
OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Feb 10, 2012 10:34 PM
Msg. 176 of 225
Can you give me more details on regions, how they work and how to assign them? (sorry for slight threadjack)
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Feb 11, 2012 05:44 AM
Msg. 177 of 225
Quote: --- Original message by: ChBgt909Ok i added trees to the island in the distance http://i44.tinypic.com/otmcrp.jpg 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 Wow looks epic. Could do with better shaders on the metal and if you can make it shiny it would look awesome. Lol if your in need of any assistance some of the guys or even me, could make some shaders for yo.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Feb 11, 2012 06:36 AM
Msg. 178 of 225
Quote: --- Original message by: CheddarsQuote: --- Original message by: ChBgt909Ok i added trees to the island in the distance http://i44.tinypic.com/otmcrp.jpg 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 Wow looks epic. Could do with better shaders on the metal and if you can make it shiny it would look awesome. Lol if your in need of any assistance some of the guys or even me, could make some shaders for yo. one step ahead Lol  i was going to make some changes to that grey metal, and don't worry i DO know how to make shaders, the map and sky are a good proof of it, but thx anyway  p.s. it actually looks good, the angle of the picture don't show the brightness of the metal, i don't want to make metal shaders too shiny, because, after all, the structures have been exposed to the environment for too long so it would be unrealistic. Close view of some metal shaders as well as changes Close views: Changes: Hope you like it Edited by ChBgt909 on Feb 11, 2012 at 03:47 PM
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Feb 11, 2012 08:55 PM
Msg. 179 of 225
Quote: --- Original message by: waffles add some kind of trim to the top part of the base, it looks a bit dull, but i like the textures in general! Like this?  or this? Edited by ChBgt909 on Feb 11, 2012 at 08:59 PM
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Feb 11, 2012 09:35 PM
Msg. 180 of 225
looks good. the light grey texture looks bad where the entrances are though. but thats just my op. Edited by Cheddars on Feb 11, 2012 at 09:35 PM
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Feb 11, 2012 09:44 PM
Msg. 181 of 225
Quote: --- Original message by: Cheddars
looks good. the light grey texture looks bad where the entrances are though. but thats just my op. Edited by Cheddars on Feb 11, 2012 at 09:35 PM yeah i'll add some more details to it and post more pics  this is how it looks like atm, IMO the specular looks good, but if you insist made some changes to red base: holograms that change their content Edited by ChBgt909 on Feb 12, 2012 at 01:42 AM
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Feb 13, 2012 01:22 AM
Msg. 182 of 225
going pretty good here
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 13, 2012 02:43 AM
Msg. 183 of 225
Cool! Changing Holos!
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 13, 2012 03:53 PM
Msg. 184 of 225
CHT, check your PM's ;)
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Feb 15, 2012 05:37 PM
Msg. 185 of 225
Yeah they look nice
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Feb 24, 2012 05:43 PM
Msg. 186 of 225
Tiel beith right.
Thats why the really awesome teams do SP, so they know their creations will be forervermore remembered.
Mainly, they're remembered cause there ain't many sp maps.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Feb 24, 2012 08:46 PM
Msg. 187 of 225
Quote: --- Original message by: LegionofShadows Thats why the really awesome teams do SP, so they know their creations will be forervermore remembered. Heh, that's an added bonus. In reality the reason I love to make SP stuff is because it's alot more fun and satisfying to make :-) And it allows for set-pieces that MP could never offer.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Feb 24, 2012 09:22 PM
Msg. 188 of 225
Quote: --- Original message by: TM_updatesQuote: --- Original message by: LegionofShadows Thats why the really awesome teams do SP, so they know their creations will be forervermore remembered. Heh, that's an added bonus. In reality the reason I love to make SP stuff is because it's alot more fun and satisfying to make :-) And it allows for set-pieces that MP could never offer. Same reason here. Also, in SP don't have to worry about syncing and BSP size. It makes it much more satisfying on the creative level but MP maps are needed on Halo too so let him make it and instead, when it comes out play it.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Feb 25, 2012 04:35 AM
Msg. 189 of 225
Trust me, BSP size is always a hazard that requires careful thought and planning.
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Feb 25, 2012 06:08 AM
Msg. 190 of 225
Well, pardon my saying, OPSy, if this offends you old chap, the reason bsp size was no problem for you, is, well...
Your maps ARE poor quality in the actual modelling. The design is great, heck, but you don't want to exactly opt for quality and a small map when you are creating roleplay mnaps. large, low quality and well designewd seem to be more popular.
Which is all fine and dandy for me, but when it leaks into SP, old chap, it starts to get.. bleh. Perfect example is RPSP.
While on the other side, we have TM Updates, member of the epic TM team. Lumoria is a perfect example of an sp map: Its beautiful without necessarily having the best graphics, very entertaining gameplay, and the level design just makes you want to faint with joy.
No offense old chap, but stating the truth./
ANYWAY, I love the idea of the changing holograms, and the red base now. Red Base seems a lot nicer, but that probs would be just the textures being added on. I'm not a fan of those middle base textures, mainly because they seem wrong for that particular building. I can't think of anything though.
On the subject of changing holograms, is there any way you can get the holograms to replicate the way the holograms in Halo 3's Epitaph went all staticey when you stood on them? That was a lovely effect, and shows awesome halo can be.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 26, 2012 02:39 AM
Msg. 191 of 225
RPSP v2 maybe? It'd be pretty cool if it works like what I have in mind.
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Kozakuu
Joined: Oct 30, 2011
Only the person who was wisdom can read the most.
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Posted: Feb 26, 2012 03:48 AM
Msg. 192 of 225
Quote: --- Original message by: Spartan314 RPSP v2 maybe? It'd be pretty cool if it works like what I have in mind. What do you have in mind? [On topic] This may have been said before but a question to OP: What weapon tagset is there going to be? Classic? Custom?
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Feb 26, 2012 03:43 PM
Msg. 193 of 225
sry for not giving any updates i've been busy  well the weapon set is gonna be the classic but i added 3 more weapons energy sword, this is the model, with working hud icon: brute plasma rifle ma5k (i think thats the name XD) with working hud icon classic assault rifle with xbox shaders, it has slower rate of fire but it's more accurate, it's the same one from the map "portent" (the original) ~UPDATES~well i made some changes to the bsp, (*cough*secret room*cough*) and well, i think i said this before but here are the shield doors for red base notice that there are 2 colors, blue and yellow, both colors allow you to walk through, the difference is that the yellow don't let projectiles to get through and the blue does, i did this only because the structure itself exposes red team to enemy attack, (snipers, campers, etc.) so this protects them from that, but it doesn't give them an advantage either (camping inside), i still have to make some changes (color, exposure, effects) as this is a WIP, oh and one more thing this is only for ctf, as other team games spawn players randomly (like team slayer) so the shields are not necessary, so what do you think? 
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Feb 26, 2012 03:55 PM
Msg. 194 of 225
Imo it'd be cool if you used the Shadow instead of the Spectre, I mean the one from Lumoria :-)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 26, 2012 10:31 PM
Msg. 195 of 225
Maybe yellow force field for a field that doesn't allow projectiles through, and red base has red field, and blue has a blue? Would be a bit more logical.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Feb 27, 2012 02:08 PM
Msg. 196 of 225
Hmph, it's nice to see the classic-style of modding is still around, where people put in a nice hosh-posh of weapons simply because they like the weapons in them. Peopel have been SO serious about balance and practicality that they forget some of the most fun in HCE are the uncanny elements that make up even the most composed maps.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 27, 2012 03:21 PM
Msg. 197 of 225
I might have a halo 1 ish ammo meter for the ma5k, + the full lengh reload animation and animated reticle.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 4, 2012 04:58 PM
Msg. 198 of 225
well guys, sry for not giving updates, but just to let you know... i'm almost done, i just need to make some small changes with some random stuff (sounds, colors, etc.) some updates: i replaced the spectre for the shadow! The area in front of red base looked a bit empty so i added some rocks: As a request i changed the multipurpose map of the assault rifle and also made the reticle smaller: The ma5k already had classic ammo meter: Ghost's new shaders: i will finish this map very soon, it's just that i've been busy, sry  just one more thing... what kind of music would fit with this map, just curious Edited by ChBgt909 on Mar 4, 2012 at 05:04 PM
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 4, 2012 05:44 PM
Msg. 199 of 225
no need to rush with anything at all, it will be done when you are happy with everything. as for music, check you tube for audiomachine, they have some nice music. for example http://www.youtube.com/watch?v=OqhPxgQrOao
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Mar 4, 2012 06:07 PM
Msg. 200 of 225
I'm not sure what it is, but I'm really liking those hills/mountains/cliffs.
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Mar 4, 2012 06:51 PM
Msg. 201 of 225
Lol I remember making tat ghost texture. It sucks.
Oh, and you should get the updated bitmaps for the Shadow from a TM member. http://media.moddb.com/images/mods/1/16/15095/shadow.jpg
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 5, 2012 12:12 AM
Msg. 202 of 225
Only make the assault rifle reticule smaller if the accuracy is going to be greater. It wouldn't make much sense to having bullets flying mostly OUTSIDE the circle than INSIDE. (I just felt the need to use capitals. Don't judge me.)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 5, 2012 01:11 AM
Msg. 203 of 225
lol I missed that. Only read the stuff from the post itself. XD
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Mar 5, 2012 01:23 AM
Msg. 204 of 225
Perhaps some Halo 2 music? They have music that would fit that environment very well, since it is much like a Halo 2 Delta Halo/Regret environment.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 10, 2012 04:48 PM
Msg. 205 of 225
well the map is almost done but i got a question... long ago i tried to extract the door tags from the map "revelations" and i noticed that it was protected, but the way they used to protect their map impressed me, same goes for "yoyorast v2" my question is... and plz i would appreciate if you tell me (even in PM if you to want to keep it in secret) How do you protect a map in the same way, so if you try to open it with HEK+ a "no map loaded" appears and if you try to rips the tags by force it fails?
i want to know because someone managed to rip the tags from one of my maps and i don't that to happen again
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olly12345
Joined: Jul 30, 2008
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Posted: Mar 10, 2012 08:11 PM
Msg. 206 of 225
Quote: --- Original message by: ChBgt909 well the map is almost done but i got a question... long ago i tried to extract the door tags from the map "revelations" and i noticed that it was protected, but the way they used to protect their map impressed me, same goes for "yoyorast v2" my question is... and plz i would appreciate if you tell me (even in PM if you to want to keep it in secret) How do you protect a map in the same way, so if you try to open it with HEK+ a "no map loaded" appears and if you try to rips the tags by force it fails?
i want to know because someone managed to rip the tags from one of my maps and i don't that to happen again If your map is made up of publicly available tags, then you shouldn't protect it because there's no reason too, and someone might want to have a look at it themselves.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 10, 2012 08:54 PM
Msg. 207 of 225
well,i want to know because there are times when many stuff like textures, models, sounds and other things are made by me, so i want to protect my maps for those things, not those tags that anyone can get anywhere besides, in the map revelations for example, the only custom things were, the sky, doors, holos and the h3 metal used, but the rest (weapons, vehicles, textures, etc) were the classic so please i would appreciate it, (i will give you thumbs up lol  ) plz. Oh and if there's a member who helped me (giving ideas, advice, etc) with my map who wants something from my map, he/she can ask for the tags Edited by ChBgt909 on Mar 10, 2012 at 09:00 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 10, 2012 09:23 PM
Msg. 208 of 225
We have kinda passed the protecting era, imo. You can choose to protect if you want, but it will not make your map any more popular. Nor will it actually protect anything in the map because there is always a way to "get the tags". Protect it or dont, it will be a nice map methinks :)
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diablo_1422
Joined: May 22, 2008
Is a noob, and will probably will be a noob always
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Posted: Mar 17, 2012 07:39 PM
Msg. 209 of 225
Hey i don't think it would be good to protect THIS particular map because all the content is from other people.. No point. And also people (like me) would want to add AI Bots into it. (PS. IT LOOKS GREAT!)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 18, 2012 05:16 AM
Msg. 210 of 225
Quote: --- Original message by: diablo_1422 Hey i don't think it would be good to protect THIS particular map because all the content is from other people.. No point. And also people (like me) would want to add AI Bots into it. (PS. IT LOOKS GREAT!) Epic suggestion.
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