
Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Jan 8, 2011 11:42 PM
Msg. 1 of 13
Completed Fireworks - Randomized and Balanced - Halo CE, will post download link later http://www.youtube.com/watch?v=bZiswz9xWsQAfter about 75 builds and 20 scripts later, I managed to balance the fireworks so that all particles are visible and that no region/portal gets lag bombed. I was going to make a proximity activated bottle rocket/firecracker/device machine - couldn't get it to work right - woulda been nice - sneakin up on someone and settin off a random proximity firecracker - scare the hec outa you. Base Beat - Added fog machine http://www.youtube.com/watch?v=Zxp84JcjZqEI had to, I just couldn't stand a club without effects HALOMAPS Download: http://hce.halomaps.org/index.cfm?fid=5742I did edit the fog machine - looks smooth now. A Death island varient with a variety of fireworks, Good for all gametypes. Turn on your particles and textures on high and enjoy the fireworks. Thanks! Rocket Hog H3 Mongoose H3 Hornet Shade Turret H3 Warthog H3 Scoprion Thanks to Mythril and SlappyThePirate for assistance. Jesse's Hud, CMT and ASP weapons, all others to respective authors. All fireworks designed, tagged and scripted by me as device machines - all tagged into their own folder as to not overwrite others if extracted. Edited by Slap Happy on Jan 10, 2011 at 02:49 AMEdited by Slap Happy on Jan 15, 2011 at 01:21 PM
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Jan 9, 2011 09:29 AM
Msg. 2 of 13
:)
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jan 9, 2011 09:33 AM
Msg. 3 of 13
Run tool lightmaps levels\test\deathisland\deathisland deathisland 0 0.9 to make the bsp match the sky. Any you're done!
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Jan 9, 2011 09:34 AM
Msg. 4 of 13
Is this going to be sync with all the players in a multiplayer game?
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Jan 9, 2011 01:11 PM
Msg. 5 of 13
Quote: --- Original message by: PRPatxi Is this going to be sync with all the players in a multiplayer game? If it is a device machine as he previously stated it won't, however it doesn't matter because it is not integral to game play. It just looks nice.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Jan 10, 2011 02:48 AM
Msg. 6 of 13
DOWNLOAD Link in first Post
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 10, 2011 10:45 AM
Msg. 7 of 13
Base beat is cool.  Also, a smaller delay on the firework sounds would be nice, but why am I complaining? It looks awesome. 
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Jan 11, 2011 01:43 AM
Msg. 8 of 13
Thanks! It is a variant - but I'm sure some will enjoy it. I don't recommend unlimited nades, as the frag also has spawned secondary explosions. I do recommend it for it's hug sky (I removed the vehicle cieling limit) for some hornet dog fights (no rockets on hornet). It's now 125mb unzipped due to all the extra particles and effects.
It's in the FTP queue so it should be available when Dennis has time, but there is a DL link in the first post.
The sync'd lights with music was - fake-sync, the music is 89bpm so I divided that down and got 0.6741 - then set the duration of the effect to that value, voila.
The "delayed" sound isn't delayed - there are 2 primary sounds, the launch, and the detonation (some also have secondary detonation)- so in the video you hear both, but in game, you will see the sound only has a slight delay on detonation shortly after you see the explosion, but by that time, you also get another projectile launched - and the mortar sound only has like 4 permutations.
It was a challenge - I enjoyed it.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 11, 2011 09:07 AM
Msg. 9 of 13
Well, the map was about the effects themselves, I don't think the water color really maters in this case... But what can I say, I haven't been able to play anything that's come out sooner than a week and a half ago...
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milkkookie
Joined: Aug 10, 2010
:)
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Posted: Jan 11, 2011 06:32 PM
Msg. 10 of 13
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Jan 15, 2011 01:16 PM
Msg. 11 of 13
The maps has been released: http://hce.halomaps.org/index.cfm?fid=5742Feel free to make the fireworks gun yourself - you can extract the projectiles from the map. If you can't do this, I might do it later for you, such as a rocket launcher which fires the projectile - but, the tags all reside in scenery/fireworks - I don't want to have to move them to a different location - there are just too many tags to re-reference. they are named: brilliant_red.projectile brilliant_green.projectile brilliant_violet.projectile mortar_large_spawner.projectile You will need to edit the velocity and damage (I removed the damage) if you want to use as a weapon
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Advancebo
Joined: Jan 14, 2008
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Posted: Jan 19, 2011 06:13 PM
Msg. 12 of 13
Would be cool to see the other kinds of fireworks too.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Jan 19, 2011 09:05 PM
Msg. 13 of 13
I have 4 other mortars not included with the map - but - they lag bombed the video render, and so they would cause other particles to not be viewable. Even when I removed them, I still had the issue, which was that each mortar location (almost every race nav point) had all 4 mortars. So - I restricted only a single location in front of each base to have all 4, and other locations to have just one (the popper/spawner)
I have a beautiful bright white finale multi-spawner mortar that shoots out 10 projectiles (with secondary explosions) that had a leaf point physics that looked like gold glitter . . . but it was a lag beast.
As far as I understand it (if I am correct) each portal has a max poly and max render ability - I chose death island for it's hugantic ginormous sky, and well portalled (but not tall enough). And I don't bsp model - so . . . yeah
Once I clean up the tag organization of the other mortars, I will release them - which includes custom sprites for particles.
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