
Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jan 21, 2012 11:55 AM
Msg. 36 of 225
That ground grass texture needs darkening.
The scenery grass is pretty cool. Edited by Jaz on Jan 21, 2012 at 11:56 AM
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Jan 21, 2012 11:56 AM
Msg. 37 of 225
@Ch Yes, yes i do. But im not trying to sound like a noob or anything, but maybe use some Halo 3 grass textures or something? Iunno, just asking
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 21, 2012 12:02 PM
Msg. 38 of 225
Quote: --- Original message by: TauSigmaNova @Ch Yes, yes i do. But im not trying to sound like a noob or anything, but maybe use some Halo 3 grass textures or something? Iunno, just asking this is the texture i'm using atm, should i change it? 
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jan 21, 2012 12:12 PM
Msg. 39 of 225
I think that one looks good, but you could try these if you want. There are others in my photobucket too. Or try the halo 2 detail maps. Edited by Maniac1000 on Jan 21, 2012 at 12:13 PM
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 21, 2012 12:21 PM
Msg. 40 of 225
thx i like the 3rd one :)
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 21, 2012 12:22 PM
Msg. 41 of 225
For the cliff walls just increase the number of detail map tiles and just tile the texture itself a bit more than it is now.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 21, 2012 12:29 PM
Msg. 42 of 225
Quote: --- Original message by: Higuy For the cliff walls just increase the number of detail map tiles and just tile the texture itself a bit more than it is now. thx i will  however it will have to wait, atm i'm making new structures then i have to attach them to the ground and then i need to readjust the unwrapping of the terrain  edit: i think i will make the bases similar to the shield generator structures in the halo 3 level the covenant and for the structure in the middle... idk lol Edited by ChBgt909 on Jan 21, 2012 at 12:32 PM
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Jan 21, 2012 12:32 PM
Msg. 43 of 225
U r good human!
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Jan 21, 2012 02:43 PM
Msg. 44 of 225
Quote: --- Original message by: Maniac1000 Thank kingfisher :) You are welcome. I'm a big fan of how you created your terrain and made the cliffs and ground merge smoothly. I'm practicing how to create ground textures and what nots, but how the heck did you make it so the ground/cliff bitmap looks smooth and natural?
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 21, 2012 02:46 PM
Msg. 45 of 225
Quote: --- Original message by: KingFisherQuote: --- Original message by: Maniac1000 Thank kingfisher :) You are welcome. I'm a big fan of how you created your terrain and made the cliffs and ground merge smoothly. I'm practicing how to create ground textures and what nots, but how the heck did you make it so the ground/cliff bitmap looks smooth and natural? i used uvw unwrap (took me like 3-4 hours but it was worth it) 
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 21, 2012 02:58 PM
Msg. 46 of 225
Quote: --- Original message by: ChBgt909Quote: --- Original message by: KingFisherQuote: --- Original message by: Maniac1000 Thank kingfisher :) You are welcome. I'm a big fan of how you created your terrain and made the cliffs and ground merge smoothly. I'm practicing how to create ground textures and what nots, but how the heck did you make it so the ground/cliff bitmap looks smooth and natural? i used uvw unwrap (took me like 3-4 hours but it was worth it)  I think he meant how did you get the transition between grass and cliff extremely smooth and blend easily.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 21, 2012 03:02 PM
Msg. 47 of 225
Quote: --- Original message by: HiguyQuote: --- Original message by: ChBgt909Quote: --- Original message by: KingFisherQuote: --- Original message by: Maniac1000 Thank kingfisher :) You are welcome. I'm a big fan of how you created your terrain and made the cliffs and ground merge smoothly. I'm practicing how to create ground textures and what nots, but how the heck did you make it so the ground/cliff bitmap looks smooth and natural? i used uvw unwrap (took me like 3-4 hours but it was worth it)  I think he meant how did you get the transition between grass and cliff extremely smooth and blend easily. yeah i know, as i said i used uvw unwrap on the model then i created a template from the flattened uvw and sent it to photoshop to create the texture.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Jan 21, 2012 03:05 PM
Msg. 48 of 225
See, thats how cliffs should look in maps. Smooth. Not just hard edged like ever other map. un-realistic.
This map is beautiful, and with the right buildings, it will be perfect. Great job OP!
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 21, 2012 03:14 PM
Msg. 49 of 225
Quote: --- Original message by: Sergeant 1337 See, thats how cliffs should look in maps. Smooth. Not just hard edged like ever other map. un-realistic.
This map is beautiful, and with the right buildings, it will be perfect. Great job OP! haha thx, well this is something rly difficult to do i had to watch tutorials, and you need to have a lot of PATIENCE it took me like 4 hours, idk maybe more lol, but i love that 3ds max 10 makes the job easier  ~edit~ im gonna be AFK for... maybe 3-4 hours, feel free to post any advice, suggestions, ect. oh and thx guys srsly Edited by ChBgt909 on Jan 21, 2012 at 03:18 PM
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Jan 21, 2012 03:18 PM
Msg. 50 of 225
That is impressive with how you were able to unwrap the ground and cliffs on one template and work on that. A+ patience and work right there! 
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ChBgt909
Joined: Sep 10, 2011
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Posted: Jan 22, 2012 01:25 AM
Msg. 51 of 225
Quote: --- Original message by: qwertyuiop15That looks awesome, & I love the lighting <3 thx :)b but i think i'm gonna use aether to make a better lighting :) I just made the structure that is gonna be the base, as i said it kind of looks like the shield generator tower from halo 3 The Covenant,  it needs more details and it doesn't have interiors yet, hope u like it 
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Jan 22, 2012 01:42 AM
Msg. 52 of 225
in one word 'perfect'
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Jan 22, 2012 02:57 AM
Msg. 53 of 225
With a wee bit more detail, yes, it'd be fantastic!
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Jan 22, 2012 03:46 AM
Msg. 54 of 225
I give my approval.
This map..IS APPROVED!
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 22, 2012 03:23 PM
Msg. 55 of 225
i hope u can notice the difference, i will add more details and i have to make the interiors 
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 22, 2012 03:35 PM
Msg. 56 of 225
Quote: --- Original message by: LegionofShadowsI give my approval. This map..IS  ! ftfy
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jan 22, 2012 04:16 PM
Msg. 57 of 225
Man, I need your rendering setting and lights :D
Very nice looking map, ask me for tags if I made some cool ones before you release this, i'd be glad to do something for you.
Tho I'm very unsure you're a beginner
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ChBgt909
Joined: Sep 10, 2011
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Posted: Jan 22, 2012 04:42 PM
Msg. 58 of 225
Quote: --- Original message by: bourrin33 Man, I need your rendering setting and lights :D
Very nice looking map, ask me for tags if I made some cool ones before you release this, i'd be glad to do something for you.
Tho I'm very unsure you're a beginner well i just used a daylight system, u go to the create panel > systems > daylight and then u create the light then u go to modify and in the sunlight section u change "standard" for "mr sun" and skylight to "mr sky" and thats it, about the tags... well i've been looking for that beam used in the map revelations and regret map but those maps are protected ._. for now i think i have everything i need and i do know how to make scenery objects, animations (not pro), scripting (not pro), compile sounds, create sprites, however i'm pretty sure that u are better than me in all those things so if i want something in my map i can't do i will ask you thank you srsly  and im not a beginner, but i'm not a pro either ~edit~ i think i don't need to tell you this but for the lighting u need to use the mental ray renderer ~moar edit~ p.s. sry for my english lol ~UPDATES~ Should i use this in the middle of the map? Edited by ChBgt909 on Jan 22, 2012 at 05:31 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 22, 2012 10:07 PM
Msg. 59 of 225
I have a Halo 3 tower structure that I created a couple years ago with a far bit more detail on it. If you would like to use it as reference to improve youres, let me know. When I get home from being out I can lend you a render, but for now you can see it in the map TM_Fracture.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 23, 2012 02:12 AM
Msg. 60 of 225
Quote: --- Original message by: Higuy I have a Halo 3 tower structure that I created a couple years ago with a far bit more detail on it. If you would like to use it as reference to improve youres, let me know. When I get home from being out I can lend you a render, but for now you can see it in the map TM_Fracture. thx the structure is very good, watching the model in the map was more than enough  and well i made some changes take a look: (i think im done with the external look, u tell me) The interiors, i need to add more details obviously but i'm not going to add more hallways or rooms, i'm gonna keep it as it is.  ~EDIT~ Since Caboose is making a firefight map called Installation 04, the new name of my map will be "Alpha halo" original huh? lol what do you think? Edited by ChBgt909 on Jan 23, 2012 at 02:35 AM
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ChBgt909
Joined: Sep 10, 2011
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Posted: Jan 23, 2012 03:32 AM
Msg. 61 of 225
Quote: --- Original message by: Tiel Omega Halo sounds cooler :] hmm yeah sounds cool  i chose alpha halo because that's the official name (as far as i know) given to installation 04 but i will think about it thx 
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Jan 23, 2012 03:33 AM
Msg. 62 of 225
Choose something more original than Alpha Halo, please. How about that Titulus Antiqua from the first page?
How about Lonely Pillar? Lonely Outpost?
Battle of the Cheese Monster?
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Jan 23, 2012 03:42 AM
Msg. 63 of 225
the name sounds spot on and seeing your map was supposed to be called installation 04 the official name seems fitting. sent you a pm with a few images to look at.
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Jan 23, 2012 03:44 AM
Msg. 64 of 225
Yea, but Alpha Halo is used WAY to much in my opinion.
Oh well. Names don't always matter.
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olly12345
Joined: Jul 30, 2008
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Posted: Jan 23, 2012 09:05 AM
Msg. 65 of 225
Name suggestions Temperament, it would go better with a more vibrant look. Tethered, you could make it look like it's part of a larger installation, possibly for weather control, or used to keep the installations orbit secure. Habitat, i don't know if you know much about the adding of ambient life, but if you made it lively enough that could warrant such a name. Think of a name that matches the map, Sandtrap was sandy and had mines, Snowbound had snow and you were bound to the confines behind the guns, Highground has a highground etc. Installation_04 is too generic imo.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 23, 2012 02:28 PM
Msg. 66 of 225
I added more details to the interior, but i think i will add more I fixed a geometry error i had in this part: What do you think? Oh and one more thing, i decided that this structure is going to be the blue base, but i will make another structure as red base, because the map is too small to have two of these structures... so >.>
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Jan 23, 2012 03:01 PM
Msg. 67 of 225
I'm liking the look of this project. Just work on your cliff's and make the rocks a bit more believable. The transition between the rocks and, metal for example shouldn't be so sharp. Put some faces with no collision over the seam and put a dirt texture on with some alpha maps.
The grass also goes straight to a rock texture way too sharply. You should use a different cliff texture instead of the default ones. They are rather old and outdated tbh :/ No depth to them at all.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 23, 2012 03:09 PM
Msg. 68 of 225
@anon: i will do that thx  @Tiel: haha thx, glad you like it  btw, how do i make multiple quotes in a post o.o ~EDIT~ For those who want to know what rendering settings i'm using, take a look at this video, it will answer most of your questions http://www.youtube.com/watch?v=kitK-b2r80g One more thing, i installed OS two days ago, i'm not using OS tool, guerilla, or sapien in this map, but... will OS affect my map?, will OS be a requirement to play this map even if i didn't use OS tool, gue, and sapien at all? Edited by ChBgt909 on Jan 23, 2012 at 03:15 PM
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Jan 23, 2012 03:23 PM
Msg. 69 of 225
Just don't open your scenario with an OS_Sapien as that will make it unreadable by default Sapien, or so I heard. I dare not try it myself D: As long as you use normal HEK tools you'll be fine.
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ChBgt909
Joined: Sep 10, 2011
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Posted: Jan 23, 2012 03:37 PM
Msg. 70 of 225
Quote: --- Original message by: TM_updates Just don't open your scenario with an OS_Sapien as that will make it unreadable by default Sapien, or so I heard. I dare not try it myself D: As long as you use normal HEK tools you'll be fine. that's true, it screwed up my sandbox map ._. Edited by ChBgt909 on Jan 23, 2012 at 04:05 PM
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