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Author Topic: Slappy Updates - Warning: Pix (1606 messages, Page 26 of 46)
Moderators: Dennis

Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 2, 2011 09:07 PM    Msg. 876 of 1606       
Looks like the UMP, hence the 'B' before the picture of the UMP.
Edited by jesse on Jul 2, 2011 at 09:08 PM


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Jul 2, 2011 10:25 PM    Msg. 877 of 1606       
Quote: --- Original message by: roviet1337
BUMPOSEIDON!
You will not be warned again!
READ THE RULES:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=2979

This is what will happen next time:

Spartan 279 - bantacular
jesse - banamanjaro

the following will also jump on the ban wagon

XlzQwerty1
Cheddars
idltp
Wesker
Edited by Dennis on Jul 2, 2011 at 10:30 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 2, 2011 11:12 PM    Msg. 878 of 1606       
Yes! Ban them all! mwahahaha
Just wait until ce3 so I can show you guys new stuff. Kind of busy now.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 5, 2011 01:54 AM    Msg. 879 of 1606       
Just to fill in the time before Slappy can get time to post.

Overlook of the (Northern?) side of the map.


Footstep decals for Valhalla's snow terrain.


Crashed Pelican Zone.



I don't know what this area is called, but I'll just call it "The Flat".


River path going under a natural rock arch.


This is from the most recent build I have which is actually just under two weeks old. Those are most likely the final tags going into the final map build. I'm not sure I should be posting these without Slappy's permission, but I assume that since he trusts me with the maps at all that gives me some sort of right to keep people updated.

This is Slappy The Pirate's map, not mine.
I think the BSP is going great.

EDIT: Forgot to enable specular when I took the screenshots a few minutes ago, so forgive any metals that might look a bit dull (even though they look just fine).


EDIT #2 @ Slappy: Since I can't get to you on Xfire (and I don't like PMing) I figure I may as well tell you here that the map is 248 megabytes. That's a really bad thing. I was barely able to compile the map with my tagset (126 mb) and to do so I had to reduce the "Center Floor Detail" Center Floor Detail Bump" bitmaps to 512 x 512 to reduce the filesize.

Having a map go over 128.00 mb is really bad, just look at what happens with H3_Sandtrap, it exceptions constantly due to the map size.
Edited by jesse on Jul 5, 2011 at 02:02 AM


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 5, 2011 02:18 AM    Msg. 880 of 1606       
lookin good

will chopper be added?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 5, 2011 02:37 AM    Msg. 881 of 1606       
I suppose if it is in the map by default.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 5, 2011 06:51 AM    Msg. 882 of 1606       
its not on by default just checked


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jul 5, 2011 09:01 AM    Msg. 883 of 1606       
With that being said Jesse, Slappy, I think we may have to reduce the spartans down, having all the perms will increase the tag size by a lot. Maybe just do 3 perms? 2 for red team/blue team objective games, one for slayer ffa/teamdeathmatch.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 5, 2011 09:18 AM    Msg. 884 of 1606       
O_O no no don't take that take away some of the little things people won't notice such as the footsteps decal or reduce size of scenery etc. Pls don't take the Spartan permutations away :O that's one of the things that I was looking foward to. A map will a variety or different bipeds All on multiplayer and owning+recon armor


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jul 5, 2011 09:40 AM    Msg. 885 of 1606       
Don't do permutations. They're stupid and just add stress to the tagspace limit of the MP map (128MB). They offer nothing to gameplay.

With that said, the map is looking awesome StP. Keep it up!
Edited by DarkHalo003 on Jul 5, 2011 at 09:40 AM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 5, 2011 12:03 PM    Msg. 886 of 1606       
Looking from those pictures, the BSP still needs alot of attention... For one, the base's shaders could use some specular instead of looking completley dull and grey/yellowish. (The wall also looks extremely bland)

Another is that the cliffs also look pretty bland, going straight up without much variation either, and there should also be some blending where the snow is up on the side of the cliff wall. Also, that small jump over the river that is kinda carved away under it needs some work too, its pretty jagged which makes it look kinda odd.

Pelican shaders could also use some work as well, same with the water too. Unwrap your water, make a texture with it like b30 did (with an alpha on the edges). After you have that, duplicate the stream and unwrap the duplicate to the timberland steam (or your own custom texture), and move it slightly under the water. It will look A TON better if you do that. Another thing is the ground bitmap, I can clearly see you did not take the extra step to color in where the rock slates are (extra rock stuff coming out of the grass), since they are green, and not grey which they should be.

Another thing is that rock arch, which I believe is missing a few extra rocks under it, though I'm not sure.

Also, the lighting looks a bit off, then again the lightmaps look like they were run at about a 0.9 threshold.

I know this all nit picking, but the stuff here isn't hard to fix (should really only take you a couple hours at the least) and would benefit the map greatly.

Edited by Higuy on Jul 5, 2011 at 12:08 PM


Spartan_094
Joined: Jan 8, 2008


Posted: Jul 5, 2011 12:07 PM    Msg. 887 of 1606       
Looks like it needs major shader re-hauls....

:3


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jul 5, 2011 01:50 PM    Msg. 888 of 1606       
Me and Maniac already worked on the base shaders, just haven't gotten the time to send it to slappeh.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 5, 2011 02:07 PM    Msg. 889 of 1606       
Quote: --- Original message by: Cheddars
O_O no no don't take that take away some of the little things people won't notice such as the footsteps decal or reduce size of scenery etc. Pls don't take the Spartan permutations away :O that's one of the things that I was looking foward to. A map will a variety or different bipeds All on multiplayer and owning+recon armor

The spartan perms add about 2 mb per permutation. My footstep decals are less that 50 kb in size, it's clear that removing most of the perms is the right thing to do.

Quote: --- Original message by: Higuy
Unwrap your water, make a texture with it like b30 did (with an alpha on the edges). After you have that, duplicate the stream and unwrap the duplicate to the timberland steam (or your own custom texture), and move it slightly under the water. It will look A TON better if you do that.

I was actually thinking of suggesting something like this to him. I remembered how the Zanzibar map had nice looking waves. Even tutorial has a decent river.
Edited by jesse on Jul 5, 2011 at 02:11 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 5, 2011 02:36 PM    Msg. 890 of 1606       
The center floor shader and bitmaps were, in fact big. If it's the bsp bitmaps that are using so much space, then it shouldn't be too much of a problem to reduce them all. That's a texture thing I should arrange with qwerty.
I was talking with someone on xfire, I forget who, about the water. He said it needed 'more blue' and I asked about overlaying a current on top of it, kind of like timberland. I hope this water unwrap doesn't need to be hi-res.
Quote: --- Original message by: XlzQwerty1
Me and Maniac already worked on the base shaders, just haven't gotten the time to send it to slappeh.
I've been asking you over and over! I'll get on...

Spartan perms... I was hoping to have an all-perm, all-region one. Let's discuss on xfire, because the community wants it all and we need to prioritize.

Finally, I'm not going to point out every spot where untrue assumption are made based off pictures, and I'm not going to come up with excuses for every point that people say needs work. Just keep that in mind.


New001
Joined: May 12, 2011

Default Profile


Posted: Jul 5, 2011 02:45 PM    Msg. 891 of 1606       
please add first person legs? i will be looking at how sexy those legs are every time i will be playing dat map. like the legs ctrlaltdestr0y created and posted about it on youtube. i would rather look at my first person legs more than look and try to play the game xD. JK but first person legs would look nice, it would be real like H3 Valhalla.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 5, 2011 02:47 PM    Msg. 892 of 1606       
We'll try and work on that.


New001
Joined: May 12, 2011

Default Profile


Posted: Jul 5, 2011 02:50 PM    Msg. 893 of 1606       
Quote: --- Original message by: jesse
We'll try and work on that.


awesome and thanks, i have all ur support for this map to win in ce3.


i also hope u guys add hayabusa armor with katana on back, recon armor, mark v (halo 1, halo 3 style armor), and others to the biped and they change every time when u die and respawn.
Edited by New001 on Jul 5, 2011 at 02:57 PM


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jul 5, 2011 03:06 PM    Msg. 894 of 1606       
looking at river one thing I don't see is flow. You should make a river flow bitmap and have that as a plane either above or below the water planes. Would make that river look sexy. Then if you really want to go crazy and make this epic looking, have a slower moving plane with a debris bitmap on it and have that underneath everything. I know this sounds like a lot more planes added, but you don't have to make every plane as high poly as the water plane you are using keep that in mind. These would just be low poly used for slight visual details.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 5, 2011 03:07 PM    Msg. 895 of 1606       
Quote: --- Original message by: SlappyThePirate
Finally, I'm not going to point out every spot where untrue assumption are made based off pictures, and I'm not going to come up with excuses for every point that people say needs work. Just keep that in mind.


Okay, but keep in mind that your posting your work on this site for others to look at; and also considering its a WIP, people will be giving you feedback whether you like it or not. At best you should at least try to listen to them instead of acting so hostile and immediately thinking that your judgement is better. Sometimes people from the outside can see things more clearly, especially people who have indeed been doing this a bit longer than you have...


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 5, 2011 03:58 PM    Msg. 896 of 1606       
are you guys going to add some grass not as a texture though like how the flowers are done on the reach texture projcet


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 5, 2011 04:10 PM    Msg. 897 of 1606       
Yeah, I think we will add some, depending on whether it really affects framerate.

Here are our goals:
1) Slappy (attempts) to model the cliffs, then we send to Higuy for revision.
2) Figure out which bipeds to use and what perms (if any)
3) we reduce tagspace
4) fix missile pod
5) work on BSP shaders and determine which textures to use.
6) Add particles to the waterfall
7) Edit groundmap appropriately

13:45] azjesse: so who is sending me the bitmaps
[13:45] slappythepirate: me
[13:45] slappythepirate: when i get on my laptop
[13:46] azjesse: maybe send the BSP source file aswell
[13:46] azjesse: just in case
[13:46] azjesse: what if you die
[13:46] azjesse: and like
[13:46] slappythepirate: true
[13:46] azjesse: yeah
Edited by jesse on Jul 5, 2011 at 04:48 PM


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jul 5, 2011 05:00 PM    Msg. 898 of 1606       
lol @ "what if you die"


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 5, 2011 05:04 PM    Msg. 899 of 1606       
Quote: --- Original message by: jesse

Yeah, I think we will add some, depending on whether it really affects framerate.

Here are our goals:
2) Figure out which bipeds to use and what perms (if any)


Mines, and why not a perm selection script. I can send my source models, just needs to be remade with appropriate regions and perms. But I wont do it, just give stuff.

If you're OK.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 5, 2011 05:12 PM    Msg. 900 of 1606       
Quote: --- Original message by: Higuy
Quote: --- Original message by: SlappyThePirate
Finally, I'm not going to point out every spot where untrue assumption are made based off pictures, and I'm not going to come up with excuses for every point that people say needs work. Just keep that in mind.


Okay, but keep in mind that your posting your work on this site for others to look at; and also considering its a WIP, people will be giving you feedback whether you like it or not. At best you should at least try to listen to them instead of acting so hostile and immediately thinking that your judgement is better. Sometimes people from the outside can see things more clearly, especially people who have indeed been doing this a bit longer than you have...
Lol, Higuy, that's not what I'm like. Stop thinking of me like that. I'm not a noob who won't take crit. What you say is not what I have been behaving like.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 5, 2011 05:13 PM    Msg. 901 of 1606       
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Higuy
Quote: --- Original message by: SlappyThePirate
Finally, I'm not going to point out every spot where untrue assumption are made based off pictures, and I'm not going to come up with excuses for every point that people say needs work. Just keep that in mind.


Okay, but keep in mind that your posting your work on this site for others to look at; and also considering its a WIP, people will be giving you feedback whether you like it or not. At best you should at least try to listen to them instead of acting so hostile and immediately thinking that your judgement is better. Sometimes people from the outside can see things more clearly, especially people who have indeed been doing this a bit longer than you have...
Lol, Higuy, that's not what I'm like. Stop thinking of me like that. I'm not a noob who won't take crit. What you say is not what I have been behaving like.


I'm sure it isn't.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 5, 2011 05:51 PM    Msg. 902 of 1606       
Obviously you guys think differently when it comes to giving and taking criticism of any kind. Let us all work for the greater good of the map and cooperate as best we can without little arguments that inevitably slow us down.
Edited by jesse on Jul 5, 2011 at 09:44 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 5, 2011 09:56 PM    Msg. 903 of 1606       

Added a crashed In Amber Clad to the lake just for kicks. I don't know why it is red towards the bottom but let's assume it's due to the violent re-entry. This won't be in the final (unless slappy likes it) because I just put it for fun.

I also added condensation to the waterfall as it was completely plain before.


Added temp mancannon particles.

Edited by jesse on Jul 5, 2011 at 10:00 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 5, 2011 10:17 PM    Msg. 904 of 1606       
I still like mine. Maybe tome mine down a bit and use them both?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jul 5, 2011 10:50 PM    Msg. 905 of 1606       
Point the mancannon effects upward a bit, and I know that you will be fixing the colors.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jul 6, 2011 01:43 AM    Msg. 906 of 1606       
what's with detail areas on textures being so dark? They shouldn't be so dark that you lose all detail within the texture like that. If you still have that texture and that detail in layers I would recommend lowering the opacity of those layers because that looks sort of ridiculous at 100% black. Keep the layer at full black and use an opacity on it of of 30 to 50 or something so you get the shaded area but still have detail. Also, in some areas around a bumped area, there should be worn little spots especially on outside edges where the lines make a corner or point. This is where they would wear naturally and just having a black line for the detail won't really cut it for realism. Also, in the black line it may be appropriate to have little blotches of grime in some spots.


Ubergoober
Joined: Oct 11, 2010


Posted: Jul 6, 2011 02:27 AM    Msg. 907 of 1606       
looks great guys, even though i want this map released as soon as possible, when u show updated pics it makes me glad that u havent released yet because it keeps looking better each time. i think the crashed ship in the water also looks fantastic as a backdrop.

i just want to make a comment related to what i think higuy said. where the snow blends into the grass around the pelican looks great, as seen in the pic above, however, is there a way to blend the cliff into the snow in that same spot around the pelican to reduce the strong contrast and the straight line? also is there a way to do the same thing around the bases where the grass meets the bases? maybe make it a little darker where the base meets the grass to represent dirt or something.

higuy and slaps relax, higuy ur suggestions and experience are appreciated and have been acknowledged. slappy, the delivery of higuys comments could be better but hes sharing his knowledge to produce an optimal result.

happy days


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 6, 2011 02:32 AM    Msg. 908 of 1606       
This is going to be so cool when this finishes. Don't lose the hype!


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 6, 2011 08:12 AM    Msg. 909 of 1606       
Jesse's getting better at updating than I am, as he's taking hi-res screenshots. I would if my xfire was working, which it hasn't been for a whole long time.
I dunno why the black lines are like that, maybe because he baked the detail map into the diffuse and removed the bump or something? Anyway, the real shades probably don't look like that.
Yeah, I'm working on new blending overall, will post pictures when I can.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Jul 6, 2011 09:19 AM    Msg. 910 of 1606       
Save your updates for CE3. I can wait.

Quote: --- Original message by: New001
awesome and thanks, i have all ur support for this map to win in ce3.


CE3 is not a contest. It's a showcase. There is a difference between the two.
-Zekilk

 
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