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Author Topic: Slappy Updates - Warning: Pix (1606 messages, Page 40 of 46)
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Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: Nov 6, 2011 03:42 PM    Msg. 1366 of 1606       
Idk, elites would be cool, why not make it for sandbox or another h3 map?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 6, 2011 03:43 PM    Msg. 1367 of 1606       

I like how the grass looks but I'm gonna need some tips on how the grass, ferns, thistles, and flowers are distributed on the map.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 6, 2011 03:50 PM    Msg. 1368 of 1606       
please make that grass smaller and denser. atm it dosent look realistic at all...


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 6, 2011 03:53 PM    Msg. 1369 of 1606       
I mean accurate to how it is in halo 3. Right now I'm just kinda sprinkling the positions on, putting fern near the water and flowers away from the water.

But lets try stuff out shall we...

^from sapien


And I forget the key+mouse combination for removing a single detail object...
Edited by SlappyThePirate on Nov 6, 2011 at 03:56 PM
Edited by SlappyThePirate on Nov 6, 2011 at 03:57 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 6, 2011 04:00 PM    Msg. 1370 of 1606       
Lots of grass mostly everywhere except for the area near the wall and rocky area's, and flowers sprinkled here and there (more in certain concentrated area's).


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 6, 2011 04:06 PM    Msg. 1371 of 1606       

Also sapien

I'm just worried about how many detail objects are on screen at one time. Does that add to lag, and doesn't sapien crash sometimes, when too many are in one area?


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 6, 2011 05:08 PM    Msg. 1372 of 1606       
Less flowers, and take out the weeds/ferns(whatever they are.)


XlzQwerty1
Joined: Aug 6, 2009


Posted: Nov 6, 2011 08:09 PM    Msg. 1373 of 1606       
Take out those tall looking flower thingys or lessen them in the map.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Nov 6, 2011 10:07 PM    Msg. 1374 of 1606       
Quote: --- Original message by: TheRock
your rocks and grasses looks horrible and also the shaders of the forerunner structures it needs some shinning


Obviously a comedian.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 6, 2011 10:14 PM    Msg. 1375 of 1606       
Quote: --- Original message by: TheRock
Quote: --- Original message by: XlzQwerty1
Quote: --- Original message by: TheRock
your rocks and grasses looks horrible and also the shaders of the forerunner structures it needs some shinning


Obviously a comedian.


was that funny?
I dunno, but just get out anyway.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Nov 6, 2011 10:14 PM    Msg. 1376 of 1606       
Yes it was, considering you haven't looked through the entire thread, so of course.


Ubergoober
Joined: Oct 11, 2010


Posted: Nov 7, 2011 04:48 AM    Msg. 1377 of 1606       
Quote: --- Original message by: SlappyThePirate
http://s7.postimage.org/re1zuhgff/flore.jpg
Also sapien

I'm just worried about how many detail objects are on screen at one time. Does that add to lag, and doesn't sapien crash sometimes, when too many are in one area?


Plants- realistically would probably grow in the shaded parts of the map where they aren't exposed to full sunlight all day, so where those 3 trees are near the pelican for example. The open areas will look a bit odd with short lawn style grass with weeds sticking up. It's safe to assume that the reason that the lawn is so short in the open areas is because it's so rocky and theres not much topsoil.

And don't the plants kinda disappear n stuff when u walk around?

And I still recommend removing the grass from around and inside the pelican, it kinda looks like the pelican crashed there years ago and grounds-keeper Willy has been weed-whacking and mowing the grass to make a nice grassy entrance to the back of the pelican.

Valhalla pelican:

http://halowiki.net/p/File:Valhalla_Pelican.jpg





Edited by Ubergoober on Nov 7, 2011 at 04:54 AM


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Nov 7, 2011 05:01 AM    Msg. 1378 of 1606       
Quote: --- Original message by: SlappyThePirate
http://s7.postimage.org/re1zuhgff/flore.jpg
Also sapien

I'm just worried about how many detail objects are on screen at one time. Does that add to lag, and doesn't sapien crash sometimes, when too many are in one area?


Concerning detail objects, in guerilla you can set something like a fade-in and fade-out distance.
Be sure not to set them too high, since then they will "pop" in rather than "fade" in. Experiment a bit.

Also in guerilla you can adjust the scale, judging by yours I recommend scaling yours down by about a factor of 2 to 3 since they look a bit blurry as they are currently. Other than that they look pretty cool to me.


Ubergoober
Joined: Oct 11, 2010


Posted: Nov 7, 2011 08:05 AM    Msg. 1379 of 1606       
Quote: --- Original message by: TM_updates
Quote: --- Original message by: SlappyThePirate
http://s7.postimage.org/re1zuhgff/flore.jpg
Also sapien

I'm just worried about how many detail objects are on screen at one time. Does that add to lag, and doesn't sapien crash sometimes, when too many are in one area?


Concerning detail objects, in guerilla you can set something like a fade-in and fade-out distance.
Be sure not to set them too high, since then they will "pop" in rather than "fade" in. Experiment a bit.

Also in guerilla you can adjust the scale, judging by yours I recommend scaling yours down by about a factor of 2 to 3 since they look a bit blurry as they are currently. Other than that they look pretty cool to me.


Fade-in, fade-out sounds nice, me likes


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 7, 2011 05:17 PM    Msg. 1380 of 1606       
Yeah the plants are smaller now, and I took out basically all of the flower things (dunno what I was thinking placing so many in the middle of nowhere...)


XlzQwerty1
Joined: Aug 6, 2009


Posted: Nov 7, 2011 06:02 PM    Msg. 1381 of 1606       
You know, I guess you can put a little of those flower thingys around the trees, just a suggestion, probably'll increase the tag size though.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 7, 2011 07:40 PM    Msg. 1382 of 1606       
Quote: --- Original message by: XlzQwerty1
You know, I guess you can put a little of those flower thingys around the trees, just a suggestion, probably'll increase the tag size though.
Not by much, so sure. I think in halo 3 ther are only near the rocks and trees anyway.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Nov 7, 2011 10:47 PM    Msg. 1383 of 1606       
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: XlzQwerty1
You know, I guess you can put a little of those flower thingys around the trees, just a suggestion, probably'll increase the tag size though.
Not by much, so sure. I think in halo 3 ther are only near the rocks and trees anyway.


is it possible to attach a group of scenery together to become one tag rather than a bunch?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 8, 2011 09:03 PM    Msg. 1384 of 1606       
Quote: --- Original message by: Wesker
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: XlzQwerty1
You know, I guess you can put a little of those flower thingys around the trees, just a suggestion, probably'll increase the tag size though.
Not by much, so sure. I think in halo 3 ther are only near the rocks and trees anyway.


is it possible to attach a group of scenery together to become one tag rather than a bunch?
Actually, yeah. I could put multiple plants into one model tag, so placing one scenery would look like several models...


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 8, 2011 09:03 PM    Msg. 1385 of 1606       
Don't overdo it though.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Nov 8, 2011 10:12 PM    Msg. 1386 of 1606       
I'd rather keep it as detail objcets becuase its what its for, detail ofjbecst.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 10, 2011 01:12 PM    Msg. 1387 of 1606       

Couldn't post in Mangenkyo's h3ui thread because I was the last person to post in there, so I'll just leave this here.
Ignore the sky, it's valhalla's for now.
Edited by SlappyThePirate on Nov 10, 2011 at 01:13 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 11, 2011 05:22 PM    Msg. 1388 of 1606       
I wasn't gonna post this beecause I wanted it to be kind of a suprose... but I realized that's pointless and you guys probably have suggestions.
People have suggested more structures, and more spots for close combat. Valid points-- I haven't made the bases yet.
I need ideas for this... liek what kind of base to use or what it should look like and stuff like that.

edit: oops no pic! derp
Edited by SlappyThePirate on Nov 11, 2011 at 05:25 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 11, 2011 05:49 PM    Msg. 1389 of 1606       
It's interesting to say the least, reminds me of a map i made a long time ago. I like the structures, but not the terrain. You could really flesh out alot of it. Is it a cliffhanger also?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 11, 2011 06:28 PM    Msg. 1390 of 1606       
Seriously? I thought the structures were the crap part.
Thanks, but that's not really a suggestion. You're not even saying what's bad about the terrain. What was your map called if it was released, and do you think it was better than this is so far?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Nov 11, 2011 06:37 PM    Msg. 1391 of 1606       
I like the cliffs.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 11, 2011 07:04 PM    Msg. 1392 of 1606       
Quote: --- Original message by: SlappyThePirate
Seriously? I thought the structures were the crap part.
Thanks, but that's not really a suggestion. You're not even saying what's bad about the terrain. What was your map called if it was released, and do you think it was better than this is so far?


The cliffs are extremely blocky and unnatural looking, like Valhalla.

The map that I thought was similar was never released.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Nov 11, 2011 07:14 PM    Msg. 1393 of 1606       
I find it looks really cool. Maybe include a small tunnel between the outer bases and the central area to give infantry a decent option of walking.


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Nov 11, 2011 07:55 PM    Msg. 1394 of 1606       
Read through the whole thread again for the lulz.

Also, you might wanna work on the contrail of the beam being emitted from the base.
Instead of the stock Halo 1 contrail, do some thine similar to what appears coming out of Blue base here:



SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 11, 2011 09:56 PM    Msg. 1395 of 1606       
^ Sure, shouldn't be too hard at all.
@higuy: Still haven't made a suggestion yet have you :P
@lodex: Like here?:

... where do you think the tunnels should come out? Idk if it should be below or in the upper story of a base, considering how hard it would be to capture a flag?


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Nov 11, 2011 11:52 PM    Msg. 1396 of 1606       


i was thinking, to have more spots for cover so there isnt as much base ray ping going on

i didnt add a tree but if you can image it somewhere or in place of where there is already something

so the circular items are just medium to large size rocks, and the boxes are supply crates. the crates on the far left are like weapon cases on top of table-use like cases. added turrets for 2 sides. broken wall.

adding some grass would add nice detail to the map's own feel, id like to see the grass be used from your halo 3 ui
Edited by Wesker on Nov 11, 2011 at 11:58 PM


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Nov 12, 2011 12:19 AM    Msg. 1397 of 1606       
i think that an alternative route should follow through about half way across the map, route openings being too close to each other, would make puppy guarding be easier for a route opening from one or another end of the map, so try to make some kind of cover so that a player can learn to use it to check for clear
Edited by Wesker on Nov 17, 2011 at 10:43 AM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Nov 13, 2011 10:57 AM    Msg. 1398 of 1606       
I'll give you my spartan laser when it haves new animations


Ubergoober
Joined: Oct 11, 2010


Posted: Nov 16, 2011 06:17 AM    Msg. 1399 of 1606       
got a release date for val n st? b4 christmas?


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Nov 16, 2011 08:39 AM    Msg. 1400 of 1606       
Quote: --- Original message by: Wesker

http://i.imm.io/btxn.jpeg

i was thinking, to have more spots for cover so there isnt as much base ray ping going on

i didnt add a tree but if you can image it somewhere or in place of where there is already something

so the circular items are just medium to large size rocks, and the boxes are supply crates. the crates on the far left are like weapon cases on top of table-use like cases. added turrets for 2 sides. broken wall.

adding some grass would add nice detail to the map's own feel, id like to see the grass be used from your halo 3 ui
Edited by Wesker on Nov 11, 2011 at 11:58 PM


OMG wesker your idea is awesome :D !!!! :)

 
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