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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »OpenSauce for HaloCE, V3.0, Released

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Author Topic: OpenSauce for HaloCE, V3.0, Released (667 messages, Page 17 of 20)
Moderators: Dennis

kornman00
Joined: Jul 15, 2010


Posted: Dec 27, 2012 04:09 AM    Msg. 561 of 667       
The final number on the particles upgrade is still being worked out (waiting on more feedback from Iffy and the CMT testers). Right now, there's well over 512 more particles that can be rendered.

And I was wrong, the max rendered objects is 256. And, at first glance, increasing it doesn't appear to be much of a hurdle. Not promising an upgrade will be in 3.1 though.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Dec 27, 2012 04:35 AM    Msg. 562 of 667       
Ah okay, because for me to really take advantage of terrain and topography visually, it takes a lot of scenery. Appreciation will be awarded if this happens:)


Bobblehob
Joined: Aug 29, 2010


Posted: Dec 27, 2012 05:22 AM    Msg. 563 of 667       
Quote: --- Original message by: kornman00
The final number on the particles upgrade is still being worked out (waiting on more feedback from Iffy and the CMT testers). Right now, there's well over 512 more particles that can be rendered.

And I was wrong, the max rendered objects is 256. And, at first glance, increasing it doesn't appear to be much of a hurdle. Not promising an upgrade will be in 3.1 though.


Excellent! I am excited to see his work with that many particles, as well as being able to do it on my own!


ZX 707
Joined: Feb 15, 2012


Posted: Dec 28, 2012 06:31 PM    Msg. 564 of 667       
We have colliding particle already. You specify it in the point_physics tag.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 29, 2012 01:29 PM    Msg. 565 of 667       
hey i was wondering, would it be possible in the future for there to portal off a section of your bsp to take advantage of low gravity in that specific area, would be quite helpful for the space station map that i'm planning


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 29, 2012 01:31 PM    Msg. 566 of 667       
Quote: --- Original message by: killzone64
hey i was wondering, would it be possible in the future for there to portal off a section of your bsp to take advantage of low gravity in that specific area, would be quite helpful for the space station map that i'm planning

Just create a trigger volume to cover the area, then write a script to lower the gravity while in that area.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 29, 2012 01:59 PM    Msg. 567 of 667       
yea but it becomes an issue when you have a circular area but thanks for the help


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 29, 2012 02:11 PM    Msg. 568 of 667       
that would effect everything, not just the objects in that zone.


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: Dec 30, 2012 02:44 AM    Msg. 569 of 667       
i had an idea for the reticle bloom but it seems kinda hard work... E.G. Reach AR reticle, make the outer circles move but the inner crosshair a wpui. that way it can still change color(only the crosshair) and move at the same time.


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: Dec 30, 2012 05:26 AM    Msg. 570 of 667       
Quote: --- Original message by: Mootjuh
So only a part of the crosshair becomes red?

more or less yeah... but at least that's something, right?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 30, 2012 12:38 PM    Msg. 571 of 667       
"Why can't I run this?"

Maybe it's because you didn't install it?

More info,please.


kornman00
Joined: Jul 15, 2010


Posted: Jan 17, 2013 01:08 PM    Msg. 572 of 667       
OS v3.1 Trailer video

Extended videos are linked at the end, so be sure to watch the whole thing (hey, it's less than two minutes!)

Announcement post for v3.1


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Jan 17, 2013 02:24 PM    Msg. 573 of 667       
Looks awesome.

I guess we'll see Project K11 soon?


BobtheGreatII
Joined: Feb 27, 2006

Meh


Posted: Jan 17, 2013 03:55 PM    Msg. 574 of 667       
Project K11 is Killa's test map. You'll see it merged most likely with our CMT content, but as far as I'm aware he has no intention of releasing it.

Quote from Killa:

Quote: I am willing to give CMT all of the work I create over the time of creating my project. You won't see this b30 from me however, it'll be combined visually with cmt's b30 evolved.


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Jan 17, 2013 06:52 PM    Msg. 575 of 667       
That loadout menu looks great!


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jan 17, 2013 09:24 PM    Msg. 576 of 667       
Question. Will max BSP polies per screen be increased anytime soon, and out of curiosity, what is the max now?


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 17, 2013 09:36 PM    Msg. 577 of 667       
my only question is are the loadouts an included feature, would be nice to have instead of having to script them in, and if they are a feature, will they sync?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jan 17, 2013 10:08 PM    Msg. 578 of 667       
The BSP polies were maxed by CV way back.

The loadouts is part of the way you can script in UI widget tags, CMT will be releasing our loadout tags and scripts when we are ready after B30.


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: Jan 18, 2013 05:35 AM    Msg. 579 of 667       
are there updates on vehicle physics? like strafing with the banshee or other flying vehicles.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jan 18, 2013 05:50 AM    Msg. 580 of 667       
You should be able to do something with enterable bipeds for that. That's what I plan to do to finally get the sparrowhawk working.


eliteslasher
Joined: Jun 30, 2008

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


Posted: Jan 18, 2013 07:55 AM    Msg. 581 of 667       
WAITWHAT?!?!?!

sooo...

A scorpion you can aim with while strafing too perhaps!
Now THAT is something I have been waiting to see in CE, and I assume it is the same concept as what you guys are talking about.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 18, 2013 08:22 AM    Msg. 582 of 667       
they are only talking about flying vehicles, do you mean like being able to drive and have the turret pointed sideways like in halo 2?


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Jan 18, 2013 12:41 PM    Msg. 583 of 667       
could the boardable bipeds thing be taken further to create assassinations? <intrigued>


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Jan 18, 2013 12:42 PM    Msg. 584 of 667       
Quote: --- Original message by: clonecam117
could the boardable bipeds thing be taken further to create assassinations? <intrigued>

I'm actually writing a script for that.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Jan 18, 2013 12:55 PM    Msg. 585 of 667       
Yes! thank you! i've been working on a stealth mission for a while now and it would be so cool to have an elite patrolling around, unsuspecting, and you sneak up behind him and assasinate him like a boss!


Choking Victim
Joined: Jan 13, 2008


Posted: Jan 18, 2013 01:20 PM    Msg. 586 of 667       
That was my end goal. I included biped seat entering in this build, but actual support for assassinations will come later.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Jan 18, 2013 01:32 PM    Msg. 587 of 667       
can opensauce add/edit global directional lights? I have a neat idea if it can :)


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jan 18, 2013 01:46 PM    Msg. 588 of 667       
Quote: --- Original message by: clonecam117
could the boardable bipeds thing be taken further to create assassinations? <intrigued>


All that assassinations are boarding seats on a biped. If you look at the people who enable hunter assassinations in reach, it's identical to the wraith boarding.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Jan 18, 2013 03:58 PM    Msg. 589 of 667       
i saw that, and it was cool, but will these new ce assassinations be like reach/h4 ones, where you just hold melee and break their neck, or will they be like you have to board the elite (climb on his shoulders) and press melee?


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Jan 18, 2013 04:15 PM    Msg. 590 of 667       
Unfortunately the melee key can't be tied to any actions other then damage effects. You will be asked to hit the enter key for an assassination. And as far as I know, no new animations will be included. It'll be up you (the developer), to come up with them yourselves for now. CV may later include them, but for only assassinations.
Edited by Ki11erFTW on Jan 18, 2013 at 04:16 PM


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Jan 18, 2013 04:20 PM    Msg. 591 of 667       
Quote: --- Original message by: Ki11erFTW

Unfortunately the melee key can't be tied to any actions other then damage effects. You will be asked to hit the enter key for an assassination. And as far as I know, no new animations will be included. It'll be up you (the developer), to come up with them yourselves for now. CV may later include them, but for only assassinations.
Edited by Ki11erFTW on Jan 18, 2013 at 04:16 PM

Actually, you can unbind melee and rebind it to anything else via a script.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jan 18, 2013 04:22 PM    Msg. 592 of 667       
seeing the biped can get on another biped, can we for example, carry a team mate who has the flag, and use our weapon to defend the flag carrier?


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Jan 18, 2013 04:25 PM    Msg. 593 of 667       
oh good, seperate keys for assassinations. that way we can choose to just do a classic "love tap" or a full-on assassination. good going! and i dont mind making animations for it, it's just that i suck at animating, but perhaps someone could help me with it.



and carrying a teammate with the flag would be epic. the piggy-back of victory, we should call it.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jan 18, 2013 05:05 PM    Msg. 594 of 667       
Quote: --- Original message by: clonecam117
i saw that, and it was cool, but will these new ce assassinations be like reach/h4 ones, where you just hold melee and break their neck, or will they be like you have to board the elite (climb on his shoulders) and press melee?

It should be able to work both ways.


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Jan 18, 2013 05:35 PM    Msg. 595 of 667       
When he said enter key for the assassinations did he mean the use key (default key for use is "E" if I remember) because a while back if I remember Tails made a script for it and binded it to the use key.

 
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