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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP] Halo:ce or Halo:pc Texmod

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Author Topic: [WIP] Halo:ce or Halo:pc Texmod (666 messages, Page 3 of 20)
Moderators: Dennis

SorrySoldOut
Joined: Oct 16, 2010

I'm all outta gum...


Posted: Oct 23, 2010 01:49 AM    Msg. 71 of 666       
Thanks :) Work has been slow on it the past few days because actual work is kicking my arse. Anyways got to work on a few more textures tonight. With any luck I will be able to post these directly into the thread.







Advancebo
Joined: Jan 14, 2008


Posted: Oct 23, 2010 01:58 AM    Msg. 72 of 666       
that floor is getting a bit repetitive, possibly add in color variations, such as yellow, like in Halo 3.


SorrySoldOut
Joined: Oct 16, 2010

I'm all outta gum...


Posted: Oct 23, 2010 02:27 AM    Msg. 73 of 666       
I'll see what I can do to break it up a bit, maybe adding some color to the end clamps on the floor texture.


Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Oct 23, 2010 05:04 AM    Msg. 74 of 666       
Perhaps add some ventilation duct like textures here and there. I like those you have right now.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 23, 2010 08:08 AM    Msg. 75 of 666       
You need to add alpha channels in your textures. They control shine, and as of right now, your textures are very shiny.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Oct 23, 2010 08:18 AM    Msg. 76 of 666       
Quote: --- Original message by: Higuy
You need to add alpha channels in your textures. They control shine, and as of right now, your textures are very shiny.


Well, it is a ship that can fly extremely fast through space, and can defend itself from covenant lasers. It probably would have very expensive, shiny, metal. Surely scientists would find a way to make their super metals shiny. Remember, Halo is set in the future.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 23, 2010 09:04 AM    Msg. 77 of 666       
uh... Its still metal. Metal is shiny when it starts out, but think about it. This metal has paint, and has been in wear and tear for a long while. The POA is a old ship that was just refitted before the Covenant attacked Reach.


pwner5889
Joined: Jun 13, 2008


Posted: Oct 23, 2010 10:48 AM    Msg. 78 of 666       
Quote: --- Original message by: assassinchief106
Quote: --- Original message by: SorrySoldOut
Thanks :) Work has been slow on it the past few days because actual work is kicking my arse. Anyways got to work on a few more textures tonight. With any luck I will be able to post these directly into the thread.

*PICS*


Wow, wow, WOOOOW!
I LOVE YOU!!!


HOMO!


SorrySoldOut
Joined: Oct 16, 2010

I'm all outta gum...


Posted: Oct 23, 2010 11:52 AM    Msg. 79 of 666       
Quote: --- Original message by: Higuy
You need to add alpha channels in your textures. They control shine, and as of right now, your textures are very shiny.


I know they control the shine, I have been specifically trying to take screenshots to show off the shine and bump etc. walking around normally they aren't that shiny and you can barely make out the shine. Granted I think I need to turn down the shine on the floor and a few other textures, but I kinda wanted a bit of glare from the floor. Also, I'm not basing this off reality.. I was kinda inspired by Halo reach to start this out and a lot of reach's textures are very very shiny when light is cast upon them. I'll make a video soon to show how these current textures look like in motion.


Also, I'm not sure if people realize this or not but I'm not editing anything at all with this mod beside the textures, at least to start out. So I can't "add" in grates etc because I wanted this mod to work straight with Halo PC as well as Halo CE. The original floor tile was repeated just like you see there so I'm stuck within the confines of halo's original texture mapping layout.
Edited by SorrySoldOut on Oct 23, 2010 at 11:56 AM
Edited by SorrySoldOut on Oct 23, 2010 at 12:26 PM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Oct 23, 2010 01:42 PM    Msg. 80 of 666       
Quote: --- Original message by: Higuy
uh... Its still metal. Metal is shiny when it starts out, but think about it. This metal has paint, and has been in wear and tear for a long while. The POA is a old ship that was just refitted before the Covenant attacked Reach.
Obviously you're a level artist and I'm an animator and our opinions differ, but I think what I've said over and over can still apply to both of us: aesthetics over realism.

In this case I think leaving them as shiny as they are adds a nice aesthetic feel to it, we shouldn't limit him to "making it fit in with Halo's story" because honestly that's getting really boring and having some new things that break cannon so as to be more fun (at least for me) should be highly praised upon.

It's kind of what Halo is [partially] known for anyway, the specularity and stuff I mean. Just as Unreal is known for putting grime on everything...


SorrySoldOut
Joined: Oct 16, 2010

I'm all outta gum...


Posted: Oct 23, 2010 01:50 PM    Msg. 81 of 666       
Quote: --- Original message by: goldkilla88
Are you ever going to release the Package file when its done? :D
Edited by goldkilla88 on Oct 23, 2010 at 01:37 PM


That's the plan right now


Advancebo
Joined: Jan 14, 2008


Posted: Oct 23, 2010 01:58 PM    Msg. 82 of 666       
I really dont think the diamond plating should go on tables, really.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Oct 23, 2010 02:29 PM    Msg. 83 of 666       
Quote: --- Original message by: Advancebo
I really dont think the diamond plating should go on tables, really.
blame bungie for making floor tile textures apply to cafeteria tables, guess they wnted marines to be hardy and eat off the floor :/


SorrySoldOut
Joined: Oct 16, 2010

I'm all outta gum...


Posted: Oct 23, 2010 03:22 PM    Msg. 84 of 666       
yea, I put more detail in the blood textures, fire textures and explosion marks left on the floor


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Oct 23, 2010 03:39 PM    Msg. 85 of 666       
OMG. Take those textures, make flickery dim lights, get some cool zombie bipeds and corpse scenery, and voila! Amazingness!


The Infections
Joined: Oct 25, 2010

Omg theres the cops RUN!


Posted: Oct 25, 2010 03:31 PM    Msg. 86 of 666       
this can be truly used for a zombies SP or firefight map or mod.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Oct 25, 2010 03:48 PM    Msg. 87 of 666       
ok please please release the a10 textures u did in a .tif


The Infections
Joined: Oct 25, 2010

Omg theres the cops RUN!


Posted: Oct 25, 2010 04:10 PM    Msg. 88 of 666       
just get them in the full release,its for halo pc too so he wont protect.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Oct 25, 2010 04:23 PM    Msg. 89 of 666       
Quote: --- Original message by: The Infections
just get them in the full release,its for halo pc too so he wont protect.


he's not putting them in a map he's using texmod


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Oct 25, 2010 04:39 PM    Msg. 90 of 666       
This is super cool man! I love textures and this is not just textures. this is godly!


SorrySoldOut
Joined: Oct 16, 2010

I'm all outta gum...


Posted: Oct 25, 2010 07:10 PM    Msg. 91 of 666       
Thanks guys, but this is only texture work I plan on doing/have done so far. My first page explains what exactly I'm doing and how I'm going about it, I'm not editing any map files.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 25, 2010 07:13 PM    Msg. 92 of 666       
Quote: --- Original message by: Delicon20
Quote: --- Original message by: The Infections
just get them in the full release,its for halo pc too so he wont protect.


he's not putting them in a map he's using texmod

Where there's a file compression format for a mod which is compiled by people for modding purposes, there's probably a way to open that file compression format and extract the textures. Then it's a simple matter of compiling them and referencing them into shaders for each level. You're a ripper. You should be able to do this :P
Edited by Gamma927 on Oct 25, 2010 at 07:14 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 25, 2010 07:30 PM    Msg. 93 of 666       
Question is... Can he model? :o


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Oct 25, 2010 07:56 PM    Msg. 94 of 666       
Quote: --- Original message by: Gamma927

Quote: --- Original message by: Delicon20
Quote: --- Original message by: The Infections
just get them in the full release,its for halo pc too so he wont protect.


he's not putting them in a map he's using texmod

Where there's a file compression format for a mod which is compiled by people for modding purposes, there's probably a way to open that file compression format and extract the textures. Then it's a simple matter of compiling them and referencing them into shaders for each level. You're a ripper. You should be able to do this :P
Edited by Gamma927 on Oct 25, 2010 at 07:14 PM


I don't know how to rip :/


......wait u mockin me?


SorrySoldOut
Joined: Oct 16, 2010

I'm all outta gum...


Posted: Oct 25, 2010 08:47 PM    Msg. 95 of 666       
Quote: --- Original message by: jesse
Question is... Can he model? :o


Yes He can. I use 3ds max and zbrush extensively. So far this is just a Texture mod though :P


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 1, 2010 01:51 AM    Msg. 96 of 666       
any kinda timeline as to when you could have this finished?


SorrySoldOut
Joined: Oct 16, 2010

I'm all outta gum...


Posted: Nov 1, 2010 04:13 AM    Msg. 97 of 666       
I've been really bust lately, I'm doing as much as I can in the little time I have. Maybe a month till its done? I dunno I'll really try for that.

Anyways here is a link to a new video I made with the textures I've made so far.

http://www.youtube.com/watch?v=nHWfuetYwlI

Here are some new Screens








Be back soon with more updates


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 1, 2010 09:45 PM    Msg. 98 of 666       
Lookin sexy man, a30 is mai fav


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 1, 2010 10:16 PM    Msg. 99 of 666       
The new a30 sky edit looks amazing. Nice job man.

Do you mind sharing the bitmaps for the bitmap for the flowers?


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Nov 1, 2010 10:18 PM    Msg. 100 of 666       
makes halo graphics look about 3 times better. nice job man.


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Nov 1, 2010 11:32 PM    Msg. 101 of 666       
Quote: --- Original message by: abkarch
makes halo graphics look about 1000 times better. nice job man.


There we go :) (To those guys who are going to say "Bungie did a good job too" just my opinion)


SorrySoldOut
Joined: Oct 16, 2010

I'm all outta gum...


Posted: Nov 2, 2010 08:46 PM    Msg. 102 of 666       
Thanks guys, as for the flowers I need to go through my files and find it. Its pretty easy though, just took some reference photo's and changed the alpha a bit to compensate for the new image.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 3, 2010 09:35 PM    Msg. 103 of 666       
New pictures look great.


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Nov 4, 2010 03:41 AM    Msg. 104 of 666       
i keep trying to amke it work with my other dx3d games but none accept it :P. would AlterIW work with this?


Ninjadude
Joined: Jun 22, 2008


Posted: Nov 4, 2010 12:44 PM    Msg. 105 of 666       
Awesome. I'll get this for my next play through.

 
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