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Author Topic: [WIP] Installation 04 (225 messages, Page 3 of 7)
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LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jan 25, 2012 03:54 AM    Msg. 71 of 225       
Tethered would actually be pretty cool, like having the actual mountain tethered to a giant forerunner facility in the sky. Epicness.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 25, 2012 10:49 PM    Msg. 72 of 225       
Quote: --- Original message by: LegionofShadows
Tethered would actually be pretty cool, like having the actual mountain tethered to a giant forerunner facility in the sky. Epicness.


i will think about it

~UPDATES~

Sorry for not giving any news yesterday, i was busy.

i fixed some problems with the terrain texture, looks better now:


adding textures to the structure:


Edited by ChBgt909 on Jan 25, 2012 at 10:51 PM


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jan 25, 2012 11:00 PM    Msg. 73 of 225       
HOLY [Insert severe swear here.]

Best looking forerunner structures I've seen in a while. Thata nd the environment.

Join a team. NOW!


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 25, 2012 11:02 PM    Msg. 74 of 225       
Quote: --- Original message by: LegionofShadows
HOLY [Insert severe swear here.]

Best looking forerunner structures I've seen in a while. Thata nd the environment.

Join a team. NOW!


you like the structure? i though the textures were awful lol
glad you like it
Edited by ChBgt909 on Jan 25, 2012 at 11:02 PM


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jan 25, 2012 11:08 PM    Msg. 75 of 225       
Well, not a massive fan of the textures.

But they the only flaw, dude. ONLY FLAW.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 25, 2012 11:41 PM    Msg. 76 of 225       
i already had this part ingame to see how it'd look like, as you can see the interior has textures, i had the model done, but 3ds max crashed and i lost the file so i have to map the interiors again ._.










LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jan 25, 2012 11:47 PM    Msg. 77 of 225       
Hmm... Hopefully it can haz better textures.

So far, NEAR PERFECT.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 25, 2012 11:51 PM    Msg. 78 of 225       
Quote: --- Original message by: LegionofShadows
Hmm... Hopefully it can haz better textures.

So far, NEAR PERFECT.


I WON'T CHANGE THE TEXTURES!!!
LOL JK!!!

i will, i knew they were bad from the beginning. heh


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 26, 2012 12:45 AM    Msg. 79 of 225       
Very nice!
Textures need a bit of a flaring up to them though. :)

Can't wait to see what it looks like in the final.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Jan 26, 2012 01:14 AM    Msg. 80 of 225       
Looking awesome, here's hoping you eventually make SP maps :O


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 26, 2012 01:20 AM    Msg. 81 of 225       
Quote: --- Original message by: Spartan314
Very nice!
Textures need a bit of a flaring up to them though. :)

Can't wait to see what it looks like in the final.


thx

btw can somebody help me? OS makes the colors too bright, for example look at the clouds in my previous pics, they look too bright, how do i fix that.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Jan 26, 2012 01:23 AM    Msg. 82 of 225       
Might want to try reducing the bloom, not sure how to do that as I uninstalled OS already..


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 26, 2012 01:23 AM    Msg. 83 of 225       
Quote: --- Original message by: TM_updates
Looking awesome, here's hoping you eventually make SP maps :O


Thx, about making SP maps, well i know some scripting, how to add and configure ai (not pro tho), cutscenes and that but an SP map is too much for me, perhaps i can give it a try, and hopefully i can get some help

Quote:
Might want to try reducing the bloom, not sure how to do that as I uninstalled OS already..


thx


Edited by ChBgt909 on Jan 26, 2012 at 01:25 AM


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Jan 26, 2012 01:33 AM    Msg. 84 of 225       
If you want a small basic guide to get started with SP related things check out Gamma's thread on technical discussion, or you can wait on the big tutorial me and Higuy plan to do after Lumoria 2 :O

Oh and if you ever have questions or need some help you can always ask, I love helping out when I can :-)
Edited by TM_updates on Jan 26, 2012 at 01:34 AM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 26, 2012 01:56 AM    Msg. 85 of 225       
Quote: --- Original message by: TM_updates

If you want a small basic guide to get started with SP related things check out Gamma's thread on technical discussion, or you can wait on the big tutorial me and Higuy plan to do after Lumoria 2 :O

Oh and if you ever have questions or need some help you can always ask, I love helping out when I can :-)
Edited by TM_updates on Jan 26, 2012 at 01:34 AM


Thank you and btw i loved Lumoria, it's rly beautiful

oh and btw, since everyone ignored this before i'll repost it

should i use this structure in the middle of the map?





LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jan 26, 2012 02:01 AM    Msg. 86 of 225       
Yes.

Now.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Jan 26, 2012 12:17 PM    Msg. 87 of 225       
Go for it, HOWEVER I would personally not place 2 banshees in this building. If one team holds that position long enough to get the banshees then I'd imagine the other team to get taken in the behind rather brutally :(


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 26, 2012 01:48 PM    Msg. 88 of 225       
Turrets near bases usually fix the problems with a team having all the banshees.

Looking really good, I'd be glad to contribute :)


madnesspart
Joined: Jan 24, 2011

Scanning... Just Dustin Echoes......


Posted: Jan 26, 2012 04:09 PM    Msg. 89 of 225       
sweet


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jan 26, 2012 04:40 PM    Msg. 90 of 225       
Looks nice but remember to add stip textures! It helps break up the texturing and creates a nice even flow visually.

eg:





(images taken from hourences.com, udk tutorial website)


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 26, 2012 04:56 PM    Msg. 91 of 225       
Quote: --- Original message by: Higuy
Looks nice but remember to add stip textures! It helps break up the texturing and creates a nice even flow visually.

eg:

http://www.hourences.com/tutorialimages/tex/geotrimming.jpg

http://www.hourences.com/tutorialimages/tex/largesurfaces.jpg

(images taken from hourences.com, udk tutorial website)


like this?


and about the banshees i'm not rly sure if i should add them, i want to but idk what u think, i have a stationary human turret that could deal with the banshees


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jan 26, 2012 05:02 PM    Msg. 92 of 225       
Yes exactly like that.

Also, I dont think the banshee's should be added. In total, the map is honestly kinda small from what you can see in the pictures. What there should be in the middle is a ghost, and each base gets a warthog. Also on the opposite side of the ghost can be a small stationary c_gun_turret.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 26, 2012 05:41 PM    Msg. 93 of 225       
@HiGuy: well, unless someone disagrees, i think i'm not gonna add banshess, (*cough*don't have to make player clip again*cough* )
i want to use these h2 textures but the problem is that bump maps were not included, i'll have to find them or make the shaders w/o bump maps...


Edited by ChBgt909 on Jan 26, 2012 at 05:42 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jan 26, 2012 05:47 PM    Msg. 94 of 225       
You can always open up a Halo 2 extractor to get the original bitmaps and bump maps.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 26, 2012 05:56 PM    Msg. 95 of 225       
Quote: --- Original message by: Higuy
You can always open up a Halo 2 extractor to get the original bitmaps and bump maps.


you're right


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 26, 2012 06:00 PM    Msg. 96 of 225       
Quote: --- Original message by: Tiel
If you add ghosts, can you have one of those Sentinel turrets? Those are really cool and haven't been used by too many maps.


u mean those turrets that use the sentinel model?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 26, 2012 06:59 PM    Msg. 97 of 225       
well i got the bump maps oh and i wanted to know if the texture can work as bump map w/o having to convert the normal map back to bump (greyscale), so i compiled one of those textures, added teh height map properties, added it to a map shader and tested it and yeah looks good..



i tested it in an old map i had, as u can see this map inspired me to make installation 04 (still trying to choose the new name)






xKRONNiKx
Joined: Nov 15, 2011

Turkey Farm.


Posted: Jan 26, 2012 08:09 PM    Msg. 98 of 225       
Man you should release that old map, even though its an old attempt it still looks awesome!!!!


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jan 27, 2012 12:05 AM    Msg. 99 of 225       


i'm done with the mapping the structure it now looks even better than before as i used H2 textures i won't upload pics just yet though but remember when i said that i was gonna make a different structure as red base, well here it is:
(it needs more details, specially inside)
(and sry if it looks too simple i couldn't think of anything good)






~moar updates~

well i made a new skybox, the map is not gonna be on halo anymore, needs more editing:
(since my map is not available atm because i deleted the old metal shaders, i'm gonna post pics of tags or anything else i want to put in my map in this sandbox)

need to fix cubemaps and i want to add an island and one structure:


that cloud looks too bright because of OS :/

Edited by ChBgt909 on Jan 27, 2012 at 04:07 PM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jan 27, 2012 08:34 PM    Msg. 100 of 225       
Nice sky! I want it :)


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jan 27, 2012 08:43 PM    Msg. 101 of 225       
Those planets look epic.

How come, you, being a newbie to this, are so awesome?

It defies logic. In a cool way.

You should join CMT or TM.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jan 27, 2012 08:47 PM    Msg. 102 of 225       
Add a fogband to the skybox to cut off the water from just clipping out. It will look a ton better with that.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jan 28, 2012 12:43 AM    Msg. 103 of 225       
Quote: --- Original message by: LegionofShadows
Those planets look epic.

How come, you, being a newbie to this, are so awesome?

It defies logic. In a cool way.

You should join CMT or TM.


If you look at his original post, you'll know that he said that he's new to the forum, but is experienced in map making/modeling.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jan 28, 2012 04:04 AM    Msg. 104 of 225       
Ohh.

Still epic. He should definitely join CMT or TM.

OR, just make some epic forerunner structures and give them to both teams. SPV2 and Lumoria had some shared Forerunner structures in my memory. Do it again!


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Jan 28, 2012 04:48 AM    Msg. 105 of 225       
Quote: --- Original message by: LegionofShadows
Ohh.

Still epic. He should definitely join CMT or TM.

OR, just make some epic forerunner structures and give them to both teams. SPV2 and Lumoria had some shared Forerunner structures in my memory. Do it again!


Or he could stick to multiplayer and not force us all to play singleplayer for the next few years of Halo's lifespan. -.-

 
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