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Author Topic: [WIP] Installation 04 (225 messages, Page 5 of 7)
Moderators: Dennis

The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Feb 2, 2012 02:52 AM    Msg. 141 of 225       
I agree


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Feb 2, 2012 04:09 AM    Msg. 142 of 225       
Very vey nice bsp :D Looks great and clean ! I have many ideas now to make environement for my "the floods" project ^^


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 2, 2012 05:08 AM    Msg. 143 of 225       
yeah i don't like it either :/ the truth is that i'm running out of ideas for the structures, i was improvising when i made this, idk guys should i make something different? now that i look at it it looks meh lol


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Feb 2, 2012 05:14 AM    Msg. 144 of 225       
Halo 2 Forerunner stone structure? I think that COULD fit in well.

Now that I think of it, I think it will. Try it.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 2, 2012 05:25 AM    Msg. 145 of 225       
Quote: --- Original message by: LegionofShadows
Halo 2 Forerunner stone structure? I think that COULD fit in well.

Now that I think of it, I think it will. Try it.


u mean a delta halo/regret-like structure?
hmm i guess that would be gr8!


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Feb 2, 2012 11:44 AM    Msg. 146 of 225       
Nah :\

Imo, you should try to use some almost identical forerunner textures from the level The Covenant in Halo 3. If you were able to find some, I think they'd look fantastic. Delta Halo stone textures wouldn't really fit with the type of environment you have there.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 2, 2012 08:24 PM    Msg. 147 of 225       
well, i can make the textures, i can do something good if i take my time, i will think about that, and about the structure, well i will post some pics of it in a moment and you decide

~edit~

ok here it is, basic shape, needs more details:




Is this ok? if it is tell me what should i add...

~EDIT~
I've been busy so i haven't make any change in this model but well since no one said anything in the last 2 days i think i'm gonna stick to this model, updates will be here soon...
Edited by ChBgt909 on Feb 4, 2012 at 03:09 PM

~UPDATES~

i changed a bit the mapping of blue base:




The new red base! (rly hope u like it )



I think i'm gonna find a better texture for the floor

and i think i'm finally done with the bsp, its time to add some vehicles, weapons, and everything else lol, thx 4 ur help
Edited by ChBgt909 on Feb 5, 2012 at 02:56 PM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 5, 2012 11:30 PM    Msg. 148 of 225       
i see you kept having to edit this last post, as no one has bumped it for you.

Bump. :)


anonymous_2009
Joined: Jun 13, 2009


Posted: Feb 6, 2012 12:18 AM    Msg. 149 of 225       
It's looking okay now, but what I'm really not liking is the lighting. I know it isn't final lighting. But it looks so unrealistic at the moment, as there are no shadows or dark areas. And do NOT use 100% white, tint the sun colour yelowish


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Feb 6, 2012 12:58 AM    Msg. 150 of 225       
That's actually a pretty awesome red base :)


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 6, 2012 01:10 AM    Msg. 151 of 225       
Quote: --- Original message by: TM_updates
That's actually a pretty awesome red base :)

Aye!


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 6, 2012 01:29 AM    Msg. 152 of 225       
@anon
yeah i know

as i said in an older post, i want to use aether to iluminate the map, and, if for some reason i don't get the result i want, i will try the make the lighting as good as i can with the default halo radiosity

Oh, and i'm glad you like the new base
oh and i want some help with a script i made, its about vehicles, all the vehicles in my map are in the globals list, however i added the c_storage in vehicle form and they are not part of the globals which means that i have to use scripts, i do know how to respawn sync vehicle respawn, i learned from maps other maps and the script maker program, however i dont want to use that method, instead i made this:
1.- the first vehicle spawn point is isolated in an area where no one can reach (vehicles that are not in global list respawn i 1st respawn point)
2.- put a trigger volume around it
3.- made this script (it seems to work ingame, however i'm not rly sure of it will sync online with other players around)
will it work?

(script startup boxes
(begin
(object_create_anew box1)
(object_create_anew box2)
(object_create_anew box3)
(object_create_anew box4)
(object_create_anew box5)
(object_create_anew uplink1)
)
)

(script continuous respawn
(begin
(if (= (volume_test_object volume box1) 1)
(begin
(object_create_anew box1)
)
)
(if (= (volume_test_object volume box2) 1)
(begin
(object_create_anew box2)
)
)
(if (= (volume_test_object volume box3) 1)
(begin
(object_create_anew box3)
)
)
(if (= (volume_test_object volume box4) 1)
(begin
(object_create_anew box4)
)
)
(if (= (volume_test_object volume box5) 1)
(begin
(object_create_anew box5)
)
)
(if (= (volume_test_object volume uplink1) 1)
(begin
(object_create_anew uplink1)
)
)
)
)



Edited by ChBgt909 on Feb 6, 2012 at 01:38 AM


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Feb 6, 2012 01:35 AM    Msg. 153 of 225       
Much, MUCH more appealing.


I would like something to be added to the bottom, for it stioll seems off, but much better than your previous version. You, my good sir, have the howl of approval.

AAAPPPPROOOOOOOOVED!


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 6, 2012 02:01 AM    Msg. 154 of 225       
perhaps something like this in front of the base?



LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Feb 6, 2012 04:32 AM    Msg. 155 of 225       
But...what would it be?

Somehow lacking, anyway. Don't bother with it; if yout hink up something really cool to make it look even more epic, put it in. For now, keep continuing with your map.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 6, 2012 04:49 AM    Msg. 156 of 225       
i think i know what to do to the structure so i will post more pics with the changes i make on it ok?

Now... about the script above, no one said anything, i want to know if that will make those boxes sync online, some help with it would be great...

Oh and i want to know how was the map "revelations" protected, i want to protect my maps in the same way plz

Edited by ChBgt909 on Feb 6, 2012 at 08:47 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 6, 2012 01:52 PM    Msg. 157 of 225       
Quote: --- Original message by: LegionofShadows
But...what would it be?

Somehow lacking, anyway. Don't bother with it; if yout hink up something really cool to make it look even more epic, put it in. For now, keep continuing with your map.

Meh. I think it'd be pretty interesting to have. Maybe use as cover or something? Block warthogs from entering inside base?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 7, 2012 12:20 AM    Msg. 158 of 225       
~updates~

hope you like it
is the lighting good?












Edited by ChBgt909 on Feb 7, 2012 at 12:22 AM


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Feb 7, 2012 01:20 AM    Msg. 159 of 225       
You should try scaling down your detail objects as they look a bit blurry and too large imo.
Scaling can be done in the tag itself (not sure where it's located but I'm sure you'll find it :p)


olly12345
Joined: Jul 30, 2008


Posted: Feb 7, 2012 03:21 AM    Msg. 160 of 225       
Holy Dooley that is awesome.
Very very nice.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 7, 2012 03:39 AM    Msg. 161 of 225       
Very nice. But the cliff textures seem like they're a little stretched to me..


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 7, 2012 03:45 AM    Msg. 162 of 225       
Quote: --- Original message by: Spartan314
Very nice. But the cliff textures seem like they're a little stretched to me..


err... not rly, it's just the FOV that i changed it... oh and the angle of the pics
oh and i added mountains to the skybox


everyone ignored this before so i'm reposting it...

Quote: i want some help with a script i made, its about vehicles, all the vehicles in my map are in the globals list, however i added the c_storage in vehicle form and they are not part of the globals which means that i have to use scripts, i do know how to respawn sync vehicle respawn, i learned from maps other maps and the script maker program, however i dont want to use that method, instead i made this:
1.- the first vehicle spawn point is isolated in an area where no one can reach (vehicles that are not in global list respawn i 1st respawn point)
2.- put a trigger volume around it
3.- made this script (it seems to work ingame, however i'm not rly sure if it will sync online with other players around)
will it work?

(script startup boxes
(begin
(object_create_anew box1)
(object_create_anew box2)
(object_create_anew box3)
(object_create_anew box4)
(object_create_anew box5)
(object_create_anew uplink1)
)
)

(script continuous respawn
(begin
(if (= (volume_test_object volume box1) 1)
(begin
(object_create_anew box1)
)
)
(if (= (volume_test_object volume box2) 1)
(begin
(object_create_anew box2)
)
)
(if (= (volume_test_object volume box3) 1)
(begin
(object_create_anew box3)
)
)
(if (= (volume_test_object volume box4) 1)
(begin
(object_create_anew box4)
)
)
(if (= (volume_test_object volume box5) 1)
(begin
(object_create_anew box5)
)
)
(if (= (volume_test_object volume uplink1) 1)
(begin
(object_create_anew uplink1)
)
)
)
)

Edited by ChBgt909 on Feb 7, 2012 at 04:00 AM


Ubergoober
Joined: Oct 11, 2010


Posted: Feb 7, 2012 08:56 AM    Msg. 163 of 225       
looks very nice


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 7, 2012 07:19 PM    Msg. 164 of 225       
help with the script in my previous post would be appreciated

oh and i added islands to the skybox



made grass smaller

Edited by ChBgt909 on Feb 7, 2012 at 07:20 PM


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Feb 7, 2012 08:55 PM    Msg. 165 of 225       
Quote: --- Original message by: ChBgt909

help with the script in my previous post would be appreciated
Why have a scenery object as a vehicle in the first place?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 7, 2012 09:13 PM    Msg. 166 of 225       
they can move that way, like in CMT maps
Edited by ChBgt909 on Feb 7, 2012 at 09:13 PM


KingFisher
Joined: Jun 10, 2011

Creativity is the main element of level design.


Posted: Feb 7, 2012 11:44 PM    Msg. 167 of 225       
Quote: --- Original message by: Dennis
Quote: --- Original message by: ChBgt909

help with the script in my previous post would be appreciated
Why have a scenery object as a vehicle in the first place?


Adding physics maybe?

Also, add some trees to those distant islands. Use the timberland ones.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Feb 8, 2012 01:13 AM    Msg. 168 of 225       
Detail objects look nice now :)
And I for one am not ignoring your script question, I simply have zero experience in making MP scripts so wouldn't want to give you false information.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 9, 2012 06:55 PM    Msg. 169 of 225       
Ok i added trees to the island in the distance


Now, i need some help with this, i made shield doors for red base, you can walk through them. Bullets CAN'T get through from the outside BUT they can from inside, which is helpful when there are enemies outside your base like snipers, but idk whether or not to add them because that would make some players camp inside the base, even enemies in team games, should i add them or keep the base as it is now?
Edited by ChBgt909 on Feb 9, 2012 at 06:57 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Feb 9, 2012 07:12 PM    Msg. 170 of 225       
I think the shields should deflect projectiles from all sides, but allow players to pass through at will.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 9, 2012 07:27 PM    Msg. 171 of 225       
Quote: --- Original message by: Echo77
I think the shields should deflect projectiles from all sides, but allow players to pass through at will.


well i allowed projectiles to get through the shield from inside because the design of red base, makes camping and spawn killing easier to blue team, but i think you're right, because red team would stay inside the base camping so it would be pretty much the same thing, i will make the surfaces deflect projectiles from both sides if more ppl agree thanks Echo oh and players can pass through both sides whether they deflect bullets or not
Edited by ChBgt909 on Feb 9, 2012 at 07:28 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 9, 2012 09:08 PM    Msg. 172 of 225       
@ your script

Just make it so that the crates are vehicles, not scenery. They will sync and you wont have to deal with scripts. You can rip them from the map TM Immolate.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 9, 2012 09:18 PM    Msg. 173 of 225       
Quote: --- Original message by: Higuy
@ your script

Just make it so that the crates are vehicles, not scenery. They will sync and you wont have to deal with scripts. You can rip them from the map TM Immolate.


i already have the vehicle tags, i just want to know if that script will sync the crates online, i dont want to add them to the global list
Edited by ChBgt909 on Feb 10, 2012 at 02:53 AM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Feb 10, 2012 01:25 PM    Msg. 174 of 225       
Quote: --- Original message by: waffles
map is looking beautiful, however the mountains in the skybox look pretty large. im assuming its because they are close?


actually, yes they are pretty close but i think you're right, also, i think i will add another island, this time with a building, not sure tho, glad you like the map
Edited by ChBgt909 on Feb 10, 2012 at 01:26 PM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 10, 2012 07:23 PM    Msg. 175 of 225       
Very nice sky tag, I like altogether how this is turning out. How did you make the islands in the sky tag/model? Basically, how did you make it so it's not see through. I remember a while ago I tryed making a sky tag and gad the issue with the offshore islands beeing see through

 
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