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Author Topic: Forge? In my Halo CE? FOR REALS? yeah. (41 messages, Page 1 of 2)
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TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 12:11 AM    Msg. 1 of 41       
Making halo reach forge pieces. All as scenery. Will /attempt/ to unwrap them and texture them myself. :P

Some pieces. I spent like 10 minutes making these, will make moar later.






Will update with progress.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 30, 2011 12:20 AM    Msg. 2 of 41       
that is unnecessary detail in the huge wall. you can just make it have good bitmaps, that give it the feel of it being bumped..


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 12:21 AM    Msg. 3 of 41       
Quote: --- Original message by: Hydrogen
that is unnecessary detail in the huge wall. you can just make it have good bitmaps, that give it the feel of it being bumped..
Never really worked with textures, and other wise it wouldve been extremely low poly.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 30, 2011 12:23 AM    Msg. 4 of 41       
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
that is unnecessary detail in the huge wall. you can just make it have good bitmaps, that give it the feel of it being bumped..
Never really worked with textures, and other wise it wouldve been extremely low poly.


its a simple texture honestly >.>


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 12:26 AM    Msg. 5 of 41       
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
that is unnecessary detail in the huge wall. you can just make it have good bitmaps, that give it the feel of it being bumped..
Never really worked with textures, and other wise it wouldve been extremely low poly.


its a simple texture honestly >.>

Still, why not. It's still less than 100 polies anyway.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 30, 2011 12:27 AM    Msg. 6 of 41       
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
that is unnecessary detail in the huge wall. you can just make it have good bitmaps, that give it the feel of it being bumped..
Never really worked with textures, and other wise it wouldve been extremely low poly.


its a simple texture honestly >.>

Still, why not. It's still less than 100 polies anyway.

but why have it be more polys then needed. why not have it 6 polys instead of more


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 12:29 AM    Msg. 7 of 41       
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
that is unnecessary detail in the huge wall. you can just make it have good bitmaps, that give it the feel of it being bumped..
Never really worked with textures, and other wise it wouldve been extremely low poly.


its a simple texture honestly >.>

Still, why not. It's still less than 100 polies anyway.

but why have it be more polys then needed. why not have it 6 polys instead of more
I still think it would look better like this.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 30, 2011 12:31 AM    Msg. 8 of 41       
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
that is unnecessary detail in the huge wall. you can just make it have good bitmaps, that give it the feel of it being bumped..
Never really worked with textures, and other wise it wouldve been extremely low poly.


its a simple texture honestly >.>

Still, why not. It's still less than 100 polies anyway.

but why have it be more polys then needed. why not have it 6 polys instead of more
I still think it would look better like this.


it looks good when its textured, when its textured those poly wont be necessary


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 30, 2011 12:32 AM    Msg. 9 of 41       
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
that is unnecessary detail in the huge wall. you can just make it have good bitmaps, that give it the feel of it being bumped..
Never really worked with textures, and other wise it wouldve been extremely low poly.


its a simple texture honestly >.>

Still, why not. It's still less than 100 polies anyway.

but why have it be more polys then needed. why not have it 6 polys instead of more
I still think it would look better like this.


so unnecessary detail that no one will ever look at in actual game is better..


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 12:35 AM    Msg. 10 of 41       
w/e. but there is no bump maps on anything except BSP's
Unless Steep Parralax is possible, and I dont know how to do that.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 30, 2011 12:36 AM    Msg. 11 of 41       
Quote: --- Original message by: Spartan 279
w/e. but there is no bump maps on anything except BSP's
Unless Steep Parralax is possible, and I dont know how to do that.


but you can make it seem like there is a bump...


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 30, 2011 12:37 AM    Msg. 12 of 41       
Quote: --- Original message by: Spartan 279
w/e. but there is no bump maps on anything except BSP's
Unless Steep Parralax is possible, and I dont know how to do that.

ask the community for help
i dont know how to
so dont ask me!


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 12:39 AM    Msg. 13 of 41       
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
w/e. but there is no bump maps on anything except BSP's
Unless Steep Parralax is possible, and I dont know how to do that.


but you can make it seem like there is a bump...

dont know how, and is the effect even half decent>


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 30, 2011 12:39 AM    Msg. 14 of 41       
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
w/e. but there is no bump maps on anything except BSP's
Unless Steep Parralax is possible, and I dont know how to do that.


but you can make it seem like there is a bump...

dont know how, and is the effect even half decent>


if you do it correctly yes.


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 12:41 AM    Msg. 15 of 41       
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: Hydrogen
Quote: --- Original message by: Spartan 279
w/e. but there is no bump maps on anything except BSP's
Unless Steep Parralax is possible, and I dont know how to do that.


but you can make it seem like there is a bump...

dont know how, and is the effect even half decent>


if you do it correctly yes.


I dont know, this will be my first texture job. Ever. Can ya show me how?


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 30, 2011 12:44 AM    Msg. 16 of 41       
Dee has a tutorial for it but I can not find it at this time.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 30, 2011 12:47 AM    Msg. 17 of 41       
"Some Gears of wars ennemies just use around 5000-6000 polygons and they look reaaly deatailld in game with use of normal maps" - from a guy in some other forum while i was looking for ref images

i think you can just look it up on youtube fake bumping is pretty general in graphics and can be applied to any 3d game of this decade


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Jul 30, 2011 08:31 PM    Msg. 18 of 41       
It is best to have the least vertices especially if it is for forge which requires ALOT of vehicles to work. Lemme low poly that for you. This is for ODSTeam right?
-Zekilk


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 08:44 PM    Msg. 19 of 41       
1. What does forge have to do with ODSTeam. So now, this is a solo project.
Not ODSTeam
Not FRMT
Not HRCEMT
NOT IAOMT
NOT KWMDMTeam
Its for me.
And I;m making my own stuff.l
Still, i dont need anyone to low poly it.
I could just make another rectangle next to it the same size or extrude it out and delete some stuff.


K_I_D
Joined: Nov 27, 2008

If you are cool, this will be your avatar quote.


Posted: Jul 30, 2011 09:13 PM    Msg. 20 of 41       
Though I support this thread the title should be "Forge Objects in CE". The title is misleading.


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 10:09 PM    Msg. 21 of 41       


MY FIRST TEXTURE EVER!!!
somone get on xfire and help me.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jul 30, 2011 10:49 PM    Msg. 22 of 41       
Here's a thought, give the wall LOD's. Use the one with more polygons only when your 2 feet in front of it.


Advancebo
Joined: Jan 14, 2008


Posted: Jul 30, 2011 10:59 PM    Msg. 23 of 41       
Quote: --- Original message by: chrisk123999
Here's a thought, give the wall LOD's. Use the one with more polygons only when your 2 feet in front of it.


Thats just going to waste tag space.
Its easier if you use low poly objects, then build that into the BSP in 3ds Max, that way the bumps or normal maps can be used with the textures.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 30, 2011 11:14 PM    Msg. 24 of 41       
Quote: --- Original message by: Spartan 279
1. What does forge have to do with ODSTeam. So now, this is a solo project.
Not ODSTeam
Not FRMT
Not HRCEMT
NOT IAOMT
NOT KWMDMTeam
Its for me.
And I;m making my own stuff.l
Still, i dont need anyone to low poly it.
I could just make another rectangle next to it the same size or extrude it out and delete some stuff.


Yeah and your using some o the things some of those teams have made while at the same time making fun of them. Quite frankly,your pissing me off just like the boneyard you were gonna make. How's that project being going for you any way


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 11:24 PM    Msg. 25 of 41       
I'm not making fun of them, I'm just saying that this is a solo project, for anyone who asks.
and what am i using of yours in this project.
And for Boneyard, its going. gotta fix up em pesky open edges.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 30, 2011 11:27 PM    Msg. 26 of 41       
Quote: --- Original message by: Spartan 279
I'm not making fun of them, I'm just saying that this is a solo project, for anyone who asks.
and what am i using of yours in this project.
And for Boneyard, its going. gotta fix up em pesky open edges.

Mkay and my reach AR.btw is that guy helping you or is it yours only?


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 30, 2011 11:29 PM    Msg. 27 of 41       
Quote: --- Original message by: Cheddars
Quote: --- Original message by: Spartan 279
I'm not making fun of them, I'm just saying that this is a solo project, for anyone who asks.
and what am i using of yours in this project.
And for Boneyard, its going. gotta fix up em pesky open edges.

Mkay and my reach AR.btw is that guy helping you or is it yours only?

I said *this* project. All made by me.

And currently im the only one working on boneyard.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jul 31, 2011 12:13 AM    Msg. 28 of 41       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: chrisk123999
Here's a thought, give the wall LOD's. Use the one with more polygons only when your 2 feet in front of it.


Thats just going to waste tag space.
Its easier if you use low poly objects, then build that into the BSP in 3ds Max, that way the bumps or normal maps can be used with the textures.


Yes, it would be a waste of tagspace. However, if you really really really want to have it have extra polygons but not destroy your fps that's what he should do.


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 31, 2011 12:24 AM    Msg. 29 of 41       
because they are meant to be scenery, and why are you putting 'er' behind 279. its annoying.
And most of these are less than 75polies.
Unless you have UBE Chief's old computer, id doubt itll cause frame rate problems.


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 31, 2011 11:19 AM    Msg. 30 of 41       
Quote: --- Original message by: mastur cheef
Release them as a 3D model tag pack with high poly models and low poly models with textures + normal maps.


I dont know how to make normal maps, only b/w/gray scale bumps in PS (CS4).

And I thought ONLY BSP's had normals, everything else hhad like fake bumps.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 31, 2011 11:27 AM    Msg. 31 of 41       
Quote: --- Original message by: Spartan 279
Quote: --- Original message by: mastur cheef
Release them as a 3D model tag pack with high poly models and low poly models with textures + normal maps.


I dont know how to make normal maps, only b/w/gray scale bumps in PS (CS4).

And I thought ONLY BSP's had normals, everything else hhad like fake bumps.


Everything else has multipurpose maps.

Normal maps can be added to non-BSP objects by using OS.


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 31, 2011 11:33 AM    Msg. 32 of 41       
I know about open sauce, and do not plan on using it, and dont know abouut multipurpose maps.


Advancebo
Joined: Jan 14, 2008


Posted: Jul 31, 2011 02:45 PM    Msg. 33 of 41       
Quote: --- Original message by: goldkilla88

Everyone quit wining about fakebumps. They look like **** on non-BSPs anyway.
Edited by goldkilla88 on Jul 31, 2011 at 12:43 PM


They're talking about real bumps, not fake.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 31, 2011 03:19 PM    Msg. 34 of 41       
Quote: --- Original message by: Spartan 279
Making halo reach forge pieces. All as scenery.

While having forge peices as scenery, thats all good and well if your going to have a forge game by yourself.. but the moment you add another player in, they will have no clue whats going on, because scenery doesn't sync. But then of course, if you make them vehicles, your going to have to include physics so vehicles can interact, but then you can't place them in the sky since they have physics. If you go with no physics, well, thats how vehicles interact with each other. I think the vehicle hover command will work fine, but ya.. rather than making walls and such, you should make things that its alright if they have physics (like rocks, logs, etc) it will be a lot better when your carrying them around to place them. And you can have lawls when a random log comes down the hill to kill you (man, I loved that back in the old days of setting up my forge)


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jul 31, 2011 06:21 PM    Msg. 35 of 41       
Since when does normal scenery NOT sync?

Guys, they are just pieces to add in Sapien :|
LOL.
I dont think anoyone here would script an ACTUAL forge mode.

 
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