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Author Topic: [WIP] With_Whiteness (307 messages, Page 5 of 9)
Moderators: Dennis

ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 12, 2012 08:36 PM    Msg. 141 of 307       
Quote: --- Original message by: goldkilla88
Jeez, stop spamming the smiles.


lol i don't use to do that i'm just excited XD
...and don't get mad lol

anyway, i'd love to see an update on the map,


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 12, 2012 08:37 PM    Msg. 142 of 307       
You are welcome.


GAIGHER
Joined: Nov 5, 2008


Posted: Apr 13, 2012 07:23 AM    Msg. 143 of 307       
Quote: --- Original message by: Maniac1000
Already done that :).
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=40404
Paint Shop is not useful !

Use mspaint >_<"
1. Select the line button.
2. Select the line size
3. Select the line color
4. Draw the line. (Pres Maj for locked angle to 45° or 90°)


Ctrl + z = For back.

Edited by GAIGHER on May 20, 2012 at 09:43 AM


rugal
Joined: May 11, 2008


Posted: May 20, 2012 10:31 AM    Msg. 144 of 307       
Thx for tut !


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 20, 2012 10:53 AM    Msg. 145 of 307       
Actually I find Photoshop much easier to use than paint. It also has more features, but that's just me. For you, you like to use paint.


GAIGHER
Joined: Nov 5, 2008


Posted: May 20, 2012 11:11 AM    Msg. 146 of 307       
Ok...
Look at new pictures !









Seamless test in 3D !
With seam:


Seamless:





Ice waterfall:




In Halo 3:


Créated of the texture:


Finish in 3Ds:


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: May 20, 2012 12:01 PM    Msg. 147 of 307       
Nice cream!


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 20, 2012 03:55 PM    Msg. 148 of 307       
Yummy


Ubergoober
Joined: Oct 11, 2010


Posted: May 21, 2012 01:47 AM    Msg. 149 of 307       
oh my, i see u bring the epicness


Dalek
Joined: Aug 12, 2011


Posted: May 23, 2012 08:33 AM    Msg. 150 of 307       
Bon boulot gaigher, comme d'habitude, donne des news dès que t' as du nouveau. Nice work gg


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: May 24, 2012 03:54 AM    Msg. 151 of 307       
Please just stop the French.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 24, 2012 12:09 PM    Msg. 152 of 307       
Yeah, i'm curious as to how you changed that flat black and white bitmap into a 3d looking texture that you could make a bump map out of. Did you use an engrave tool? or is there another way?...


GAIGHER
Joined: Nov 5, 2008


Posted: May 24, 2012 01:15 PM    Msg. 153 of 307       
Quote: --- Original message by: FMT MasterChief
Now GAIGHER you taught us that forerunner bitmap tutorial but how do you make normal maps? ( BUMPS )
There are many solutions.
I used Gimp-normalmap plugin:
https://code.google.com/p/gimp-normalmap


Quote: --- Original message by: grunt_eater
Yeah, i'm curious as to how you changed that flat black and white bitmap into a 3d looking texture that you could make a bump map out of. Did you use an engrave tool? or is there another way?...
To believe that the bump is a difficult thing for you.
This is easy !
Very easy !




It is possible with mspaint !
Hard but possible...
I created this normalmap in using just mspaint:



I used this color palette:


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 24, 2012 04:26 PM    Msg. 154 of 307       
What i meant was how to go from something 2d like this

To something 3d and bumped looking like this


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 24, 2012 04:30 PM    Msg. 155 of 307       
Quote: --- Original message by: grunt_eater
What i meant was how to go from something 2d like this
http://i159.photobucket.com/albums/t151/Maniac1000/wall2bump.png
To something 3d and bumped looking like this
http://i159.photobucket.com/albums/t151/Maniac1000/ilum1.png


For your information, that first picture is already a bump map, but before it was put through a "normal map filter."

It's like what a heightmap is. When run through a normal filter in photoshop, you get the blueish-purple normal map result.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 24, 2012 04:53 PM    Msg. 156 of 307       
Okay, my bad, but how would you go about making the effect seen in the second picture? i mean i'm sure i could do it, but i'm wondering if there's a better way of going about doing it then making brighter sections for higher and darker for lower and then putting highlights in to make it look better.


GAIGHER
Joined: Nov 5, 2008


Posted: May 25, 2012 01:24 PM    Msg. 157 of 307       
Quote: --- Original message by: grunt_eater
Okay, my bad, but how would you go about making the effect seen in the second picture? i mean i'm sure i could do it, but i'm wondering if there's a better way of going about doing it then making brighter sections for higher and darker for lower and then putting highlights in to make it look better.
Yes !
Your example is ugly !
Look and go download http://hce.halomaps.org/index.cfm?fid=6298 :


Look the tutorial for your example texture (very easy)...
It is just addition !



Dirty ! Very dirty... No ?
I'll make a tutorial for my method...

Is not useful introduce bump in the texture, for "shader_environement".
Add your bump to "bump properties" in Guerilla.

This can be done for a "shader_model"
Look for Z'team scenery:




New photo !


Dalek
Joined: Aug 12, 2011


Posted: May 25, 2012 02:58 PM    Msg. 158 of 307       
et niveau "shader environment" t'as quoi pour la neige ?
good work again, wanna see more and more :)


GAIGHER
Joined: Nov 5, 2008


Posted: Jun 1, 2012 04:24 PM    Msg. 159 of 307       
Quote: --- Original message by: Dalek
What did you for ice (shader_environment) ?
good work again, wanna see more and more :)
I tested an effect of crystals:


To look like this:



I start the base for teams.

Edited by GAIGHER on Jun 2, 2012 at 11:31 AM


Dalek
Joined: Aug 12, 2011


Posted: Jun 1, 2012 05:56 PM    Msg. 160 of 307       
Super la neige je suis pressé de jouer dessus, tiens moi au courant :)


KingFisher
Joined: Jun 10, 2011

Creativity is the main element of level design.


Posted: Jun 1, 2012 07:12 PM    Msg. 161 of 307       
I got the hang of it now. I've always thought you would manually apply the burn and dodge to the texture, but you can just use the inner and outer glow layer styles.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jun 1, 2012 07:40 PM    Msg. 162 of 307       
Quote: --- Original message by: CaptainVidya
Quote: --- Original message by: waffles
you have to layer the channels from the normal map on the diffuse and blend them, i think when i faked bumped i used multiply as a blend mode? cant remember.

Here's how I did it and it might refresh your memory.


  • First copy the red, green, blue from the normal map and and give them their own layers (red should be on top of the diffuse layer, green should be on top of the red layer, and blue should be on top of the green layer

  • Invert the first two layers that you copy-pasted from the RGB of the normal map and set the blending to overlay

  • Set the top layer (I assume your copy-pasted blue channel is the top layer) to multiply



Erm, that's a way to do it but it gives horrible results.


GAIGHER
Joined: Nov 5, 2008


Posted: Jun 17, 2012 02:11 PM    Msg. 163 of 307       
I helped "The floods remake project".
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=40182


In 3Ds





I advance map !


I love MsPaint for Forerunner textures.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Jun 17, 2012 02:21 PM    Msg. 164 of 307       
Aren't the last 2 from solitude?


darksoldier
Joined: Dec 28, 2010

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


Posted: Jun 17, 2012 02:28 PM    Msg. 165 of 307       
Awesome update GAIGHER !!! Can't wait to play the map ;)


Kal825B
Joined: Jan 16, 2012

Last son of Krypt... Oh wait, i'm a clone.


Posted: Jun 17, 2012 10:06 PM    Msg. 166 of 307       
Looks Awesome


GAIGHER
Joined: Nov 5, 2008


Posted: Aug 7, 2012 04:37 PM    Msg. 167 of 307       
I finished the texture:





I added frame door for teleporter plan:


The teleporter plan (in Halo):


Their animated (in Halo):
http://gaighermod.free.fr/NH4NO3/img/news_tell.gif
http://gaighermod.free.fr/NH4NO3/img/news_tell_bord.gif
http://sda3.free.fr/GAIGHER/coeur.gif


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Sep 3, 2012 01:02 AM    Msg. 168 of 307       
so... bumpdates? :)


GAIGHER
Joined: Nov 5, 2008


Posted: Sep 21, 2012 02:16 PM    Msg. 169 of 307       
Waterfall ice:














SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Sep 21, 2012 02:24 PM    Msg. 170 of 307       
This is gunna be good!


(as a side note, can you please put extra detail in the natural components, like the ice and rock, I think that this could be a truly exceptional map.)


Ubergoober
Joined: Oct 11, 2010


Posted: Sep 22, 2012 04:57 AM    Msg. 171 of 307       
how long do u think it will take to complete your 'with whiteness' map Gaigher?


ptowery
Joined: Aug 28, 2007

oify


Posted: Sep 25, 2012 03:08 AM    Msg. 172 of 307       
This looks great. Love all the custom textures, almost look identical to halo 3's.


GAIGHER
Joined: Nov 5, 2008


Posted: Sep 28, 2012 01:40 AM    Msg. 173 of 307       
Quote: --- Original message by: SilentJacketcan you please put extra detail in the natural components

Halo has limits, i do not want to cross.
Good texture should suffice.


Quote: --- Original message by: Ubergooberhow long do u think it will take to complete your 'with whiteness' map Gaigher?

I don't always have the time, 2 or 3 months, maybe...






ally
Joined: Jun 23, 2010

Aye Ready


Posted: Sep 28, 2012 01:51 AM    Msg. 174 of 307       
looks spot on, i too have noticed that with the new halo3 textures gravemind made extractable,
are good for using as modeling references to get the forerunner style.
just looking at for example the panel_poop_ramp_tech, i see where you got the forerunner shapes from which are the dividing walls of your model :)
Edited by ally on Sep 28, 2012 at 01:51 AM


GAIGHER
Joined: Nov 5, 2008


Posted: Sep 28, 2012 06:41 AM    Msg. 175 of 307       
Halo 3 texture (waste_metal_bowlspike_dif):


My version:


I preferred to do mine. For have the same color everywhere.
If it is dirty in the game, i use the H3.

 
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