn't work because it isn't a power of 2. I was talking to someone and they said I should try it in power's of 2. Therefore I will try 131,072 tris next. And what I am using is a box, tess'ing the bottom and applying a displace and the texture I used for the displace. Then moving a couple face's around.


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: May 11, 2011 02:35 PM    Msg. 584 of 1498       
Quote: --- Original message by: CAG Gonzo
As requested:



The colored dots indicate the rough locations of teleporters. Corresponding dots (i.e. same color) represent links. As of right now, all links are planned to be two-way. I have not finalized this layout, and I still have some hubs designed in that do not have any links right now.

As for the components: the minimap's location should be fairly obvious, and both bases are roughly centered on their respective sides.

Blue's addendum, since it is incomplete at the moment, will be where that green segment of the BSP is. I detached it for editing in a different scene, and when I finish work there, I will merge it back in, replacing the green segment with the new one. It will have a personnel entrance (the circle on the right), and a vehicle entrance (circled on the left).

Red has an energy conduit (which may get a few features deleted from it, to save polys), and its addendum (awaiting modification) is located to the far left.


I see the human Carrier but not the covenant ship in your overview; does that mean its been removed entirely or is it underconstruction like the addendums?

Also, will the creves at the center of the map be scalable(by hog or on foot) or jumpable via hog? (if not its fine; if it is it will prevent bridge camping but pretty much divert all fighting away from the minimap) Will you be employing the fixed vehicle teleporters from Downflow to ease map travel?


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: May 11, 2011 10:03 PM    Msg. 585 of 1498       
Quote: --- Original message by: Skidrow925
Well I am guessing the 1322,102 tir map didn't work because it isn't a power of 2. I was talking to someone and they said I should try it in power's of 2. Therefore I will try 131,072 tris next. And what I am using is a box, tess'ing the bottom and applying a displace and the texture I used for the displace. Then moving a couple face's around.


lol what? Power of Two is for textures, not for polies.

Gonzo, you should really make that wall a Scenery. If you want to make sure noone can get through, you can also add Playerclip material or something akind. This will really ease your task. I think the individual model poly size is around 30 000. Avoid Using Optimize. I cannot emphasize enough how much it can mess your mesh and make your map not pass tool. Also, for the poly limit, I would advise never breaching 80 000. In RPG_Beta6.2 I was slightly under that. The problem you can run into is tagspace. I don't know if you've looked into that but here's how it usually works. Tagspace is 23MB - BSP. with 75 000 polies in RPG_Beta6.2, I had about 17MB of my 23mb tagspace dedicated to BSP. This really didn't allow me to add all vehicles, weapons and tags I wanted in the map.


nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: May 11, 2011 10:10 PM    Msg. 586 of 1498       
Quote: --- Original message by: UBE Chief
From the looks of it, it almost seems as though red and blue spawn on the same side (being on the left, instead of opposite corners for the addendums). Do you think that - with this configuration - people will take the time and effort to scope out your entire map, or will they just skip to the chase and go for the kill/flag?

If I remember correctly, most of the spawns will be located in the bases, which are fairly centrally located on their respective sides, with a few spawns in the addendums.

Quote: --- Original message by: UBE Chief
Nonetheless, I would go on LAN just to scope this place out myself. I wouldn't mind spending hours on end trying to find everything, simply because it would look beautiful enough for me to STAY in the map for that long :3

QFT. I usually do that for most new maps anyway, but especially this one.

Quote: --- Original message by: Switchblade
I see the human Carrier but not the covenant ship in your overview; does that mean its been removed entirely or is it underconstruction like the addendums?

I believe it will be off to the far left sunk in the ocean, mainly just as a scenery item.

Quote: --- Original message by: Switchblade
Also, will the creves at the center of the map be scalable(by hog or on foot) or jumpable via hog? (if not its fine; if it is it will prevent bridge camping but pretty much divert all fighting away from the minimap) Will you be employing the fixed vehicle teleporters from Downflow to ease map travel?

I doubt it, looking at the close ups of the central mini-map a few pages earlier it looks far too wide.
Edited by nick347b on May 11, 2011 at 10:12 PM


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 11, 2011 10:14 PM    Msg. 587 of 1498       
UBE: I'm glad you'd find hours on end in my map entertaining. I see what you mean about same-sided spawning. I'm not concerned too much about morons camping. Snipers certainly won't be as easy to come by as they were in Extinction. The cliffs are not scalable, so the only land access to the other side is the bridge or teleporters. I may try to add another means of crossing the chasm, since one method will likely create bottlenecking. I feel most people will go for the kill or flag, rather than camp.

Skidrow: I'm pretty sure that powers of two deal applies only to bitmaps, not models. Maybe 132K is simply too much to construct.

Switchblade: the carrier has been removed. It was costing me 1.5K, and it seemed too convenient to have the two ships crash so close to each other. The ship would have been inaccessible anyway. Not sure what you mean by fixed vehicle teleporters. I would like to include vehicle teleporters that work on all land vehicles, however. My scripting knowledge is not encompassing enough to accomplish that goal, however, so anyone who has the knowledge to do so is welcome to try.


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: May 12, 2011 12:58 AM    Msg. 588 of 1498       
Quote: --- Original message by: CAG Gonzo
UBE: I'm glad you'd find hours on end in my map entertaining. I see what you mean about same-sided spawning. I'm not concerned too much about morons camping. Snipers certainly won't be as easy to come by as they were in Extinction. The cliffs are not scalable, so the only land access to the other side is the bridge or teleporters. I may try to add another means of crossing the chasm, since one method will likely create bottlenecking. I feel most people will go for the kill or flag, rather than camp.

Skidrow: I'm pretty sure that powers of two deal applies only to bitmaps, not models. Maybe 132K is simply too much to construct.

Switchblade: the carrier has been removed. It was costing me 1.5K, and it seemed too convenient to have the two ships crash so close to each other. The ship would have been inaccessible anyway. Not sure what you mean by fixed vehicle teleporters. I would like to include vehicle teleporters that work on all land vehicles, however. My scripting knowledge is not encompassing enough to accomplish that goal, however, so anyone who has the knowledge to do so is welcome to try.


By fixed, i mean there was no jmpiness when exiting the vehicle teleporter and the ports in Downflow not only allowed all reasonable sized vehicles to be teleported will any and all passengers or gunners. (i managed to get the wraith through one so i suppose i'd call that fixed, in comparison with extinction's "hog only" ports.) Also, were you planning to make the broken bridge in the addendum a vehicle port? (cause that would be epic; but only one direction of course, we dont need vehicle noobery.)


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 12, 2011 01:05 AM    Msg. 589 of 1498       
The broken bridge is a purely scenic addition. It serves no purpose in gameplay whatsoever. I will incorporate some of the aforementioned fixed vehicle teleporters in as well.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: May 12, 2011 07:25 AM    Msg. 590 of 1498       
Gonzo: The Covie Ship can be Scenery... at that point it doesn't count towards your poly limit, Especially if you don't intend players to use it.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: May 13, 2011 10:15 AM    Msg. 591 of 1498       
He designed the epic as a Requiem for his wife
-Zekilk


lemarr
Joined: May 6, 2011

Surprisingly, I don't take archery


Posted: May 13, 2011 10:36 AM    Msg. 592 of 1498       
Quote: --- Original message by: cyboryxmen
He designed the epic as a Requiem for his wife
-Zekilk


The horrors of what happened in Reach, the torment suffered by so many individuals, is a story not only of galactism but of intergalacticsm. Nor is it only about the past, or even Earth and her colonies; it is about now and many other areas of the Galaxy where intergalacticsm follows it's twisted logic towards a 'Great Journey'.

Outside the outskirts of Extinction, there is a monument known as 'Requiem' - which means 'An act or token of remembrance':

Even unto them will I give
In mine house and within my walls
An act or token of remembrance
better than of sons and of daughters
I will give them everlasting remembrance;


This is what Gonzo's story does, gives a 'remembrance' to what happened to Earth and her colonies earlier next century and ensures that we resist being 'cut off' from the horrors of intergalacticsm wherever it occurs.

-Archer1
Edited by lemarr on May 13, 2011 at 10:44 AM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: May 13, 2011 10:44 AM    Msg. 593 of 1498       
The reason I would think the power of 2 would apply to BSP's is because of the way most programs work. Powers of 2 are nice round numbers that are nice to computers. That is why bitmaps are supposed to be power of 2. However only the poly limit would be a power of 2. Also TCK found a way to increase tagspace in a single scenario using child-parent scenarios. He has a tutorial somewhere...




Quote: Outside the outskirts of Extinction

are you being serious?


EDIT: fixed my epic fail
Edited by Skidrow925 on May 13, 2011 at 10:52 AM


nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: May 13, 2011 10:55 AM    Msg. 594 of 1498       
Quote: --- Original message by: croweSJ33
pffft. name stealer

Actually, this thread was made and this map publicized 7 months earlier than Sel's, so in reality Sel is the name stealer. Maybe you should do a little more research next time before blaming someone for something they didn't do.

Sorry Gonzo, couldn't help myself.


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: May 13, 2011 11:00 AM    Msg. 595 of 1498       
Quote: --- Original message by: nick347b
Sel is the name stealer.


nop

 
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