
Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 16, 2011 12:47 AM
Msg. 596 of 1606
Yeah, I still have to do the odst hud for you. It's already in the works.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 16, 2011 01:06 AM
Msg. 597 of 1606
Quote: --- Original message by: goldkilla88 Wish I could help in a way but it seems like everything I can do has been taken up... Shader work maybe? I'm on the scenery shaders and weapons.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Apr 16, 2011 06:27 AM
Msg. 598 of 1606
Quote: --- Original message by: milkkookieQuote: --- Original message by: Cheddarscan i maybe help make some vehicles? i just made a h3 mongoose with decals snow and normal variant but it uses h3r animations and needs shader work :p  can i haz Edited by milkkookie on Apr 15, 2011 at 11:02 PM Sure when done I'll release in a thread and upload to halo maps but this is about slappys map so I won't discuss it here and I'll let you guys get back on topic
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 16, 2011 10:00 AM
Msg. 599 of 1606
Quote: --- Original message by: jesseQuote: --- Original message by: goldkilla88 Wish I could help in a way but it seems like everything I can do has been taken up... Shader work maybe? I'm on the scenery shaders and weapons. Okay, cool that works. The rifle's shaders are sandtrap 1 without multi, btw. I also have to put my new fp origins on some stuff... sigh. A lot of stuff has been taken up, unfortunately...
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Ubergoober
Joined: Oct 11, 2010
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Posted: Apr 16, 2011 12:03 PM
Msg. 600 of 1606
i love it how everyone's so keen to contribute rather than just sitting back and criticising, it's awesome! if only halomaps was always like this!
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Apr 16, 2011 12:12 PM
Msg. 601 of 1606
hey, if you need those peli tags ill get them soon. Just having probs making the tag =/
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 16, 2011 12:23 PM
Msg. 602 of 1606
Weird, there's already a pelican in the map?
E: The alpha I mean. Edited by XlzQwerty1 on Apr 16, 2011 at 12:23 PM
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roviet1337
Joined: Feb 6, 2011
Lord of Admirals
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Posted: Apr 16, 2011 03:21 PM
Msg. 603 of 1606
hey i have a question and or request of slappy: please change the fov to that of halo 3's like they did in lumoria, i think it was like 75 intread or 60 or something... but that looks A LOT better then the cramped camera view of hce and alot more like the halo 3 view...
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Apr 16, 2011 03:22 PM
Msg. 604 of 1606
Quote: --- Original message by: jesse Yeah, I still have to do the odst hud for you. It's already in the works. Get ToolSharp. I published my version of it for you, personally. Namely the tag backer-upper.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 16, 2011 03:28 PM
Msg. 605 of 1606
Quote: --- Original message by: roviet1337 hey i have a question and or request of slappy: please change the fov to that of halo 3's like they did in lumoria, i think it was like 75 intread or 60 or something... but that looks A LOT better then the cramped camera view of hce and alot more like the halo 3 view... FYI, The view is the same. It's all 70 FOV in halo CE and Halo 3 Edited by XlzQwerty1 on Apr 16, 2011 at 03:28 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 16, 2011 05:57 PM
Msg. 606 of 1606
Quote: --- Original message by: waffles the fov in halo xbox was 85. lumoria upped theirs for some reason or other i cant remember, if you have a good monitor 70 fov is just fine... We changed our FOV to 70.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 16, 2011 07:15 PM
Msg. 607 of 1606
By default, Halo has 70 FOV
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Apr 16, 2011 09:53 PM
Msg. 608 of 1606
So I played the alpha. Sorry it took so long to get back i was on a 1200 mile road trip. Well so i played it. I loved it. It has potential. A lot of the things are very similiar to H3. Some are not exactly ad good. The one thing i noticed right away, was a MAJOR jump. In the middlile of the map, right were you put the turret. In halo 3 you can make the jump easiert, and the turret is closer to the wall. jump is number 11 turret is 7
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roviet1337
Joined: Feb 6, 2011
Lord of Admirals
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Posted: Apr 17, 2011 12:59 AM
Msg. 609 of 1606
sorry i was obviously misinformed about the fov part but i still think it should be pushed back because this may just be me (and please reply if u have this feeling as well) but i still think that the camera is too ... idk how to say it, "close" (?) to the guns, i feel like in h3 they show more of the gun and arms then they do in these http://www.xfire.com/video/32fff3/idk that might just be me. but if ur interrested i suggest trying it with the fov set slightly more back. next thing is about proportions, its a question: can u drive the warthog through the grav lifts? (not make them fly, i realize how much of a pain that would be and how NOT well that would work online) as in can u drive thru them w a warthog? this is my refferance: (but its from the beta so idk if it stuck thru retail) http://www.youtube.com/watch?v=40Z9NfQT-GYalso will there be things such as: fp legs, backpack weapons? and random but who's wraith are u using?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 17, 2011 01:06 AM
Msg. 610 of 1606
I'm working on FP with legs. almost done rigging it and than i need someone to either tell me how or animate it. don't know if slappy wants to use it in his map though :/
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Apr 17, 2011 04:25 AM
Msg. 611 of 1606
Quote: --- Original message by: jesse Yeah, I still have to do the odst hud for you. It's already in the works. I thought i was special :'(
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Volteer55
Joined: Jul 11, 2010
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Posted: Apr 17, 2011 09:35 AM
Msg. 612 of 1606
Quote: --- Original message by: grunt_eater I'm working on FP with legs. almost done rigging it and than i need someone to either tell me how or animate it. don't know if slappy wants to use it in his map though :/ OOO, player is allways in a Vehicle of the Player, (thats how i have noticed FP legs work without gay open sauce)
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 17, 2011 09:42 AM
Msg. 613 of 1606
...Huh?. I'm modeling it and animating it the best i can. Only problem is i can't figure out how to do a crouched\falling\crouch running animations so it will look right. Can anyone tell me through PM.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 17, 2011 10:43 AM
Msg. 614 of 1606
No. FP legs are not possible with the kind of mp functionality that is needed in this map. ODSTHUD is offtopic. You can expect to see backpack weapons in a future version. I need the weapon models to be final before I do that, though. There are some differences between fullscreen, widescreen, FOV, sp, and halo 3 that you may not understand. -I believe most users are playing in fullscreen. Halo 3, in fullscreen, uses the animation origins that I have constructed. -Widescreen in halo ce does not change the horizontal FOV, but narrows the screen vertically.  It is due to this "cutting out" of the bottom and top that these weapons seem accurate to halo 3 on widescreen: 
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 17, 2011 10:56 AM
Msg. 615 of 1606
Play on higher resolutions on widescreen, dont play on 800x600.
Slappy, I'm working on the base shaders with Maniac.
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bobhairs
Joined: Mar 11, 2011
-useless threadfollower/avid gamer-
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Posted: Apr 17, 2011 11:25 AM
Msg. 616 of 1606
Okay so I'm w roviet abt the fov thing but its really a simple fix. Slappy explained it to the letter abd the way u get around it is you change ur resolution to a custom one... make the width like 200 higher or sumthin... beachparty explained this to me a while back but what u do is edit the shortcut and I believe its [example resolution] -nonvideo -vidmode 800,600,60 [length,width,refreshrate] so its up to the player not the map maker
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 17, 2011 11:52 AM
Msg. 617 of 1606
Umm, no. 800x600 is not widescreen.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 17, 2011 11:57 AM
Msg. 618 of 1606
Quote: --- Original message by: XlzQwerty1 Play on higher resolutions on widescreen, dont play on 800x600. That's not my point... the point is to realign the fp so it works in all fullscreen ratios. No matter what fullscreen resolution you use, the field of view and view bounds are the same...
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 17, 2011 11:59 AM
Msg. 619 of 1606
How does that work though. If you compare default fullscreen with widescreen, the ratio is different and the weapon alignment is also different.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 17, 2011 12:04 PM
Msg. 620 of 1606
The weapon alignment only looks different. Widescreen just cuts out parts of the view. And the hud is stretched, unless you've got yelo battery.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 17, 2011 01:29 PM
Msg. 621 of 1606
Yes so that means if you reorigin it for default view, then the widescreen will look bad.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 17, 2011 01:56 PM
Msg. 622 of 1606
It doesn't look too bad, but I see what you mean. One ratio has to be chosen.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 17, 2011 02:10 PM
Msg. 623 of 1606
Then It would be best to keep the regular one. Also slappy, since you are editing the weapon origins, I think you should move them back a bit (like literally closer to the screen) and increase the FOV to like 75 or something. It would still seem that the weapons haven't been moved, but won't look stupid because of the new FOV. Edited by jesse on Apr 17, 2011 at 02:10 PM
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Ubergoober
Joined: Oct 11, 2010
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Posted: Apr 17, 2011 02:24 PM
Msg. 624 of 1606
this is my favourite thread, so much love!
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 17, 2011 02:46 PM
Msg. 625 of 1606
Quote: --- Original message by: jesse
Then It would be best to keep the regular one. Also slappy, since you are editing the weapon origins, I think you should move them back a bit (like literally closer to the screen) and increase the FOV to like 75 or something. It would still seem that the weapons haven't been moved, but won't look stupid because of the new FOV. Edited by jesse on Apr 17, 2011 at 02:10 PM It's kind of hard for me to visualize what you mean, but I'll try it when I have the time to edit those anims.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 17, 2011 03:28 PM
Msg. 626 of 1606
Well you know how when you increase the FOV, it makes the weapons seem as if they are jutting out forward? If you were to move the origins back, it would get rid of that effect while keeping the higher FOV.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 17, 2011 03:38 PM
Msg. 627 of 1606
I get it now. But do we want higher FOV?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 17, 2011 03:40 PM
Msg. 628 of 1606
I don't know about the FOV and I have no opinion on it, but I just wanted to suggest that you do what I said IF you use the higher FOV.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 17, 2011 03:40 PM
Msg. 629 of 1606
Make it 75 or something.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 17, 2011 03:41 PM
Msg. 630 of 1606
I agree, if you choose to increase it, make sure it's not horribly noticable.
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