
XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 26, 2011 01:41 PM
Msg. 316 of 1606
That may possibly be a problem needed to be fixed. Also, the water seems a bit dark, with bright edges. Maybe increase the fog properties to as much as it can get to, and lower the color values.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 26, 2011 05:36 PM
Msg. 317 of 1606
See, that's the weird thing about the fog and water plane. I can't seem to get those bright edges worked out. I think I should try making the water dark and the fog blue, instead of the fog dark and the water blue. What I meant by the flag/oddball analogy is that is "must be readied". To clear up any confusion, I should be testing this ingame.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 26, 2011 07:57 PM
Msg. 318 of 1606
but what i'm saying is, can you still switch weapons and pick up ammo?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 26, 2011 08:43 PM
Msg. 319 of 1606
Yep, the dullness of the reflection is bothering me.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 26, 2011 10:37 PM
Msg. 320 of 1606
Yeaaaaahno. Halo 3's shaders can't be entirely replicated. The graphics there are newer. I can't experiment in shaders for my life, and I don't even have a Valhalla cubemap. If anyone wants them to look better, they would have to do it. Contact me. Note that I'm not sharing the entire bsp, just shaders.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Mar 26, 2011 10:45 PM
Msg. 321 of 1606
I haz a question. Will you be doing anything as far as cattails, hanging vines, grass, etc in the map? Just a few of those touches here and there could make this map go from epic looking to OMFG it's Valhalla!!! 
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 26, 2011 11:08 PM
Msg. 322 of 1606
Detail objects would be idea for that kind of stuff. I actually haven't made detail objects before, but there's a tutorial for that. I hope to get environment stuff like that done. Along with all these bsp updates.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 27, 2011 10:34 AM
Msg. 323 of 1606
I could help with the shaders and the color values, lol, just copy the values from halo 3. We would need newer cubemaps though, and halo 3 stores like more than 6 cubemaps into one bitmap. Choose the ones we would need the most.
I might need the forerunner base part of the bsp to test. Edited by XlzQwerty1 on Mar 27, 2011 at 10:34 AM
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Sceny
Joined: Nov 20, 2010
Awesome Faggot!
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Posted: Mar 27, 2011 12:22 PM
Msg. 324 of 1606
imo, the metal shaders need to be like 15-25% darker, seems too light for Valhalla.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 27, 2011 12:53 PM
Msg. 325 of 1606
imo, it also looks like it's supposed to be polished. but i'm not seeing any reflections, just something i see :/
EDIT: second picture from the top. i can see a reflection on the wall to the right almost about to be cut off by the pictures edges, thats what i think the entire base should shine like Edited by grunt_eater on Mar 27, 2011 at 12:57 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 27, 2011 01:38 PM
Msg. 326 of 1606
I can make your cubemaps if you are going to need them.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 27, 2011 02:48 PM
Msg. 327 of 1606
Quote: --- Original message by: Maniac1000 I can make your cubemaps if you are going to need them. That would be very helpful, asl long as it makes a bright-white shine.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 27, 2011 02:53 PM
Msg. 328 of 1606
Could you? That would be much appreciated.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 27, 2011 02:59 PM
Msg. 329 of 1606
Yea, i will be gone for a few hrs but will get a couple done tonight. Maybe talk to me on xfire and let me know exactly what you are looking for.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 27, 2011 05:01 PM
Msg. 330 of 1606
so you are going to make the bases shine :D, one more thing (that may not be able to be fixed idk?) in one of the pics the base looks like both sides at the bottom are buried the same amount, this looks...unrealistic, to me :P
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 27, 2011 05:12 PM
Msg. 331 of 1606
first off the progress on your map is brilliant. just a suggestion aswell,the bottom edges of your bases,i think it would look more realistic if you added a slightly mossed texture to them edges,i say this becase they are imbeded in grass/mossed ground,over time the moss from the ground would start to affect the stone of your bases. just for age/looks really but well just a thought.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 27, 2011 05:30 PM
Msg. 332 of 1606
I don't know how going about putting worn edges would work out UVW-wise. I could do it with a seamseal over the metal faces on the edge, maybe.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 27, 2011 05:47 PM
Msg. 333 of 1606
i get what your saying there,worn edges could be a little tricking using uvw. seamseal? i have to admit i have no idea what that is but hey if you think that would work, then it might be worth a shot.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 27, 2011 05:51 PM
Msg. 334 of 1606
wouldn't it just be easier to edit the bitmap? add a bit of greenery around the edges in that?
EDIT: new page i win :D Edited by grunt_eater on Mar 27, 2011 at 05:53 PM
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 27, 2011 05:56 PM
Msg. 335 of 1606
yes that is the general idea,but it would mean having to divide polys so that the new edited bitmap could be applied.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 27, 2011 06:00 PM
Msg. 336 of 1606
You can use alpha decals to add that kind of thing, if you are stuck with tiling textures that can not be edited to work the way you want. I have a couple cubes made, but i am not sure if it is the way you want.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 27, 2011 06:05 PM
Msg. 337 of 1606
oh right. i never thought of tiling :/, that would be a problem
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 27, 2011 07:15 PM
Msg. 338 of 1606
I don't see any moss here:  EDIT: Yeah, slappy, forget what I said about the water, actually turn the fog down instead of up, its paler and does not reach the edges, also make the water brighter in color. Edited by XlzQwerty1 on Mar 27, 2011 at 07:16 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 27, 2011 07:22 PM
Msg. 339 of 1606
AAAHHAA!, see where the banshee is parked. it's shiny. and more here and there out of the shadows
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 27, 2011 07:54 PM
Msg. 340 of 1606
Quote: --- Original message by: XlzQwerty1I don't see any moss here:  EDIT: Yeah, slappy, forget what I said about the water, actually turn the fog down instead of up, its paler and does not reach the edges, also make the water brighter in color. Edited by XlzQwerty1 on Mar 27, 2011 at 07:16 PM looking even better! @XlzQwerty1: moss is a natural occurrence where grass meets water. was for the aged look no biggy :)
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 27, 2011 08:20 PM
Msg. 341 of 1606
um, thats a screen shot from halo 3, not the actual map, at least i thought it was Edited by grunt_eater on Mar 27, 2011 at 08:20 PM
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 27, 2011 08:32 PM
Msg. 342 of 1606
well don't feel so bad i'm not gonna lie and say i didn't think it was the map with some awesome fixes.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 27, 2011 10:43 PM
Msg. 343 of 1606
Now that I think about it, the trees could have a bit lighter bark.  Yeah, er, here's the new update pic. Yeah, I've, uh, upped the poly count quite a bit, as you can see right here. Edited by SlappyThePirate on Mar 27, 2011 at 10:48 PM
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Mar 27, 2011 10:57 PM
Msg. 344 of 1606
lol
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 27, 2011 11:02 PM
Msg. 345 of 1606
very good slappy,very good edit: trees need more pine. Edited by ally on Mar 27, 2011 at 11:03 PM
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StatutoryTrOy
Joined: Jul 6, 2010
Go Army Beat Navy!
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Posted: Mar 28, 2011 03:35 PM
Msg. 346 of 1606
If someone gets me the retail texture, I'll model and unwrap the warthog palet (or whatever it's called)
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agtq13
Joined: Mar 29, 2010
o_e" face
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Posted: Mar 28, 2011 03:40 PM
Msg. 347 of 1606
Quote: --- Original message by: StatutoryTrOy If someone gets me the retail texture, I'll model and unwrap the warthog palet (or whatever it's called) dude, u can extract it from halo 3 lol
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 28, 2011 03:46 PM
Msg. 348 of 1606
Don't worry, the palette is finished. It's just a scenery without collision.
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agtq13
Joined: Mar 29, 2010
o_e" face
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Posted: Mar 28, 2011 03:48 PM
Msg. 349 of 1606
Quote: --- Original message by: SlappyThePirate Don't worry, the palette is finished. It's just a scenery without collision. lol k, i'll help u shadering, hey, did u finish the spartan jms?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 28, 2011 03:52 PM
Msg. 350 of 1606
No. Still separating all the armors. And the hands aren't right. I'll fix that as well. EDIT: I also need to know which of those shoulders had lights. Your materials were all set to arch+design and causeing exporting problems, so I had to remake the multi material from scratch (all 27 sub-materials). Edited by SlappyThePirate on Mar 28, 2011 at 03:54 PM
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