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Author Topic: Lumoria: Episode Two. (1485 messages, Page 35 of 43)
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Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 12, 2012 10:17 PM    Msg. 1191 of 1485       
You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.

The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.

OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do)
Edited by Masters1337 on Aug 12, 2012 at 10:17 PM


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Aug 12, 2012 10:20 PM    Msg. 1192 of 1485       
Quote: --- Original message by: Masters1337

You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.

The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.

OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do)
Edited by Masters1337 on Aug 12, 2012 at 10:17 PM
I agree with masters a OS version would be nice to see.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 12, 2012 11:05 PM    Msg. 1193 of 1485       
Quote: --- Original message by: Masters1337

You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.

The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.

OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do)
Edited by Masters1337 on Aug 12, 2012 at 10:17 PM


Combining the maps as of now is already to late.
You will still probably not see an OS version


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Aug 13, 2012 01:11 AM    Msg. 1194 of 1485       
Quote: --- Original message by: Masters1337

You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.

The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.

OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do)
Edited by Masters1337 on Aug 12, 2012 at 10:17 PM


There is a difference between optimising visual aspects of a BSP due to editing kit limitations, and actually churning out a downgraded map. Note that I say map and not mod, as it is not a mod to an existing map.

As I recall there is a version of Tool that will allow you to bypass some of the tagspace issues, sometimes succesfully. I imagine OS just does something similar. We just need something like that instead of having to force the players to use OS just for one BSP.


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Aug 13, 2012 01:16 AM    Msg. 1195 of 1485       
Quote: --- Original message by: TM_updates
Quote: --- Original message by: Masters1337

You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.

The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.

OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do)
Edited by Masters1337 on Aug 12, 2012 at 10:17 PM


There is a difference between optimising visual aspects of a BSP due to editing kit limitations, and actually churning out a downgraded map. Note that I say map and not mod, as it is not a mod to an existing map.

As I recall there is a version of Tool that will allow you to bypass some of the tagspace issues, sometimes succesfully. I imagine OS just does something similar. We just need something like that instead of having to force the players to use OS just for one BSP.
actually I sent higuy tool pro about a hour ago or so.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 13, 2012 01:27 AM    Msg. 1196 of 1485       
It will exception when the total value of the maps tags and bsp space are loaded into memory. So the largest bsp will still break the map.

Quote: --- Original message by: TM_updates
Quote: --- Original message by: Masters1337

You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.

The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.

OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do)
Edited by Masters1337 on Aug 12, 2012 at 10:17 PM


There is a difference between optimising visual aspects of a BSP due to editing kit limitations, and actually churning out a downgraded map. Note that I say map and not mod, as it is not a mod to an existing map.

As I recall there is a version of Tool that will allow you to bypass some of the tagspace issues, sometimes succesfully. I imagine OS just does something similar. We just need something like that instead of having to force the players to use OS just for one BSP.

I'd still like to see Higuys sexy bsps in all their glory, instead of a degraded one. My apologies on calling it a mod, force of habit
Edited by Masters1337 on Aug 13, 2012 at 01:28 AM


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Aug 13, 2012 01:31 AM    Msg. 1197 of 1485       
Quote: --- Original message by: Masters1337
It will exception when the total value of the maps tags and bsp space are loaded into memory. So the largest bsp will still break the map.
yeah I just talked to mattewdratt about it and he told me the same thing, but he said that higuy is working on the tag space issue right now.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 13, 2012 10:59 PM    Msg. 1198 of 1485       
Quote: --- Original message by: Private Caboose
How's progress Mr Dratt?


Goin good. 10% with cinematic H and then 70% on G and then I'll be done


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Aug 14, 2012 01:02 AM    Msg. 1199 of 1485       
Quote: --- Original message by: Masters1337
I'd still like to see Higuys sexy bsps in all their glory, instead of a degraded one. My apologies on calling it a mod, force of habit
Edited by Masters1337 on Aug 13, 2012 at 01:28 AM


Lol, do recall that there was a point in time where we actually considered using OS if you were going to OS-ify the classic tagset.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 14, 2012 01:40 AM    Msg. 1200 of 1485       
It look like crap. applying filters to make the normal maps to simple objects would be fine.. but doing it to something like the guns just looks gross.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 14, 2012 08:57 AM    Msg. 1201 of 1485       
Quote: --- Original message by: Masters1337
It look like crap. applying filters to make the normal maps to simple objects would be fine.. but doing it to something like the guns just looks gross.


Thats why you don't use the original assets, and make better looking ones.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Aug 14, 2012 11:01 PM    Msg. 1202 of 1485       
Can you take a picture to show the difference between the original halo ones and your new water bumps?

Because to me it seems that no matter what kind of water bump I put, they don't get much different (except if you have a really flat normal map). I've tried so many different water bumps and they all look extremely similar. I tried to use a more detailed water bump and then even tried to use a random bump map from halo 3 just to test the system (halo 3 mongoose bump, I believe), however the results all looked extremely similar (hardly distinguishable).

EDIT: no pics needed. Saw your pic in another thread and it looks very very weird. Still, don't know why my bumps are messed up though.
Edited by XlzQwerty1 on Aug 14, 2012 at 11:03 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Aug 14, 2012 11:22 PM    Msg. 1203 of 1485       
Quote: --- Original message by: XlzQwerty1

Can you take a picture to show the difference between the original halo ones and your new water bumps?

Because to me it seems that no matter what kind of water bump I put, they don't get much different (except if you have a really flat normal map). I've tried so many different water bumps and they all look extremely similar. I tried to use a more detailed water bump and then even tried to use a random bump map from halo 3 just to test the system (halo 3 mongoose bump, I believe), however the results all looked extremely similar (hardly distinguishable).

EDIT: no pics needed. Saw your pic in another thread and it looks very very weird. Still, don't know why my bumps are messed up though.
Edited by XlzQwerty1 on Aug 14, 2012 at 11:03 PM


i always messed with these settings and always got better-looking water:

"reflection map"
"ripple animations velocity"
"ripple scale"
"ripple mipmap levels"
"ripple mipmap fade factor"
"ripple mipmap detail bias"
Edited by ChBgt909 on Aug 14, 2012 at 11:22 PM


Svanke Svans
Joined: Apr 3, 2012


Posted: Aug 15, 2012 05:06 PM    Msg. 1204 of 1485       
the trees lack shadows


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 15, 2012 06:47 PM    Msg. 1205 of 1485       
70% with cinematic G
60% with cinematic H
0% with cinematic I

Cinematic H was split into two cinematics (H & I). You'll never notice, but that's how it is for development.

Higuy if you need me just message me on FB I got off xfire cause I'm in a bad mood
Edited by MatthewDratt on Aug 15, 2012 at 06:47 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 17, 2012 12:52 AM    Msg. 1206 of 1485       
I am so tired



very close to done. Matt dratt, finish your dang cutscenes god dangit!

- Higuy


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Aug 17, 2012 01:15 AM    Msg. 1207 of 1485       
Does this mean the last tagspace issue is resolved?


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Aug 17, 2012 01:23 AM    Msg. 1208 of 1485       
yes I was told my matthew dratt that there was scenery that was only there for a cinematic
but how the cinematic worked out you never saw it so just unneeded unseen tags.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Aug 17, 2012 01:25 AM    Msg. 1209 of 1485       
Lucky break :-)


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Aug 17, 2012 11:48 PM    Msg. 1210 of 1485       
Can't wait for Episode 2! This one screenshot alone just looks insanely awesome... O.O

EDIT: You know what? Let's jump in the bandwagon. Now I'm gettin' #lumoriagasm
Edited by renegade343 on Aug 17, 2012 at 11:51 PM


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Aug 18, 2012 12:07 AM    Msg. 1211 of 1485       
I have to ask: did inspiration from Lumoria come from the The Knowing Foreruner AI in the Halo: Helljumper comics?

http://halo.wikia.com/wiki/The_Knowing

I know Lumoria is more of a map and library, but there are some similarities between the two.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 18, 2012 12:17 AM    Msg. 1212 of 1485       
No, if there are similarities they are merely coincidental. Our story was designed by Lodex and I and then expanded on and improved by Isaac Frankel for EP2.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 19, 2012 03:01 AM    Msg. 1213 of 1485       
If you're good with particles can someone create a HUGE explosion for lumlum?

Large Explosion is way to tiny. I need like 20 of those


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Aug 19, 2012 03:58 AM    Msg. 1214 of 1485       
I herd Bobblehob likes particlez.


Bobblehob
Joined: Aug 29, 2010


Posted: Aug 19, 2012 04:44 AM    Msg. 1215 of 1485       
Im on it >:D


olly12345
Joined: Jul 30, 2008


Posted: Aug 19, 2012 07:59 PM    Msg. 1216 of 1485       
Quote: --- Original message by: MatthewDratt
If you're good with particles can someone create a HUGE explosion for lumlum?

Large Explosion is way to tiny. I need like 20 of those

Teasing...
Foreboding..
Can't waaaiiit!


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 20, 2012 12:24 AM    Msg. 1217 of 1485       
Quote: --- Original message by: olly12345
Quote: --- Original message by: MatthewDratt
If you're good with particles can someone create a HUGE explosion for lumlum?

Large Explosion is way to tiny. I need like 20 of those

Teasing...
Foreboding..
Can't waaaiiit!


I wasn't teasing. I seriously needed someone to make a huge explosion


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 20, 2012 12:36 AM    Msg. 1218 of 1485       
For a section of the Forerunner building thingy to go down in flames,right?


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Aug 20, 2012 01:11 AM    Msg. 1219 of 1485       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: olly12345
Quote: --- Original message by: MatthewDratt
If you're good with particles can someone create a HUGE explosion for lumlum?

Large Explosion is way to tiny. I need like 20 of those

Teasing...
Foreboding..
Can't waaaiiit!


I wasn't teasing. I seriously needed someone to make a huge explosion


what do you mean? like high rez? like planet sized? nova sized? what do you mean by huge?


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Aug 20, 2012 01:58 AM    Msg. 1220 of 1485       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: olly12345
Quote: --- Original message by: MatthewDratt
If you're good with particles can someone create a HUGE explosion for lumlum?

Large Explosion is way to tiny. I need like 20 of those

Teasing...
Foreboding..
Can't waaaiiit!


I wasn't teasing. I seriously needed someone to make a huge explosion

The FPS then decided to jump out the window.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 20, 2012 02:41 AM    Msg. 1221 of 1485       
Is there a reason to not use multiple small ones at once?


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Aug 20, 2012 03:53 AM    Msg. 1222 of 1485       
Long answer short: yes.


Bobblehob
Joined: Aug 29, 2010


Posted: Aug 20, 2012 06:10 AM    Msg. 1223 of 1485       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: olly12345
Quote: --- Original message by: MatthewDratt
If you're good with particles can someone create a HUGE explosion for lumlum?

Large Explosion is way to tiny. I need like 20 of those

Teasing...
Foreboding..
Can't waaaiiit!


I wasn't teasing. I seriously needed someone to make a huge explosion


Im working on it man, just be patient :P


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Aug 20, 2012 10:07 AM    Msg. 1224 of 1485       
how big needs to be that explosion, as big as the mythos one? i remember a modded version of the extinctions c4 with a bigger explosion (as far as i remember) too...what are you going to do, destroy a planet? o.o


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 20, 2012 10:10 AM    Msg. 1225 of 1485       
Quote: --- Original message by: ChBgt909destroy a planet? o.o


DUH!

http://www.youtube.com/watch?v=djZFHTa6TfA

 
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