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Author Topic: Requiem - Extinction on Steroids (1498 messages, Page 26 of 43)
Moderators: Dennis

darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Aug 26, 2011 06:20 PM    Msg. 876 of 1498       
what did you think he was making this for his health? lol. i was hoping you'd get this fixed before your school but that hope is gone. oh well. 'Til next summer then? lol jk. 'til winter anyways.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 29, 2011 06:08 PM    Msg. 877 of 1498       
Winter may be too soon. I've spent the past few days playing with various tests to see what is causing the errors; scaling the map down to 25% original size results in bogus open edge errors and shifts the overlapping face errors. Leaving the map as it is, the errors simply change position while simultaneously maintaining the current error count, or they persist despite all measures taken to correct them. No matter what I do, the errors remain in some shape or form.

I am unable to fix this.

I require assistance by anyone competent enough to help. I already have two great minds at work here, and so far despite their help, the errors persist. Put quite simply, if I do not make progress against these errors, work will cease. I refuse to invest (more like waste) time in remodeling my entire freaking map just to convince tool that there really are no errors.


Ubergoober
Joined: Oct 11, 2010


Posted: Aug 30, 2011 05:19 AM    Msg. 878 of 1498       
too bad [da]ender isn't about, im sure hes had lots of practice getting rid of errors from his mega-maps

*calling enderrr!!*


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Aug 30, 2011 07:10 AM    Msg. 879 of 1498       
Haha, quite so. Oh, woe is me! If only there were someone big and strong to rescue me from Evil Error. Someone turn on the Ender Light.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Aug 30, 2011 07:54 AM    Msg. 880 of 1498       
tl dr, but i saw there is errors, i'm (really) good at correcting errors, ask me by pm


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 31, 2011 03:55 AM    Msg. 881 of 1498       
I got some overlap errors today. These pics may help you see what's going on
overlap with wrl, fixed


spartan 034
Joined: May 26, 2009

i think i will stay behind, and hold um off.


Posted: Aug 31, 2011 03:39 PM    Msg. 882 of 1498       
i would really love to play this map

:D


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Aug 31, 2011 07:32 PM    Msg. 883 of 1498       
I thought there was no .max?


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 31, 2011 07:34 PM    Msg. 884 of 1498       
Quote: --- Original message by: Maniac1000
I thought there was no .max?
those screenshots are from something else.


Skidrow925
Joined: Mar 19, 2010

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


Posted: Aug 31, 2011 07:54 PM    Msg. 885 of 1498       
Quote: --- Original message by: bobbysoon
Quote: --- Original message by: Maniac1000
I thought there was no .max?
those screenshots are from something else.
Say wut?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Aug 31, 2011 09:22 PM    Msg. 886 of 1498       
nvm


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 3, 2011 04:06 PM    Msg. 887 of 1498       
lol. yea don't worry about it. by this i do believe that you should find a hacked version of tool or something. halo 2 tool doesn't bother you about errors. you can literally have a plane as you map and it'll compile it.


disturbed
Joined: Jul 31, 2010

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


Posted: Sep 3, 2011 08:55 PM    Msg. 888 of 1498       
Maybe tool+?


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 9, 2011 03:52 PM    Msg. 889 of 1498       
i don't think there is such a thing. so any progress?


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Sep 9, 2011 07:15 PM    Msg. 890 of 1498       
Quote: --- Original message by: darkassassin14
i don't think there is such a thing. so any progress?
tool+ does exist, but all it is is a GUI (Graphic User Interface, for those wondering) for normal tool. What Gonzo needs for scenario -> map compilation is tool_pro - but I (or anyone else) can't provide the link to it, as Dennis will simply remove it later.

Google is ones' best friend in this matter :3


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: Sep 9, 2011 07:27 PM    Msg. 891 of 1498       
Quote: --- Original message by: UBE Chief
What Gonzo needs...


...is to learn to fix his own errors instead of attempting to hack the game to force a poorly made model to work (which will only cause issues)

=]
Edited by SeL on Sep 9, 2011 at 07:27 PM


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 9, 2011 08:16 PM    Msg. 892 of 1498       
What SeL needs is to read the posts before he assumes something and comes off as a jerk (too late, I know, but still). Lucky for you, I am willing to reiterate, again, why I want to 'hack' my map: I want to see how well the shading and mapping works in the engine. It is NOT NOT NOT NOT NOT NOT NOT NOT NOT NOT so I can simply bypass the errors and release it with said errors. Read before you post, fool.


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: Sep 9, 2011 08:55 PM    Msg. 893 of 1498       
You do realize that halo's lighting relies upon a map being free of errors in order for lightmapping to run correctly right.

=]


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 9, 2011 11:30 PM    Msg. 894 of 1498       
I would imagine so, seeing as how he seems to have a vague idea of how this kinda thing works.

*gestures to previous pages*


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Sep 10, 2011 12:19 AM    Msg. 895 of 1498       
Quote: --- Original message by: SeL
You do realize that halo's lighting relies upon a map being free of errors in order for lightmapping to run correctly right.

=]


Isn't that why he wants to get it in-game to see for himself?


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 10, 2011 12:43 AM    Msg. 896 of 1498       
Quote: --- Original message by: WWLinkMasterX
Quote: --- Original message by: SeL
You do realize that halo's lighting relies upon a map being free of errors in order for lightmapping to run correctly right.

=]


Isn't that why he wants to get it in-game to see for himself?


Pretty much. I don't have experience past the design stage simply because I've never made it there (except for once). I work best when I see results, however corrupt or otherwise incorrect/error-prone they may be, in person, and learn how they came to be and how to correct the defects. So while an error-saturated BSP like mine may cause lighting problems and a variety of other issues if it is ever passed through tool successfully, I frankly don't care. I want to learn for myself. The releases will be error free.

News for you (SeL or anyone else who frowns upon this): I respect your experience, but if you have further issues with my wanting to put my BSP in game for evaluation purposes, deal with it. It ain't your call, it ain't your map.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 10, 2011 05:58 AM    Msg. 897 of 1498       
yea tell 'em Gonzo. i do the same thing lol. get it ingame at all costs to get motivation to finish it.


Switchblade
Joined: Jul 3, 2007

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


Posted: Sep 10, 2011 07:32 PM    Msg. 898 of 1498       
To Gonzo; this may seem a bit dumb due mainly to the fact that my expertise isn't in BSP design but, if you know where the errors are and how big they are can't you use a scenery tag/model to meld over the issue areas then trim the main BSP around the newly attached sections? (if i'm right, the results should be similar to that of some of Bungi's Halo 2 maps where rocks or trees seem to be placed where problems like what you are experiencing are most likely to occur.)

Just trying to help. ^_^


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 10, 2011 08:26 PM    Msg. 899 of 1498       
From what I've been able to tell, Halo 2 has at least two BSPs per map section: the actual terrain/structure of the map, and the details, known as a permutation. The permutations are simply separate objects that are placed where needed. They're sealed, which is the beauty of the purpose: because they're separate, you don't need to use polygons to attach them to the single BSP. In the long run, I'm not really sure just how many polys that saves, but I would imagine it saves quite a few.

How does it relate to me? Not too sure. It might help with some of the errors, but it certainly couldn't help with all of them. I'd have to examine each case specifically. It would require work to detach, seal, and possibly remap the permutations, and more work to seal and remap the BSP. Of course, if I did this, the permutations wouldn't be a separate BSP. They'd be a separate object in-scene, linked to frame (unless it's more efficient the other way).

I'll see what I can do, but honestly, college is throwing quite a lot of work at me, and with all these errors, motivation is hard to come by.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 10, 2011 08:38 PM    Msg. 900 of 1498       
Quote: --- Original message by: Switchblade
To Gonzo; this may seem a bit dumb due mainly to the fact that my expertise isn't in BSP design but, if you know where the errors are and how big they are can't you use a scenery tag/model to meld over the issue areas then trim the main BSP around the newly attached sections? (if i'm right, the results should be similar to that of some of Bungi's Halo 2 maps where rocks or trees seem to be placed where problems like what you are experiencing are most likely to occur.)

Just trying to help. ^_^

The lighting and fog on the scenery-patch probably wouldn't match the bsp around the patch. It's tricky. Using scenery of large rocks to go over problematic areas of bsp works, but it's a pretty cheap strategy.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 10, 2011 08:53 PM    Msg. 901 of 1498       
That, too. I forgot to mention that. I've seen that happen in a lot of maps; get too far away from some scenic addition and it stands out like a sore thumb.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 10, 2011 09:55 PM    Msg. 902 of 1498       
lol


Dr490nbr347h
Joined: May 28, 2011

Stealin yer Cookies.


Posted: Sep 16, 2011 10:01 PM    Msg. 903 of 1498       
Phantom getting a major Overhaul? Do you mean stuff like:

- Controllable side doors? (By Driver)
- No lag w/ Co-Pilot?
- A working grav lift? (lol)
- Usable Turrets on the side (like 3/Reach)?


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 16, 2011 10:42 PM    Msg. 904 of 1498       
Quote: --- Original message by: Dr490nbr347h
Phantom getting a major Overhaul? Do you mean stuff like:

Overhaul here means physics that make the Phantom worth flying. In Extinction, the thing is no better than a slow moving brick. Wrong.

- Controllable side doors? (By Driver)
Hell...why not? They'd be bound to the flashlight.

- No lag w/ Co-Pilot?
I don't yet know if that is possible unless I restrict the copilot's controls to gunner only. What causes the lag is setting both the driver and gunner/copilot to driver and gunner, then setting the copilot to gunner only and driver to driver only if both the driver and copilot are present. I played around with this before, and I think slaving the gun to the driver and copilot but slaving controls to the driver only solved the problem. Either that or it was the fact that I tested on my server, not someone else's.

This remains iffy.


- A working grav lift? (lol)
Doubt it. I might just put the grav lift hole and set the falling damage to a high threshold. If you still manage to die from dropping through the hole, then shame on you for being an idiot and bailing from too high an altitude.

- Usable Turrets on the side (like 3/Reach)?
There will definitely be a chin turret, and I need ideas for not only a secondary weapon, but also its position on the Phantom and its appearance (both projectile and weapon source). But I would try to put on side-bay turrets at the least.


I also want to setup key points throughout the map for picking up vehicles, usable by both teams on all smaller ground craft, i.e. tanks, hogs, ghosts, spectres, and the like. Not for Scarabs, aircraft, or anything else. Weapon pods/crates would be cool, too, such as those seen in Halo 3/Reach.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 17, 2011 04:03 AM    Msg. 905 of 1498       
sounds pretty good. so how many errors are left?


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Sep 17, 2011 11:08 PM    Msg. 906 of 1498       
Are you going to use that idea of scripting the turret to the guy who sits in the side door bay? Scripting so he picks it up when he enters, drops it when he leaves?

I think you should make the phantom's main weapon like that of Reach and 3, but a bit stronger, but it overheats quickly? Also, a cool weapon would be something like a grav hammer impact, but way larger, and deals high damage, enoguh to take out shields? Plus, have it so it knocks back enemies, so the drop zone is clear? That would be cool as. Imagine that... Have the radius like 30 metres.

Anyway, any real updates? With the covie ship, are you able to make it so it has hangers? Because thats one sad thing about extinction. You have to go outside covie ship to get into vehis.
Edited by LegionofShadows on Sep 17, 2011 at 11:16 PM


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Sep 17, 2011 11:22 PM    Msg. 907 of 1498       
Can't knock back; only stun.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Sep 17, 2011 11:42 PM    Msg. 908 of 1498       
Why can't knock back? Its like the damage from grenades or rocket launchers knocking you back.

Wait, are you talkign about grav hammer? That knocks you back as well. But.. it usually just knocks ur body back.


iHalo
Joined: Dec 5, 2009

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


Posted: Sep 18, 2011 02:19 PM    Msg. 909 of 1498       
Quote: --- Original message by: nick347b

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


2 months is almost up, and I have yet to even see a single picture.

Why dont they tell the truth like "oh it'll be a couple more months due to school"

Or something like that instead of telling its around the corner, then when we get there, another 3 corners lie ahead, and were back where we started.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 18, 2011 02:38 PM    Msg. 910 of 1498       
Quote: --- Original message by: iHalo
2 months is almost up, and I have yet to even see a single picture.

Why dont they tell the truth like "oh it'll be a couple more months due to school"


I'm pretty sure I said something to that effect several times. I estimated two months because the design was finished, so all that was left was passing it through tool. Well tool is being a freaking B about my map, so, quite simply and literally, there is no update. I wish it weren't so, but alas, I cannot get it into tool with any of my methods.

I haven't tried any other methods that have been suggested because a) I lack motivation (wouldn't you if you had 250 errors that didn't go away using methods that worked for everyone else?) and b) I have a lot of academics, and when I don't, I either nap (I go to bed around 1200 and wake up around 0650 every weekday), or I do something recreational that will relieve stress. Believe me, I want to finish this, but the prospect of undertaking this task again is daunting at best. I simply do not know what to do or how to begin at the moment.

However, I know I have had several users offer suggestions. All I need to do is read up on them and actually try them. Now, assuming they work, and I can eventually successfully remove all errors using one or more of those suggestions, I can have an alpha within a month or two. But if there remain any errors that refuse to disappear (as is currently the case), then I'm not going to estimate anything.

Edit: for the Phantom: the turret will remain as is in Extinction, though I'll undoubtedly nerf the damage, projectile, etc. The side turrets...I figure they just remain mounted on the side doors, and the gunner will use a first person camera (third person would be too obstructive, and an outside third person makes little sense). There will be stun and some force incurred from the main turret, and stun from the gunner turrets.

There is no Coive ship anymore. I did away with it to save polys. As it was, it was simply crashed in the bay anyway, and wasn't accessible. As cool as it would be to use it, it would mean using thousands more polys. I haven't opened up the POA either.
Edited by CAG Gonzo on Sep 18, 2011 at 02:43 PM

 
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