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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[Release] Powerhouse-ish Modular Wall Set

Author Topic: [Release] Powerhouse-ish Modular Wall Set (27 messages, Page 1 of 1)
Moderators: Dennis

YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jun 23, 2011 01:02 AM    Msg. 1 of 27       
YakZSmelk's Powerhouse-ish Modular Wall Set


Diffuse Texture [Specular as Alpha]


Normal Texture [Specular as Alpha]


Screenshot


-Edit-
The set can be downloaded here;
Rapidshare:
https://rapidshare.com/files/3712916779/YakPHWallSet.zip
or
MediaFire;
http://www.mediafire.com/file/pccam9plcaj8ppv/YakPHWallSet.zip

Includes;
2 - 1k Textures
1 - Straight Wall Model
9 - Various Curved Wall Models
1 - End Cap/Column Model

All of the pieces are modular so should snap together without and issue.

Import .OBJ file into the scene.
Delete any unnecessary faces and just weld the corresponding vertices.

These are free of charge! So if you use them please give due credit.
Anyway I hope you guys enjoy them and I'll get too see a cool map or two take advantage of them.

If there's any issues with the download please let me know. Also I'll bump this is I do any variations for the texutres which I'm planning on doing a few.


Edited by YakZSmelk on Jun 23, 2011 at 02:00 AM
Edited by YakZSmelk on Jun 24, 2011 at 04:05 PM


milkkookie
Joined: Aug 10, 2010

:)


Posted: Jun 23, 2011 01:23 AM    Msg. 2 of 27       
looks good. mediafire ftw (just saying)


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jun 23, 2011 02:00 AM    Msg. 3 of 27       
Quote: --- Original message by: milkkookie
looks good. mediafire ftw (just saying)


Thanks, just added a MediaFire download.


teh lag
Joined: May 6, 2008


Posted: Jun 23, 2011 01:46 PM    Msg. 4 of 27       
Cool stuff! I'd love to see more from you like this - it's always nice when a talented person releases things.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 23, 2011 09:57 PM    Msg. 5 of 27       
ingame as scenery NAO


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jun 23, 2011 10:24 PM    Msg. 6 of 27       
Quote: --- Original message by: Delicon20
error-free bsp NAO

ftfy


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 23, 2011 10:50 PM    Msg. 7 of 27       
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Delicon20
ingame as scenery NAO

ftfy

fine as it was, I don't do bsps


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 24, 2011 04:57 PM    Msg. 8 of 27       
you can use shader environments on scenery, and shader environments allow bump maps

check the gbx models

:/
Edited by Delicon20 on Jun 24, 2011 at 04:58 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jun 24, 2011 07:50 PM    Msg. 9 of 27       
No, gbxmodels don't use the bump maps from shaders. Go try it?
And bsp is better because it's bsp. It has bullet holes, uses bump map, and ai actually pathfind around it correctly.


Scott
Joined: Apr 4, 2005

No.


Posted: Jun 24, 2011 08:07 PM    Msg. 10 of 27       
glad to see some alternate resources being released. thanks.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 24, 2011 08:26 PM    Msg. 11 of 27       
Quote: --- Original message by: SlappyThePirate
No, gbxmodels don't use the bump maps from shaders. Go try it?
And bsp is better because it's bsp. It has bullet holes, uses bump map, and ai actually pathfind around it correctly.


well the world won't end if you don't have bumping and bullet decals now will it?

scenery is quick and easy to place and that's how I like my halo, and if you place the move points and firing positions right the ai won't get stuck in it


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jun 24, 2011 08:29 PM    Msg. 12 of 27       
Quote: --- Original message by: SlappyThePirate
No, gbxmodels don't use the bump maps from shaders. Go try it?
And bsp is better because it's bsp. It has bullet holes, uses bump map, and ai actually pathfind around it correctly.


Quote: --- Original message by: Delicon20
you can use shader environments on scenery, and shader environments allow bump maps
Edited by Delicon20 on Jun 24, 2011 at 04:58 PM


I had more in mind BSP when I made these, but use them however you guys want. There doesn't really need to be an argument/discussion about this.
Edited by YakZSmelk on Jun 24, 2011 at 08:29 PM


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: Jun 24, 2011 08:34 PM    Msg. 13 of 27       
Make modular forerunner stuff babe, I'd love to see what you come up with. <3


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jun 24, 2011 10:10 PM    Msg. 14 of 27       
Quote: --- Original message by: SeL
Make modular forerunner stuff babe, I'd love to see what you come up with. <3


Anything particular that's Forerunner?


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jun 25, 2011 02:48 AM    Msg. 15 of 27       
Quote: --- Original message by: waffles
meh bumpmaps are overated. only real use for them is forerunner metals err however its spelled.


i agree you shouldnt use it on a flatish surface although i havent seen it in game(walking up to it looking side to side with my hardware) using on cliffs and things that should pop out (grooves, indents, huge erosion, etc)when you cant over make polygons is necessary though


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jun 25, 2011 03:19 AM    Msg. 16 of 27       
Quote: --- Original message by: Wesker
i agree you shouldnt use it on a flatish surface although i havent seen it in game


That's actually the point of Normal/Bump maps to give the illusion of depth where it can't be. Along with a good specular and diffuse texture a flat surface can look amazingly detailed.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jun 25, 2011 03:28 AM    Msg. 17 of 27       
Quote: --- Original message by: YakZSmelk
Quote: --- Original message by: Wesker
i agree you shouldnt use it on a flatish surface although i havent seen it in game


That's actually the point of Normal/Bump maps to give the illusion of depth where it can't be. Along with a good specular and diffuse texture a flat surface can look amazingly detailed.


lol i know but i meant like a what the object is suppose to be say like smooth flat concrete with little tiny holes doesnt need to be fake bumped i see some maps where i can only notice the bumps from a very close distance


Ubergoober
Joined: Oct 11, 2010


Posted: Jun 25, 2011 03:32 AM    Msg. 18 of 27       
very nice yakzsmelk, thank you :)


Disaster
Joined: Dec 16, 2007

ROCKS


Posted: Jun 25, 2011 11:22 AM    Msg. 19 of 27       
Quote: --- Original message by: Wesker
fake bumped



Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 25, 2011 12:01 PM    Msg. 20 of 27       
you should make a huge forrunner base with a platform below it that has multiple walkways leading to the base, and then in the back of the base platform have a structure similar to the control room structure in b40 in the center, along with a large defensive like walls on either side with out-looking perches that are attached to the control room like structure, sort of like a place where turrets and wraiths would be able to defend the structure


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jun 25, 2011 02:48 PM    Msg. 21 of 27       
hawt.

can i make scenery out of em?


anonymous_2009
Joined: Jun 13, 2009


Posted: Jun 25, 2011 03:42 PM    Msg. 22 of 27       
Quote: --- Original message by: waffles
meh bumpmaps are overated. only real use for them is forerunner metals err however its spelled.


Bumps or more specifically normal maps, which these are, are not overrated... EVERY SINGLE game uses them, and without them objects would look flat and have NO DETAIL at all.

Do you understand what they do? And why?

I doubt it...

Just to clarify these are normal maps, bump maps are only used for still renders where as normals can be used on dynamic objects.


anonymous_2009
Joined: Jun 13, 2009


Posted: Jun 25, 2011 04:01 PM    Msg. 23 of 27       
well done, so you have done some research, and they are effective in this engine if you model a map properly and add actual map elements to the BSP and not add it in as scenery which looks bad.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jun 25, 2011 04:53 PM    Msg. 24 of 27       
Quote: --- Original message by: mastur cheef
so basicly if you want a good looking thingy in Halo make it part of the BSP.
Basically. Yes.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 25, 2011 11:05 PM    Msg. 25 of 27       
umm parden me, but are we fighting over...erm... A WALL!??!


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jun 25, 2011 11:17 PM    Msg. 26 of 27       
Quote: --- Original message by: Delicon20
umm parden me, but are we fighting over...erm... A WALL!??!

This is Halomaps!

Drama > Content here.

Though I think it was more a hey which is better scenery or BSP? And was a pretty legit argument I would have liked to see more facts brought to the table though...


rassilon
Joined: Apr 5, 2011


Posted: Jun 26, 2011 03:20 PM    Msg. 27 of 27       
Quote: --- Original message by: anonymous_2009


Bumps or more specifically normal maps, which these are, are not overrated... EVERY SINGLE game uses them, and without them objects would look flat and have NO DETAIL at all.

Do you understand what they do? And why?


Bump maps are not Normal maps, you of all people here should know that.
They are over-rated how ever as opposed to Parallax occlusion maps and tessellation maps.

Notable differences between bump-maps and normal maps is Bump-maps are usually in grey scale and only display displacement depth where as normal maps are a lot more advanced in that they use RGB data which directly interacts with the pixel shader whilst with the bump map you still need to look up the corresponding texel and then calculate the normal from there.
Edited by rassilon on Jun 26, 2011 at 03:21 PM
Edited by rassilon on Jun 26, 2011 at 03:21 PM

 

 
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