
The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Mar 29, 2012 07:45 PM
Msg. 1 of 18
Excellent port, though a bit too detailed for a very small object in H1, in my opinion.
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starscream20
Joined: Mar 9, 2012
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Posted: Mar 29, 2012 07:58 PM
Msg. 2 of 18
Oh wow this is wicked thanks waffles!
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Mar 29, 2012 08:04 PM
Msg. 3 of 18
Quote: --- Original message by: The Cereal Killer Excellent port, though a bit too detailed for a very small object in H1, in my opinion. Can't have something too detailed...
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Mar 29, 2012 09:53 PM
Msg. 4 of 18
Once again, wow, and thanks for sharing!
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Mar 29, 2012 10:18 PM
Msg. 5 of 18
Quote: --- Original message by: anonymous_2009Quote: --- Original message by: The Cereal Killer Excellent port, though a bit too detailed for a very small object in H1, in my opinion. Can't have something too detailed... "...in H1"
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 29, 2012 11:09 PM
Msg. 6 of 18
Quote: --- Original message by: The Cereal KillerQuote: --- Original message by: anonymous_2009Quote: --- Original message by: The Cereal Killer Excellent port, though a bit too detailed for a very small object in H1, in my opinion. Can't have something too detailed... "...in H1" Who said this was Halo 1? This is Halo Custom Edition you know. Your opinion has been stated but so far it has been only subjected to your own mind.
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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: Mar 29, 2012 11:38 PM
Msg. 7 of 18
Is that screenshot taken with OS? Hot damn I love this, you got my download!
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Mar 30, 2012 07:34 AM
Msg. 8 of 18
Quote: --- Original message by: XlzQwerty1Quote: --- Original message by: The Cereal KillerQuote: --- Original message by: anonymous_2009Quote: --- Original message by: The Cereal Killer Excellent port, though a bit too detailed for a very small object in H1, in my opinion. Can't have something too detailed... "...in H1" Who said this was Halo 1? This is Halo Custom Edition you know. Your opinion has been stated but so far it has been only subjected to your own mind. brb guise gona use h3ce Oh wait it only exists for H1.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Mar 30, 2012 11:33 AM
Msg. 9 of 18
In terms of the object it's self and not the surrounding objects, you can't have too much detail... if you was a real level designer you would upgrade the stock maps to match the detail of the new content you are adding.
Doesn't matter what the game engine is, the looks dont define what is too much for an older game, the technical side does such as the texture sizes and the model.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Mar 30, 2012 10:14 PM
Msg. 10 of 18
Detail becomes obtrusive only when the item causes performance issues. And yes, there is the aesthetic disadvantage of using outdated BSPs and modern day assets, but what can you do? You can fix the BSPs to modern standards, as a start.
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GAIGHER
Joined: Nov 5, 2008
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Posted: Mar 31, 2012 05:48 PM
Msg. 11 of 18
Good ! The flame is pretty. I had done in my Stack-of-Dead map.  In sapien (To left is your light, to right my light): 
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 2, 2012 09:52 PM
Msg. 12 of 18
Quote: --- Original message by: anonymous_2009 In terms of the object it's self and not the surrounding objects, you can't have too much detail... if you was a real level designer you would upgrade the stock maps to match the detail of the new content you are adding.
Doesn't matter what the game engine is, the looks dont define what is too much for an older game, the technical side does such as the texture sizes and the model. Completely wrong... obviously you are not a level designer, just an artist. One thing I've learned over the years from a level design perspective is that assets need to be of the same quality all around. Otherwise, the piece of crap or the higly detailed asset will stick out like a sore thumb. Take CMT SPv2 + v3 for instance - you can clearly tell there was an insane amount of detail provided into the weapons and other new custom creations compared to any of the BSP's which were much less detailed, even when utilizing expansions such as OS. Basically, if I was a environment artist, I would be making everything at the same amount of quality for a consistent look and environment without anything being too much out of balance. And yes, the game engine DOES matter. Simply said, some engines are much more powerful than others and can simply render much more with much more quality and effects at a much lower cost. Quote: --- Original message by: DarkHalo003 Detail becomes obtrusive only when the item causes performance issues. And yes, there is the aesthetic disadvantage of using outdated BSPs and modern day assets, but what can you do? You can fix the BSPs to modern standards, as a start. No one in their right mind would update a majority of assets for a level just to match up with other smaller assets like a light post. One thing I've done and other artists have done on the Lumoria team is taken very high quality assets and downgraded them to more Halo 1-esque look. Not only is this our style, but it blends in nicely and dosent stick out. Rather than having to update all of our BSP's on an outdated engine that might not be able to handle what we wanted, we simply make our assets in the style of what the game was made to render. If I was working on a game in Cryengine 3, I would obviously be going for a much more detailed look simply becuase not only will it look better, the engine itself can handle it and run in an efficient manner that all users can use. Edited by Higuy on Apr 2, 2012 at 09:56 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 3, 2012 11:51 PM
Msg. 13 of 18
Quote: --- Original message by: HiguyQuote: --- Original message by: DarkHalo003 Detail becomes obtrusive only when the item causes performance issues. And yes, there is the aesthetic disadvantage of using outdated BSPs and modern day assets, but what can you do? You can fix the BSPs to modern standards, as a start. No one in their right mind would update a majority of assets for a level just to match up with other smaller assets like a light post. One thing I've done and other artists have done on the Lumoria team is taken very high quality assets and downgraded them to more Halo 1-esque look. Not only is this our style, but it blends in nicely and dosent stick out. Rather than having to update all of our BSP's on an outdated engine that might not be able to handle what we wanted, we simply make our assets in the style of what the game was made to render. Edited by Higuy on Apr 2, 2012 at 09:56 PM Yes, but this relation is the ultimate question I am proposing: Is one going to upgrade the old, 2001/2003 level textures/materials to fit the newer capabilities that OS seems to produce when looking at these very detailed objects? Just because you found it more appropriate to downgrade hi-res/modern textures/materials to fit your projects doesn't mean it's the only solution or path. You said it your self: "...this is our style..." If that's how you do things inside or outside Lumoria, that's fine. Some people IN THEIR RIGHT MIND would update a majority of assets if they want everything to look highly detailed and modern. It's that modern style of detail in 3D arts they are aspiring for, Higuy - there are multiple sides of the spectrum here. Edited by DarkHalo003 on Apr 3, 2012 at 11:53 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 4, 2012 07:25 AM
Msg. 14 of 18
If you read my post, you would have noticed Lumoria was simply an example to my reasoning. Im not forcing it down anyone's throats.
However, if you seriously want a "highly detailed and modern" style, just use some common sense and use an engine such as Unreal or Cry Engine that is actually made to do that. Both engines have an insane amount of newer features for newer workflows that simply make the task of adding alot of detail easier. You can make things in Cryengine in 5 minutes compared to what have taken a days worth of work in CE. Believe me, Halo's engine is great for its time, but its seriously outdated. There are some things its simply not capable of doing, even with OS (which, at times can be buggy. It's also hardly documented and dosent even work for some users). If a authentic artist is seriously ambitious about making great looking, highly detailed art, they should seriously consider simply using a better engine thats up to date with todays standards.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 6, 2012 10:09 AM
Msg. 15 of 18
Quote: --- Original message by: Higuy If you read my post, you would have noticed Lumoria was simply an example to my reasoning. Im not forcing it down anyone's throats. I know it was an example. I never said you were forcing it....
However, if you seriously want a "highly detailed and modern" style, just use some common sense and use an engine such as Unreal or Cry Engine that is actually made to do that. Both engines have an insane amount of newer features for newer workflows that simply make the task of adding alot of detail easier. You can make things in Cryengine in 5 minutes compared to what have taken a days worth of work in CE. Believe me, Halo's engine is great for its time, but its seriously outdated. There are some things its simply not capable of doing, even with OS (which, at times can be buggy. It's also hardly documented and dosent even work for some users). If a authentic artist is seriously ambitious about making great looking, highly detailed art, they should seriously consider simply using a better engine thats up to date with todays standards. Some people just want to use the HCE engine for the hell of it. And now with OS, they can bring normals and new materials in. CMT put it well; it wouldn't be the same if they went to UDK or CryEngine. HCE just has a value to it that when you put something in, it's magical. Maybe because of all the effort it takes.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Apr 8, 2012 10:24 PM
Msg. 16 of 18
Quote: --- Original message by: waffles i am NOT done with the collision model. i am NOT done with the model. i am NOT done with the effects.
Oh My god!! That must mean you were trying to get praise and accolades for something that wasn't done yet. Who does that? After all when you publish something to a public forum and public file share everyone knows it will remain private. Old adage: show them what you did, not what you are going to do.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Apr 9, 2012 07:37 PM
Msg. 17 of 18
Quote: --- Original message by: goldkilla88
Ok, who uploaded the damn thing?
@Gaiger - You thread-jack to much. :\ Edited by goldkilla88 on Apr 8, 2012 at 11:00 PM there's a difference between threadjacking and comparing tags.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Apr 9, 2012 09:13 PM
Msg. 18 of 18
Quote: --- Original message by: goldkilla88
Ok, who uploaded the damn thing?
@Gaiger - You thread-jack to much. :\ Edited by goldkilla88 on Apr 8, 2012 at 11:00 PM Is your first guess Atheros?
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