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Author Topic: Requiem - Extinction on Steroids (1498 messages, Page 25 of 43)
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nathanallan
Joined: May 7, 2011

I play as Pier_Solar3


Posted: Aug 1, 2011 06:54 PM    Msg. 841 of 1498       
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: UBE Chief
OT: Gonzo, the map looks awesome. I will be an Alpha/Beta, you can count on me /quote]

Ditto.

It has to do with having a better extinction. Please get this map done, wish I had more to contribute but I'm not a programmer. I will now go back to lurking.


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Aug 2, 2011 05:48 AM    Msg. 842 of 1498       


I asked him to make a hatch for his custom pelican. Only the cool kids are allowed to use this pelican though. Are you cool enough Gonzo?
-Zekilk


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Aug 2, 2011 06:20 PM    Msg. 843 of 1498       
yea he's cool enough. he's making a better extinction.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Aug 2, 2011 11:33 PM    Msg. 844 of 1498       
Ptowery is making halo 2 and 3 pelicans. idk what his progress on them are though.


iHalo
Joined: Dec 5, 2009

Modeling ::Royal Carribean's Oasis of the Seas::


Posted: Aug 3, 2011 11:05 AM    Msg. 845 of 1498       
This thread was started August 2010... I don't ever expect this to finish. Or at least not for another year.


nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: Aug 3, 2011 01:55 PM    Msg. 846 of 1498       
Quote: --- Original message by: iHalo
This thread was started August 2010... I don't ever expect this to finish. Or at least not for another year.

Did you not read his posts? He said about a month, maybe two at max.

So, Gonzo, how's the map going? is tool liking it yet?
Edited by nick347b on Aug 3, 2011 at 02:11 PM


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Aug 3, 2011 02:23 PM    Msg. 847 of 1498       
Can i have screenys?
Then i doubt this will be less then two months done...


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 3, 2011 02:56 PM    Msg. 848 of 1498       
Quote: --- Original message by: iHalo
This thread was started August 2010... I don't ever expect this to finish. Or at least not for another year.


Your pessimism, though perhaps logical in this instance, is not appreciated. The 1-2 month estimate is only for the alpha. However, with the alpha out of the way, progress from there will, in theory, be quick.

There has been no change since my last screenshots. All I've been doing is fixing errors and prepping some tags.

Edit: down to 202 errors...just spent 3 hours working at it to net a whopping 27 errors. better than nothing, though.
Edited by CAG Gonzo on Aug 3, 2011 at 07:16 PM


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Aug 3, 2011 09:55 PM    Msg. 849 of 1498       
lol yea progress is progress.


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Aug 5, 2011 10:58 PM    Msg. 850 of 1498       
In response to all the jetpack stuffies it was easy to make. have it shoot rockets with no damage down and map it to the flashlight. I made one before, it looked nice.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Aug 5, 2011 10:59 PM    Msg. 851 of 1498       
shooting rockets down doesn't work too well in the air. lol


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Aug 6, 2011 10:01 AM    Msg. 852 of 1498       
Oh right you have to add more force too.
And the whole point is having the guns yaw pointing down all the time.
Edited by disturbed on Aug 6, 2011 at 10:02 AM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Aug 6, 2011 02:11 PM    Msg. 853 of 1498       
I think the tailgun idea would be good for the Pelican. Maybe with a secondary grenade launcher or autocannon-type weapon for basic defense against lightly armored units.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 7, 2011 08:24 PM    Msg. 854 of 1498       
I have 191 errors left. After spending nearly an hour, I thought I'd be knocking off more. But what happened? They changed shape. Whoopdee do. I now have several errors that simply refuse to go away, no matter what corrective measures I take.

I already released my scene to one individual to work on the errors on red's side while I took blue's, but I am now willing to securely release my scene to select skilled members willing to work their own magic on these overlapping face errors. PM me if interested. You must have previously released your own maps that had overlapping errors, or have otherwise contributed to the removal of these errors.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Aug 7, 2011 09:50 PM    Msg. 855 of 1498       
yep about 2 months im guessing for that to get through tool.


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Aug 8, 2011 03:46 AM    Msg. 856 of 1498       
Quote: --- Original message by: CAG Gonzo
I have 191 errors left. After spending nearly an hour, I thought I'd be knocking off more. But what happened? They changed shape. Whoopdee do. I now have several errors that simply refuse to go away, no matter what corrective measures I take.

I already released my scene to one individual to work on the errors on red's side while I took blue's, but I am now willing to securely release my scene to select skilled members willing to work their own magic on these overlapping face errors. PM me if interested. You must have previously released your own maps that had overlapping errors, or have otherwise contributed to the removal of these errors.


Want me to teach you how to retopo instead? The results of this method have been proven to be effective and quite accurate.

Unfortunately, I only have tutorials on the subject that uses blender but the idea is basically the same really.

http://www.blendercookie.com/2010/08/30/retopology-and-normal/

I'm not sure if Gmax has integrated similar tools into it though. You can always switch to blender if you want?
-Zekilk
Edited by cyboryxmen on Aug 8, 2011 at 03:49 AM


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 8, 2011 04:48 PM    Msg. 857 of 1498       
Not sure how retopo is going to help me here, other than to further optimize the heavily-optimized scene.


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Aug 9, 2011 09:51 AM    Msg. 858 of 1498       
I think you're getting the wrong idea of retopology. Retopology is a process where you the topology on your mesh is recreated. Topology is basically how your vertices are arranged and is very vital to a modeler as smooth and clean topology will result in a smooth unwrap.

With retopology, you can carve a jackal lantern out of your pumpkin model without doing any complex editing and also remove overlapping faces, open edges, unused vertices etc.
-Zekilk


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 9, 2011 08:28 PM    Msg. 859 of 1498       
I suppose I misunderstood. In terms of high-end, professional modeling, I'm quite new and certainly inexperienced. In terms of Halo modeling, I'd say I'm a bit above average. How do you envision retopo as a significant help to my map and its lovely errors?


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Aug 9, 2011 08:42 PM    Msg. 860 of 1498       
Quote: --- Original message by: CAG Gonzo
I suppose I misunderstood. In terms of high-end, professional modeling, I'm quite new and certainly inexperienced. In terms of Halo modeling, I'd say I'm a bit above average. How do you envision retopo as a significant help to my map and its lovely errors?


I think your first problem with modeling is you think there's a difference.


If what you ment was hi-res modeling your new at and low res modeling your above average then that makes sense. Halo's Engine is pretty weak by today's standards but you can still model nicely for it! haha


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 9, 2011 09:13 PM    Msg. 861 of 1498       
Thanks. Yes, I did mean that Halo uses substantially less advanced techniques and results in a significantly less quality product (by today's standards); I feel I am good at this. There are days when I wish I was making something for Reach's engine, or even Halo 3's (hell I'd settle for 2), because I would love to add so much more detail to my map.

Anywhos, how will retopo help me specifically? I haven't researched it at all.


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Aug 9, 2011 10:53 PM    Msg. 862 of 1498       
Quote: --- Original message by: CAG Gonzo
Thanks. Yes, I did mean that Halo uses substantially less advanced techniques and results in a significantly less quality product (by today's standards); I feel I am good at this. There are days when I wish I was making something for Reach's engine, or even Halo 3's (hell I'd settle for 2), because I would love to add so much more detail to my map.

Anywhos, how will retopo help me specifically? I haven't researched it at all.


Bebloop

Aim high kid. Even without Open Sauce, Halo's game mechanics can still be stretched to considerable heights. There are alot of other modelling techniques that are applicable in this game engine. In fact, there are also some animation techniques that ODSTMT will introduce in their first official map...once we learn how to animate...
-Zekilk


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 9, 2011 11:13 PM    Msg. 863 of 1498       
Aiming high sounds fun. Thanks. On the note of a mapping team, I have grand plans in the works for a lovely, lengthy, and amazing campaign, the likes of which have never been seen before in the custom, user-created field. I already have initial level designs and concepts, and a basic gameplay metrics guide leading up to Mission 4 (of 7? 8? Don't know...)

173 errors, and a pass off to MAXScript extraordinaire bobbysoon for an examination as to why tool produces errors in the fashion it does.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Aug 10, 2011 11:41 PM    Msg. 864 of 1498       
what? oh well that's progress. one thing i did because i was lazy was i selected the area where the errors were and optimized it lol and the errors went away. and for overlapping surfaces i moved some verts into a zigzag to split any "over lapping surfaces" that tool says there are. as for z buffered triangles, they're not important, they don't affect the compile process.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 11, 2011 12:14 AM    Msg. 865 of 1498       
As all of my remaining errors lie within base/structure geometry, I cannot move vertices without compromising the design of the base. In some areas, I can do that, but they are few. The only option I'm aware of is simply deleting the problematic faces and rebuilding them in a different way. This works in about 60% of the cases. The rest are BS and tool doesn't like them no matter which way I go about building the faces. So yeah...just another day in toolland.


Karima Narstrom
Joined: Nov 12, 2010

Galloping along the hilltop rode the Narstrom....


Posted: Aug 11, 2011 12:18 AM    Msg. 866 of 1498       
D: wrong thread, Sorry!
Edited by Karima Narstrom on Aug 11, 2011 at 12:19 AM


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Aug 11, 2011 12:25 AM    Msg. 867 of 1498       
WTH!? lol wow. that thing was wierd. oh well. see that method is the 1 i also use when there's not too many errors and i dont feel lazy but im a lazy guy and of coarse i just optimize or zigzag verts. for base structures you could optimize without messing up the basic structure. just select the "preserve material boundaries" flag or maybe the 1 for smoothing. if Gmax has those options.
Edited by darkassassin14 on Aug 11, 2011 at 12:26 AM


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 14, 2011 03:28 PM    Msg. 868 of 1498       
Quote: --- Original message by: CAG Gonzo
173 errors, and a pass off to MAXScript extraordinaire bobbysoon for an examination as to why tool produces errors in the fashion it does.
Yeah, except I'm still waiting for the password to unpack the zip...


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Aug 15, 2011 01:25 AM    Msg. 869 of 1498       
damn thats the guy who made those old plugins 0_0. cool.(physics i think) but anyway this has probably been asked before but will this be uprotected?
Edited by disturbed on Aug 15, 2011 at 01:29 AM


Skidrow925
Joined: Mar 19, 2010

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


Posted: Aug 15, 2011 05:06 PM    Msg. 870 of 1498       
Quote: --- Original message by: disturbed

damn thats the guy who made those old plugins 0_0. cool.(physics i think) but anyway this has probably been asked before but will this be uprotected?
Edited by disturbed on Aug 15, 2011 at 01:29 AM


I believe so.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 15, 2011 06:56 PM    Msg. 871 of 1498       
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: disturbed

damn thats the guy who made those old plugins 0_0. cool.(physics i think) but anyway this has probably been asked before but will this be uprotected?
Edited by disturbed on Aug 15, 2011 at 01:29 AM


I believe so.


Eventually, yes. Initially, no. This is so I can get it up to par with what I have in mind, and so it has a chance to simmer in the public eye before people perform their own modifications on it.


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Aug 15, 2011 10:06 PM    Msg. 872 of 1498       
Well I will be able to play this as soon as its unprotected (converting errors all that)


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Aug 17, 2011 10:42 PM    Msg. 873 of 1498       
soooo.... progress? Я хочу знать. how many errors did you get rid of?


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 23, 2011 09:02 AM    Msg. 874 of 1498       
Sorry for the delay. College just started up for me again, so I've been pretty swamped. Since my last update, I've made no progress. Yep, you heard it here first, folks. I thought I was going to get rid of the last of the errors for the minimap, but it turns out I didn't get rid of a single one. I've gotten help from two people thus far, but am awaiting definitive results.

I've been applying some creative genius to another project I've had in the works. I simply love building maps. Granted this is not pertinent to Requiem (yet...cough, cough), but until I can figure out why, for some odd reason, tool does not like my faces, no matter how I build/rebuild/rerebuild/rererebuild/etc, I'm afraid I can't do much (i have done some tagging though, but can only do so much until I actually have an alpha/beta).

Disturbed: you can play this as soon as I release it, or, if you make it to the testing program, you can play it then. I'm not protecting the download; just the contents so no one remakes it so soon after release.
Edited by CAG Gonzo on Aug 23, 2011 at 09:03 AM


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Aug 24, 2011 01:24 AM    Msg. 875 of 1498       
alright cool thanks bro.

 
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