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Author Topic: Slappy Updates - Warning: Pix (1606 messages, Page 9 of 46)
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XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 20, 2011 11:35 AM    Msg. 281 of 1606       
It's with hayabusa chest, but you should remove the katana if you will be putting a banshee inside because the katana tip sticks out of the banshee top.

I mean, do you want me to remove the katana?
Also, wheres the trees!?
Edited by XlzQwerty1 on Mar 20, 2011 at 11:36 AM


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Mar 20, 2011 11:52 AM    Msg. 282 of 1606       
Quote: --- Original message by: XlzQwerty1

It's with hayabusa chest, but you should remove the katana if you will be putting a banshee inside because the katana tip sticks out of the banshee top.

I mean, do you want me to remove the katana?
Also, wheres the trees!?
Edited by XlzQwerty1 on Mar 20, 2011 at 11:36 AM


i agree make the katana go buhbye.... and also slappeh, saw ur latest vid and had some suggestions, up to you to take them: water needs more ripples, ground is lookin goodbut try these on for grass.....




also cliff faces are coming along but id work on them if i were you.

sorry if crit seems harsh, i actually think ur doin a really good job so keep it up! :)
Edited by roviet1337 on Mar 20, 2011 at 11:53 AM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 20, 2011 11:53 AM    Msg. 283 of 1606       
He is using those already. He ripped them from halo 3 a long time ago. But in the video, the quality is low so you can't see it very well.


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Mar 20, 2011 11:59 AM    Msg. 284 of 1606       
ohhhhhhs haha yeah it looked like he was usig h1 grass


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 20, 2011 03:11 PM    Msg. 285 of 1606       
i still want to know slappy, do you have to press E to use the gravlifts?


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 20, 2011 05:22 PM    Msg. 286 of 1606       
he said it's a vehicle and it uses a combination of the vehicles entering animation and idle animation, so i was confused about whether or not you had to use the action key to activate it


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 20, 2011 05:28 PM    Msg. 287 of 1606       
It's probaby a trigger volume, that detects the player, and once detected, forces the player into the seat, and then forces the player out of the seat, which gets the player to the required destination.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 20, 2011 10:14 PM    Msg. 288 of 1606       
It's obviously trigger volumes and scripts, along with the vehicle's animations just like I said. There was no press E message in the video.
Yes, I have ripped bitmaps, thanks :/
Water need more ripples... good point. The real Valhalla's water has a more complex current than is able to be replicated in halo 1. I was thinking, with some shader work, I could have small, downstream ripples that change direction.
The small trees are there in the vid. Once I scale them up, you'll see definitely big trees and small trees instead of those h1 trees.
The katana should stay. It's just another body perm, and if you've read, the biped model is more complex than most. The katana is a regional permutation that could be visible or not ingame. This brings up a good point about the banshee, and I think a script should be able to hide your katana as long as the player is inside either banshee.
Quote: I mean, do you want me to remove the katana?
If you want to, qwerty, but I might have to change some of the region setups myself anyway... for scripting reasons.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 20, 2011 10:16 PM    Msg. 289 of 1606       
Quote: --- Original message by: SlappyThePirate
The katana should stay. It's just another body perm, and if you've read, the biped model is more complex than most. The katana is a regional permutation that could be visible or not ingame. This brings up a good point about the banshee, and I think a script should be able to hide your katana as long as the player is inside either banshee.
Quote: I mean, do you want me to remove the katana?
If you want to, qwerty, but I might have to change some of the region setups myself anyway... for scripting reasons.


If you want, you can list the region setups you want since gbxmodel importer messes up smoothing groups.

Also, do you want everything random? I have it already set up a few days ago with full perms, not everything random (e.g. everything cqc, everything eva, everything recon, etc)
Edited by XlzQwerty1 on Mar 20, 2011 at 10:17 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 20, 2011 10:38 PM    Msg. 290 of 1606       
Glad you asked. The idea is that they are 'all-random', not 'full-perms'. That's the point of the menu scripts and region setups.
Here's the list...
'Body' region:
-body (Has no shoulder pieces or shoulder lights. Does have the body lights. Does not have the Mark VI decal)
'Chest' region:
-cobra
-intruder
-ninja
-realtime (because no 'chest' piece would be mark VI, I use just one triangle to make it look like nothing. This is used so the player actually has a choice of no chest piece)
-regulator
-ryu (does not include the katana piece)
-katana (Katana sword, but also has the ryu chest geometry)
-scout
'Helmet' region: (Helmets/necks are skinned to the head, of course, and the bottom verts of the neck should obviously rig to the chest, so it's seamless)
-cobra
-intruder
-marathon (includes the marathon helmet and neck rigged to the head and neck/chest, while the little radio shoulder piece thing is rigged to the chest. Important that radio is separate object but also set as the helmet region)
-markv
-ninja
-odst
-realtime (includes the mark VI helmet and neck rigged to the head and neck/chest, while the mark VI personal decals on the arm and leg are rigged to the arm and leg, respectively. Important that decals are separate objects but also set as the helmet region)
-regulator
-rogue
-ryu
-scout
'Leftshoulder': (shoulders have their respected lights)
-cobra
-intruder
-realtime (mark VI)
-regulator
-ryu
-scout
'Rightshoulder': Same as the leftshoulder perms, just mirrored. Shoulders have their respected lights.
The names are important for all-around scripting accessibility and importing ease.


Carter 151
Joined: Oct 25, 2010

-Character design and Story editor-


Posted: Mar 21, 2011 11:16 AM    Msg. 291 of 1606       
So, you'd spawn as a random spartan after every time you died. :/


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 21, 2011 03:45 PM    Msg. 292 of 1606       
Quote: --- Original message by: Carter 151
So, you'd spawn as a random spartan after every time you died. :/


I don't like the sound of that either, but if thats how you want it. Looks kinda awkward for some setups too. By the way, what is the use of two ryu chests if you're only going to add a katana to one of them.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 21, 2011 03:49 PM    Msg. 293 of 1606       
So you can choose whether you want katana or not. Please, if you can, use the setup I outlined. It's for the menu.
And you guys are gonna have to deal with the random armor until the menus or something are ready. I'm thinking of something.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 21, 2011 03:51 PM    Msg. 294 of 1606       
Alright, but are you positive that this will sync online?

I'll try to complete this once I finish all of my homework. Exporting will be a pain.
Edited by XlzQwerty1 on Mar 21, 2011 at 03:52 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 21, 2011 03:56 PM    Msg. 295 of 1606       
If it's a pain, then I could export the max files for you.
I'm positive about my systems. The mancannons were basically successful.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 23, 2011 08:46 PM    Msg. 296 of 1606       
So most of my projects are near completion, I could probably start on the spartan exporting now. Anything else you would need? Other than the warthogs


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 23, 2011 09:57 PM    Msg. 297 of 1606       
I guess that's all that I foresee needing... spartans, hog. Than we've got a kick-ass beta.
Here's some new stuff:

Your trees are scaled to their two sizes and ingame. It it ok?
I've also done some more base detail.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 23, 2011 10:04 PM    Msg. 298 of 1606       
Yes, the trees look awesome :D

I think I will have to re-rip the hog, it had messed up smoothing groups and bad collision from shadowslayer
Edited by XlzQwerty1 on Mar 23, 2011 at 10:04 PM


eliteslasher
Joined: Jun 30, 2008

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


Posted: Mar 24, 2011 12:45 AM    Msg. 299 of 1606       
YAY! That was the only part of the detail in the top of the bases that I didn't see! Glad you put in in. Now it is TRULY Valhalla.

Edited by eliteslasher on Mar 24, 2011 at 12:45 AM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 24, 2011 11:32 AM    Msg. 300 of 1606       
thought of a question, are you using a custom sky or an H1?, also the trees are too green, need more brown IMO,


dominated new page >:)
Edited by grunt_eater on Mar 24, 2011 at 11:32 AM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 24, 2011 06:12 PM    Msg. 301 of 1606       
I like the new base detail, too. It totally needed it, I thought. Maybe the disign on it is a bit wrong, but ya know. I've started the glass detail as well, so we'll see that soon.
Right now the sky is the h1 clear afternoon without the ring. This definitely has to change if the lighting is to match Halo 3's. The sun should be in a different position. This affects shadows.
Tree color is off? Ok, that's a quick fix.

Thanks for the feedback so far.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 24, 2011 06:41 PM    Msg. 302 of 1606       
The tree color isnt off, it looks like that. It's just that in halo 3, the lighting affects everything, even scenery.

Also probably because of the low res pictures (lol slappy), if you go closer to see it, it looks fine.
Edited by XlzQwerty1 on Mar 24, 2011 at 06:41 PM

EDIT AGAIN: Slappy, I have newer tree shaders, for the leaves, do you want them?
Edited by XlzQwerty1 on Mar 24, 2011 at 06:42 PM


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Mar 24, 2011 07:20 PM    Msg. 303 of 1606       
i like the trees the way they are anyways i wouldnt worry abt. keep up the ass kickage :)


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 24, 2011 07:20 PM    Msg. 304 of 1606       
No, the leaves are kinda messed up, I fixed them.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 24, 2011 09:08 PM    Msg. 305 of 1606       
Well, sure, why not? Wither through pm or whenever we can work it out on xfire.
This progress is exciting to me. This map is nearly there...


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 25, 2011 09:15 PM    Msg. 306 of 1606       
nearly there? :D, sounds great, so is there a way of positioning the sun in a different spot so it will cast the shadows right?, and why aren't you using the other h3 hog on this site?, but most impotently, you still need to make a peace of scenery that goes on the place where the gravlift is so it looks like it has the gravlift there,

these are all IMO


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 25, 2011 10:09 PM    Msg. 307 of 1606       




Glass detail is a WIP.
Edited by SlappyThePirate on Mar 25, 2011 at 10:09 PM


StatutoryTrOy
Joined: Jul 6, 2010

Go Army Beat Navy!


Posted: Mar 25, 2011 10:56 PM    Msg. 308 of 1606       
are you using environment maps for your metal? if not you should because it will make it seem much more halo 3ish


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 25, 2011 11:02 PM    Msg. 309 of 1606       
What do you mean by environment map?


eliteslasher
Joined: Jun 30, 2008

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


Posted: Mar 26, 2011 12:09 AM    Msg. 310 of 1606       
I think he means environment shaders.

also about the glass. Why are those areas so white and not very transparent. Is that how it is in halo 3? I can't remember.
Edited by eliteslasher on Mar 26, 2011 at 12:11 AM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 26, 2011 12:13 AM    Msg. 311 of 1606       
I think he already is because I know he knows what they are. If he's not, he better get a move on!


StatutoryTrOy
Joined: Jul 6, 2010

Go Army Beat Navy!


Posted: Mar 26, 2011 12:14 AM    Msg. 312 of 1606       
environment mapping mapping and cube mapping are synonymous. also i can't remember if halo ce has specular mapping but if it does thats another thing to look into, using a cube map and specular achieves some pretty awesome results.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Mar 26, 2011 12:43 AM    Msg. 313 of 1606       
Quote: --- Original message by: StatutoryTrOy
environment mapping mapping and cube mapping are synonymous. also i can't remember if halo ce has specular mapping but if it does thats another thing to look into, using a cube map and specular achieves some pretty awesome results.


it does have specular. The alpha map of a bitmap not only defines the blend between 2 details, but also defines the specular highlights.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 26, 2011 10:52 AM    Msg. 314 of 1606       
hey. i just thought of something. you said that the missile pod was like the flag and the oddball. and that if you ran over it you would pick it up, how then do you drop it?, if you click you will fire. so how do you get rid of it?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 26, 2011 01:35 PM    Msg. 315 of 1606       
Quote: --- Original message by: grunt_eater
hey. i just thought of something. you said that the missile pod was like the flag and the oddball. and that if you ran over it you would pick it up, how then do you drop it?, if you click you will fire. so how do you get rid of it?

It's a similar problem to what I've run into. I tried to make it so you walk slowly when using the Missile pod, but you can just switch weapons and still keep the pod.

 
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