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Author Topic: Slappy Updates - Warning: Pix (1606 messages, Page 46 of 46)
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grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 8, 2012 08:18 PM    Msg. 1576 of 1606       
i gave it a 7.8 which i thought was a fare score, all things considered.
Edited by grunt_eater on Jan 8, 2012 at 08:32 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 8, 2012 08:50 PM    Msg. 1577 of 1606       
Slappy never did want to polish it, even when me and jesse said we would do it if he wanted us to. He went with a strict no and said he wouldn't want a v2 and said he was done with valhalla.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 8, 2012 08:58 PM    Msg. 1578 of 1606       
What about if YOU wanted to?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 8, 2012 09:04 PM    Msg. 1579 of 1606       
He doesn't want a v2. It's his map
Edited by XlzQwerty1 on Jan 8, 2012 at 09:04 PM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 8, 2012 09:08 PM    Msg. 1580 of 1606       
Agreed, it is his map. So by his request i won't release a second version. That's that. I do have to ask though, if he didn't want people messing with his map, why didn't he protect it?
Edited by grunt_eater on Jan 8, 2012 at 09:10 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 8, 2012 09:12 PM    Msg. 1581 of 1606       
D:
So many good things could have come in a V2...


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 8, 2012 09:37 PM    Msg. 1582 of 1606       
The tags were to be released as said by jesse because they were his weapon and vehicle tags. The bipeds were made by me and I wanted them to be released as well.

sandtrapv2 is going to be unprotected too as you should all know already.
Edited by XlzQwerty1 on Jan 8, 2012 at 09:37 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jan 8, 2012 10:24 PM    Msg. 1583 of 1606       
Actually, Slappy neglected (or forgot) to use my vehicle and weapon tags. Partially my fault since I kinda just gave him everything and expected him to know exactly what to do with it. All the goodies will be released soon enough, hopefully in Sandcrap.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 8, 2012 10:49 PM    Msg. 1584 of 1606       
K i was just curious. If no one minds i'll still patch it up and mess with things, just for my peace of mind. Lol


Ubergoober
Joined: Oct 11, 2010


Posted: Jan 10, 2012 12:57 AM    Msg. 1585 of 1606       
Quote: --- Original message by: grunt_eater
K i was just curious. If no one minds i'll still patch it up and mess with things, just for my peace of mind. Lol


yes, if nothing else, the phantom triangle must go

xlzqwerty1, slappy can speak for himself.

the polishing will compliment slappy's work, im guessing that slappy just ran outta steam when making this map. with the few minor issues that exist, this map will not be as popular as it should b and all of slappy's hard work will b for little recognition


Edited by Ubergoober on Jan 12, 2012 at 03:05 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 10, 2012 01:09 AM    Msg. 1586 of 1606       
Phantom BSP?


Ubergoober
Joined: Oct 11, 2010


Posted: Jan 10, 2012 01:20 AM    Msg. 1587 of 1606       
invisi wall in the base at the waterfall end


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 10, 2012 09:54 AM    Msg. 1588 of 1606       
Quote: --- Original message by: Ubergoober

Quote: --- Original message by: grunt_eater
K i was just curious. If no one minds i'll still patch it up and mess with things, just for my peace of mind. Lol


yes, if nothing else, the phantom triangle must go

xlzqwerty1, slappy can speak for himself, hes already offered cliff textures and mongoose animations.

the polishing will compliment slappy's work, im guessing that slappy just ran outta steam when making this map. with the few minor issues that exist, this map will not be as popular as it should b and all of slappy's hard work will b for little recognition

eater's not making a version 2, hes polishing/finishing an otherwise incomplete map
Edited by Ubergoober on Jan 10, 2012 at 01:20 AM



Yeah, i'm polishing, that doesn't mean i'm going to release a map against what slappy said.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jan 10, 2012 02:35 PM    Msg. 1589 of 1606       
before there are too many varients, may i ask that many work together on one slappy official revamped vahalla

im not trying to sound bossy but im sure many would understand the point im making


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 10, 2012 02:49 PM    Msg. 1590 of 1606       
Quote: --- Original message by: Wesker
before there are too many varients, may i ask that many work together on one slappy official revamped vahalla

im not trying to sound bossy but im sure many would understand the point im making


Quote: --- Original message by: Spartan314
Quote: --- Original message by: grunt_eater
So i'm guessing this is going to be another sandtrap where everyone makes their own version of it and halomaps gets cluttered by thousands of remakes of the same thing...Or we could make one version and everyone could post their progress and we could compile all of the best stuff into one map. how's that sound?
Edited by grunt_eater on Jan 5, 2012 at 01:51 PM

Could be a halomaps community version. :)
I like it.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 10, 2012 03:25 PM    Msg. 1591 of 1606       
Quote: --- Original message by: grunt_eater
Quote: --- Original message by: Ubergoober

Quote: --- Original message by: grunt_eater
K i was just curious. If no one minds i'll still patch it up and mess with things, just for my peace of mind. Lol


yes, if nothing else, the phantom triangle must go

xlzqwerty1, slappy can speak for himself, hes already offered cliff textures and mongoose animations.

the polishing will compliment slappy's work, im guessing that slappy just ran outta steam when making this map. with the few minor issues that exist, this map will not be as popular as it should b and all of slappy's hard work will b for little recognition

eater's not making a version 2, hes polishing/finishing an otherwise incomplete map
Edited by Ubergoober on Jan 10, 2012 at 01:20 AM



Yeah, i'm polishing, that doesn't mean i'm going to release a map against what slappy said.


I'll ask slappy again if you want.


Ubergoober
Joined: Oct 11, 2010


Posted: Jan 10, 2012 06:23 PM    Msg. 1592 of 1606       
slappy doesnt check this thread anymore? left the forums? cant post for himself?


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 11, 2012 10:18 AM    Msg. 1593 of 1606       
Quote: --- Original message by: XlzQwerty1
Quote: --- Original message by: grunt_eater
Quote: --- Original message by: Ubergoober

Quote: --- Original message by: grunt_eater
K i was just curious. If no one minds i'll still patch it up and mess with things, just for my peace of mind. Lol


yes, if nothing else, the phantom triangle must go

xlzqwerty1, slappy can speak for himself, hes already offered cliff textures and mongoose animations.

the polishing will compliment slappy's work, im guessing that slappy just ran outta steam when making this map. with the few minor issues that exist, this map will not be as popular as it should b and all of slappy's hard work will b for little recognition

eater's not making a version 2, hes polishing/finishing an otherwise incomplete map
Edited by Ubergoober on Jan 10, 2012 at 01:20 AM



Yeah, i'm polishing, that doesn't mean i'm going to release a map against what slappy said.


I'll ask slappy again if you want.



After it's finished, that way i have everything to show off for him.


E:Sorry there haven't been updates lately, i'm still trying to get OS working and my halo to stop exceptioning!.
Edited by grunt_eater on Jan 21, 2012 at 09:35 PM


Carter 151
Joined: Oct 25, 2010

-Character design and Story editor-


Posted: Jan 26, 2012 10:11 PM    Msg. 1594 of 1606       
I'm hoping he allows a V2. I was sorely dissapointed with the mongooses. The two seated animatioon is awkward, and it's handle is like a halo 1 warthog!!!! And the spawn points were awful. I ende up spawn killing or being spawn killed more often than not. but other than that it was an excellent map. just not a fun mongoose map.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 6, 2012 08:24 PM    Msg. 1595 of 1606       
*Loudly cracks neck* Okay I'm back into modding for the first time in a few months, and i'm still working on valhalla so don't give up on it, i'll have progress soon and i will finish this project.


What i need is some help with the BSP, as many of you know there is phantom BSP at the blue base that needs fixing, i'd do this myself but i don't have 3ds max and can't get the BSP extractor to work for G-max very well. So what i need is, either, someone to extract the BSP and fix the BSP themselves and then send me the fixed BSP so i can throw it all together, extract it and send me a .3ds file so i can fix it, or see if they can get slappythepirate to send his .3ds my way so i can fix it.

Now i'm not asking you to hound him for his, i'm saying if you ask him do it politely and if he says no don't bother him about it. And i don't know if he'll even respond because i remember the last time i tried contacting him he didn't.

But i will get this project done by the end of this summer. So i'll keep you all posted and post every bit of progress i make. See ya' soon.


I'm also working on another project, and that will slow down this one a little.
Edited by grunt_eater on Mar 6, 2012 at 08:59 PM


Ubergoober
Joined: Oct 11, 2010


Posted: Mar 7, 2012 12:41 AM    Msg. 1596 of 1606       
great news! i was thinking about this just yesterday, this project has TOO much potential to be left in its' current state. GO grunt eater!


Ubergoober
Joined: Oct 11, 2010


Posted: Apr 19, 2012 10:56 AM    Msg. 1597 of 1606       
Quote: --- Original message by: llort
was this ever released?


yup: http://hce.halomaps.org/index.cfm?fid=6207

unfortunately there are a few issues with it and it's kinda unfinished. slappy worked really hard on it but in the end i think he just got too frustrated with trying to make the man-cannons sync online.
there's an invisible wall at one of the bases and the backpack weapons flicker when u drive the vehicles. there are some other minor issues but i think grunt eater has fixed them up. i think he got the turrets barrels to spin and he was working on the mongeese he just needs a hand with the phantom bsp.

still a nice map tho, hows it going there grunt eater? can someone help him get it into max to get rid of the invisi wall? im waiting for the completed version of this map too.


xKRONNiKx
Joined: Nov 15, 2011

Turkey Farm.


Posted: Apr 19, 2012 05:50 PM    Msg. 1598 of 1606       
Quote: --- Original message by: Slap Happy
I have the mongoose anims, and if mine wont work, fix it. I also have a custom camera track that is better than the one on that, plus the driver seat has the view limited to 90 degrees left and right, set it to zero

I also have a kick ass cliff shaders:

http://i1028.photobucket.com/albums/y348/Nervebooger/haloce-20111231-233535.png
http://i1028.photobucket.com/albums/y348/Nervebooger/haloce-20111231-233508.png
http://i1028.photobucket.com/albums/y348/Nervebooger/haloce-20111231-233521.png

Inspired by Lumorias, but they are 100% my work



Looks awesoooome!


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 20, 2012 11:38 PM    Msg. 1599 of 1606       
Yeah, i got the mongoose physics working awesomely, got the fusion coils physics to work great and you can hit them around and roll them and they look very realistic, i got the barrels of the turret spinning, I've been working on shaders for the entire BSP. SO pretty much all i need it for someone to give me the extracted .3DS of the map and i'll be on my way to being done.



I'm debating reanimating the turret so you stand right, making better effects for the flare coming from each base, i plan on redoing lightmaps, smoothing out the ride on the vehicles and making them act more like in halo 3. Some new effects for the wraith mortar, grenades, fusion coils, new particle effects for the bullet hits and vehicles hits\tires.


So there's still work to do, but i'm trying to get the best end result possible. So ya' know it'll get there soon enough, but i'll try to make sure it's worth your wait ;).


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 27, 2012 07:41 PM    Msg. 1600 of 1606       
This is great. Go go Grunt Eater! lol


Bottletopman
Joined: Feb 5, 2011

Blessed are the cheesemakers


Posted: Apr 28, 2012 03:59 AM    Msg. 1601 of 1606       
Quote: --- Original message by: grunt_eater
Yeah, i got the mongoose physics working awesomely, got the fusion coils physics to work great and you can hit them around and roll them and they look very realistic, i got the barrels of the turret spinning, I've been working on shaders for the entire BSP. SO pretty much all i need it for someone to give me the extracted .3DS of the map and i'll be on my way to being done.



I'm debating reanimating the turret so you stand right, making better effects for the flare coming from each base, i plan on redoing lightmaps, smoothing out the ride on the vehicles and making them act more like in halo 3. Some new effects for the wraith mortar, grenades, fusion coils, new particle effects for the bullet hits and vehicles hits\tires.


So there's still work to do, but i'm trying to get the best end result possible. So ya' know it'll get there soon enough, but i'll try to make sure it's worth your wait ;).


Sounds awesome, can you get a tank with a separate MG turret, like the Halo 3 version? I forgot who, but someone is working on it.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 28, 2012 10:24 AM    Msg. 1602 of 1606       
Hmm, lets see. to do that i'll have to set it as a separate vehicle and objects_attach it to the actual tank vehicle. then set it so that you can actually enter it, because when you objects attach something you loose the ability to enter it... I'll figure it out.


For that i'd make a script that attaches and detaches the vehicles constantly, like so.

(script continuous turret
(sleep 1)
(objects_attach tank "turret marker" turret "turret marker")
(objects_detach tank turret)
)

Hey guys, random update. We're having some trouble with the BSP because it isn't wanting to extract, i'll keep you posted. Lol.

Super mega update time

Fp legs: WIP, almost done. Still to do: Set it up so you can only see from short distance away.

Vehicles: Patching up physics here and there and making them act more like they should and easier to control. Shaders to look more realistic, like halo 3.

Weapons: Shaders to look more like halo 3, efferct, animations.

Support weapons(missile pod, machinegun turret): Wip, aniamtions, scripts, effects. Imagine you're on the turret, you press flashlight key, you're now third person carrying around the turret. Almost done, actually.

Currently working on: Remodeling\unwrapping the map. Because the model was all i could extract and it was
1: Wasting polies, and not as smooth as it could be.
2: I noticed some things i could fix\add to make it closer to the halo 3 map.
3: Could not extract unwrapping coordinates.

Shader progress: Touching up here and there, making waterfall and water look more realistic. Correcting specular, bump maps, uvw's, lighting, to look more like halo 3 on all of the shaders.

Biped progress: Haven't started with backpack weapons yet, still working on shaders, 3rd person animations, and, get this, limp bodies. Yes, it sounds impossible, but it isn't. The way i'm doing it.

Man-cannons: Figured out how to make them sync so no longer will we have to use teleporters. Will be doing the animations from scratch.

This project is still alive. I'll keep everyone posted.
Edited by grunt_eater on Sep 7, 2012 at 06:30 PM


New001
Joined: May 12, 2011

Default Profile


Posted: Mar 23, 2013 05:26 AM    Msg. 1603 of 1606       
hi grunt eater. is this project still alive? i would love to see 2 different Halo 3 maps released for Halo CE.


Ubergoober
Joined: Oct 11, 2010


Posted: Mar 23, 2013 06:25 AM    Msg. 1604 of 1606       
id recommend to PM grunt eater rather than to dig up this old thread, this thread needs to rest in peace.
as far as i know, hes making progress and not far off completion


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Mar 23, 2013 06:16 PM    Msg. 1605 of 1606       
Necro-bumps FTW.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 24, 2013 10:03 AM    Msg. 1606 of 1606       
I am making progress, almost everything has been repaired. At the moment work is at a pause because i'm not able to get to my CE computer, but a day or two after Easter i should have a little something for you guys. Here's a list of what i need to do after i get back.

-Boredable\Hijackable vehicles.(optimistic)
-Backpack and sidearms.
-Delayed vehicle ejection.(hopefully)
-Man cannons.(vehicles with script so they sync)
-Wraith: Usable turret. Shader\glow effect work. Touch up on the model. Make boost animation and particle effect, fix boost lens flares, Create hover particles.
-Banshee: Make flaps work in steering animation, make boost animation, and particles, use wraith lens flares.
-Warthog: Shadrer work.
-BSP: Finish unwrapping, bit of shader work, something special for Easter.
-Scenery: -Trees: Remodel\rerig, fix unwrapping, reanimate.
-Drop pod: Shader work.
-Pelican: Fix flipped faces, close door so no campers, shaders work.
-Base fares: fix particles, increase lens flare distance.
-Crates & Antenna: Shader and model work, Better collision model, set as vehicles.
-Sky: make colors more vibrant, make clouds more realistic.

 
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