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Author Topic: Slappy Updates - Warning: Pix (1606 messages, Page 37 of 46)
Moderators: Dennis

Ubergoober
Joined: Oct 11, 2010


Posted: Sep 3, 2011 01:36 PM    Msg. 1261 of 1606       
dennis loves my enthusiasm :P

got updates slappy?
Edited by Ubergoober on Sep 9, 2011 at 02:09 AM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Sep 15, 2011 06:04 PM    Msg. 1262 of 1606       
So it's been a while....Anything new? updates, news, anything at all would be awesome =)


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 15, 2011 06:16 PM    Msg. 1263 of 1606       
Quote: --- Original message by: grunt_eater
So it's been a while....Anything new? updates, news, anything at all would be awesome =)

No.
Edited by SlappyThePirate on Sep 15, 2011 at 06:17 PM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Sep 24, 2011 10:46 AM    Msg. 1264 of 1606       
Okay....Might i ask what's holding things up and if i may see what i can do to help i any way...


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 24, 2011 11:35 AM    Msg. 1265 of 1606       
Trust me, there's really nothing that can be done. Jesse's been missing in action, just as we were finishing.
Wait... what? His profile says he's here? Last time logged in was today?
JESSE, CHECK YOUR PMS.


milkkookie
Joined: Aug 10, 2010

:)


Posted: Sep 24, 2011 11:48 AM    Msg. 1266 of 1606       
another sandtrap....


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Sep 24, 2011 04:50 PM    Msg. 1267 of 1606       
Nah, I'm back for the weekend at least. I didn't have a chance to even touch my computer or my XBOX. I've been swamped with my Philosophy class, Logistics class, Wood working class (Where I built a building model), AP english class, and exploring the LA River tunnel systems. I am dedicating the rest of today for halo stuff.

Edited by Jesse on Sep 24, 2011 at 04:50 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 24, 2011 07:53 PM    Msg. 1268 of 1606       
Did you check your private message inbox yet? As soon as you can please send me your valhalla so I can finish before this 'sandtrap's.
Speaking of sandtrap, I textured some more sandtrap.


General Okar
Joined: Aug 29, 2011

I hate this place


Posted: Sep 29, 2011 01:54 PM    Msg. 1269 of 1606       
Quote: --- Original message by: SlappyThePirate
Did you check your private message inbox yet? As soon as you can please send me your valhalla so I can finish before this 'sandtrap's.
Speaking of sandtrap, I textured some more sandtrap.

Pictures mabye?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 29, 2011 03:25 PM    Msg. 1270 of 1606       
Top secret stuff.


General Okar
Joined: Aug 29, 2011

I hate this place


Posted: Sep 29, 2011 03:34 PM    Msg. 1271 of 1606       
Quote: --- Original message by: XlzQwerty1
Top secret stuff.


NOOOOO, it's the worst kind of secret, TOP SECRET.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 1, 2011 07:03 PM    Msg. 1272 of 1606       
So while I wait for debug lightmaps to compile I thought I'd upload some pics.
(Go tool go http://postimage.org/image/rh0pek84/ )

Jesse popped by, finally, and now we've got our combined progress.
Here's some stuff.

I tried to tag this, jesse apparently fixed the model or got a fixed model from someone. It's a bit small but I cropped it so you can't tell so much. Ssh.

I've been wondering about the fog for the map, and people like to judge pictures, so I here's some pictures for you to judge.
The fog had been causing some wackyness. I fixed it, but in the process really got down to tweaking the fog.
Here's no fog at all:

'somefog.jpg':

'morefog.jpg':

Wat do

I'm open to talk about grifball but I won't show any pics yet... I don't really want random people to know what assets I currently am using.
Other work I've been doing is model work for the halo 3 ui, you can see that in the halo 3 ui thread.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 1, 2011 07:20 PM    Msg. 1273 of 1606       
Personally I haven't played Halo 3... but I think with that environment, morefog.jpg looks best.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Oct 1, 2011 07:34 PM    Msg. 1274 of 1606       
somefog.
Nofog is too unreal and morefog dulls everything so there is no vibrant colors and it makes me crai


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 1, 2011 07:41 PM    Msg. 1275 of 1606       
Is there an option between somefog and morefog?


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Oct 1, 2011 08:02 PM    Msg. 1276 of 1606       
Quote: --- Original message by: qwertyuiop15
morefog.jpg


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Oct 1, 2011 08:06 PM    Msg. 1277 of 1606       
After repeated revision, somefog is truer to Halo 3's lighting of Valhalla.

Edited by DarkHalo003 on Oct 1, 2011 at 08:07 PM


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Oct 1, 2011 11:08 PM    Msg. 1278 of 1606       
I agree, somefog.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 1, 2011 11:39 PM    Msg. 1279 of 1606       
Okay seriously, why don't the tree's leaves show up in the shadows?

Qwerty could probably tell me, he made the tree shaders.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Oct 2, 2011 01:16 AM    Msg. 1280 of 1606       
more fog makes things look more distant

which i like
Edited by Wesker on Oct 2, 2011 at 01:16 AM


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Oct 2, 2011 01:22 AM    Msg. 1281 of 1606       
Quote: --- Original message by: SlappyThePirate
Okay seriously, why don't the tree's leaves show up in the shadows?
http://s2.postimage.org/mrv3poyl5/lightmaps_GRR.jpg
Qwerty could probably tell me, he made the tree shaders.

I have no knowledge on this but I'm gonna make an assumption that those leaves are "transparent" to the fact that objects in game (bullets, nades...) won't collide with it so it won't show the shadows. (I always thought it was like this but I wasn't too sure.)


eliteslasher
Joined: Jun 30, 2008

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


Posted: Oct 2, 2011 02:07 AM    Msg. 1282 of 1606       
it's render only, but does render only mean it will help cast shadows? not sure. What would be possible though I can say for sure is if you run lightmaps with the versions of the trees that have collidable leaves. Those should definitely cast shadows.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Oct 2, 2011 05:07 AM    Msg. 1283 of 1606       
Somefog. Looks nice.

Looking good. Liek that fusion coil. Pretty dang good.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 2, 2011 05:16 AM    Msg. 1284 of 1606       
The fusion coil is ridiculously tiny. It's not terribly hard to scale it up.
Oh and somefog.
As for the trees not casting shadows with their leaves, I think that might be due to the collision model or to what eliteslasher said. Idk 4 sure.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 2, 2011 08:57 AM    Msg. 1285 of 1606       
Quote: --- Original message by: SlappyThePirate
Okay seriously, why don't the tree's leaves show up in the shadows?
http://s2.postimage.org/mrv3poyl5/lightmaps_GRR.jpg
Qwerty could probably tell me, he made the tree shaders.


This is due to the tree's collision model not including the leaves, and when there in the collision model make sure it uses the % command on the material but not the !.

Also I can see it on the stream from in that pic, you should add a small alpha on the water that way the edges don't cut right into the ground, and instead blend nicely (it will look so much better).


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Oct 2, 2011 12:30 PM    Msg. 1286 of 1606       
Quote: --- Original message by: TM_updates
The fusion coil is ridiculously tiny. It's not terribly hard to scale it up.


Thank for pointing that out, yes the fusion coil is WAY TOO small. This version appears to be almost as small as a big water cantine, it's a barrel it needs to be the size of a barrel plus that's not the size of it in Halo 3. Please fix it.
Edited by 1bobsam1 on Oct 2, 2011 at 12:32 PM
Edited by 1bobsam1 on Oct 2, 2011 at 12:33 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 2, 2011 12:57 PM    Msg. 1287 of 1606       
I've mentioned that it was smaller than normal and obviously it needs to be sized up.
I've decided on some fog.

Update-
I've scaled them up now, just gotta get them to move more when you melee them. Not entirely sure how this should be done... I'm thinking damage effects.
Edited by SlappyThePirate on Oct 2, 2011 at 03:16 PM


General Okar
Joined: Aug 29, 2011

I hate this place


Posted: Oct 2, 2011 07:10 PM    Msg. 1288 of 1606       
Just wondering are you ever going to do like a version 2 of Grif ball where it is much more refined or not?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 2, 2011 07:16 PM    Msg. 1289 of 1606       
I think that more fog would be correct, just look at this:

Either use more fog or increase some fog by a little bit so you can at least see some blueish tint.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 2, 2011 07:23 PM    Msg. 1290 of 1606       
Yeah, but I'm going to finish valhalla first. Then I can finish the next version of grifball. Working on both at the same time is pretty tough.

So I'm thinking of bumping the fusion coils down to scenery or device machines. The vehicle way isn't too great, at least not right now.
Since last update I've gotten the missile pod to give the player a movement penalty (regardless of whether it is readied or not), and I'm finishing up the plasma pistol EMP function that can stop enemy vehicles when you hit them with an overcharge.
Weapon 'backpacking' works for the weapons in the map that you hold on your back. There are some that you're supposed to hold on your thigh, specifically the pistols, smg, and spiker. It'll take some re-exporting of models, which is easy but time consuming, to get these thigh-holstered weapons to function properly as such.


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Oct 2, 2011 07:44 PM    Msg. 1291 of 1606       
this is epic i can't sleep now


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 2, 2011 08:57 PM    Msg. 1292 of 1606       
"Some fog" looks right but "no fog" makes it look much more vibrant. I, personally, like "No fog" better, but you do need some. Maybe make "some fog" have 3 quarters of the amount it has and make the blue a stronger color so you still have the blue tint but doesn't dull the colors as much

it would look something like this

instead of this

Edited by grunt_eater on Oct 2, 2011 at 09:00 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 2, 2011 09:18 PM    Msg. 1293 of 1606       
Since fog seems to desaturate the landscape, I think I'll do morefog, but like grunt eater said, use a more saturated color. Morefog is accurate to qwerty's reference in depth, but not in color imo.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 2, 2011 09:46 PM    Msg. 1294 of 1606       
It's your map so it's your choice, but like i said i think that the amount of fog in the map dulls the colors of the textures. It gives you no contrast, and makes the map look bland imo. witch is why i suggested a stronger shade of blue but also not too much fog so the bitmaps still look good


eliteslasher
Joined: Jun 30, 2008

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


Posted: Oct 3, 2011 02:54 AM    Msg. 1295 of 1606       
Quote: --- Original message by: grunt_eater
It's your map so it's your choice, but like i said i think that the amount of fog in the map dulls the colors of the textures. It gives you no contrast, and makes the map look bland imo. witch is why i suggested a stronger shade of blue but also not too much fog so the bitmaps still look good


Hey! Give me my words back! You stole them right out of my mouth!

 
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