
Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 31, 2012 05:09 PM
Msg. 36 of 915
(REVISED 10-31-12) TO DO LIST:
- Halo 3 scenery in-game with working collision models -Might use H3MT - Halo 3 forklift as a drivable working vehicle (for lols) Done. - Sky tags with source, right now we just have the immediate geometry surrounding the warehouse - Get the new BSP ingame, lit, shader'd, error free - most BSP errors have been resolved - Do more UV work to the BSP model. - Extensively test out the tagset to ensure it works properly with each gametype. - Finish the rest of the in-game decals.
Speaking of decals, we all know how big a pain in the -- they are. Anybody have some tips on making them easier to work with in Sapien? Edited by Jesse on Oct 31, 2012 at 05:11 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Oct 31, 2012 05:20 PM
Msg. 37 of 915
Just add them into the bsp?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Oct 31, 2012 06:46 PM
Msg. 38 of 915
Blood gulch has decals added to the bsp, so I don't see why not do it in foundry as well. Adding them in sapien is a pain, trust me.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 31, 2012 08:27 PM
Msg. 39 of 915
Got Altis' forklift in-game. 
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Ubergoober
Joined: Oct 11, 2010
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Posted: Nov 1, 2012 12:12 AM
Msg. 40 of 915
excellent
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 1, 2012 12:21 AM
Msg. 41 of 915
FORK YOU ALL! *crashes into massive crowd*
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Kozakuu
Joined: Oct 30, 2011
Only the person who was wisdom can read the most.
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Posted: Nov 1, 2012 12:55 AM
Msg. 42 of 915
Looks a bit... small? idk
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RecycleBin1337
Joined: Oct 24, 2012
♥
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Posted: Nov 1, 2012 01:19 AM
Msg. 43 of 915
Quote: --- Original message by: KozakuuLooks a bit... small? idk Looks right to me.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Nov 1, 2012 03:53 AM
Msg. 44 of 915
hmm a forklift that is 1/4 times the size of the bunch of crates it was supposedly made to lift. yeeeeeeeeaaaahhhhhhno. :/ I'm pretty sure something is out of proportion there. Show a piped in relation please.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 1, 2012 05:28 AM
Msg. 45 of 915
It is small in halo 3 too.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 1, 2012 06:12 AM
Msg. 46 of 915
Crates and other objects need to be a bit smaller though.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Nov 1, 2012 07:16 AM
Msg. 47 of 915
As near as I can tell, the two forklifts are the same size (although the angle of the first pic makes it hard to be sure). They both seem to be as tall as the dark rectangle at the end of the big double crate. Edited by Echo77 on Nov 1, 2012 at 07:17 AM
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P3
Joined: Dec 2, 2011
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Posted: Nov 1, 2012 07:20 AM
Msg. 48 of 915
The map looks great btw. :)
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Nov 1, 2012 08:11 AM
Msg. 49 of 915
Forge mode? (Kirby style)
Anyway, looks awesome. How dangerous are those forklifts? As in, can we pick up large poles and use them as javelins?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 1, 2012 10:38 AM
Msg. 50 of 915
Hey, Jesse, could you release a non-sauced version for those of us who can't run it?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 1, 2012 03:33 PM
Msg. 51 of 915
We're not using OS in the first place.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Nov 1, 2012 03:36 PM
Msg. 52 of 915
So for decals, can you not just make it scenery instead? A plane that has the decal images transparent. I know how hard it is to place decal tags properly in sapien.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 1, 2012 03:39 PM
Msg. 53 of 915
Yeah I might keep the decals as part of the BSP since I already modeled in the planes.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 15, 2012 10:17 PM
Msg. 54 of 915
So we got the new BSP in-game, it looks really great but we still need to work on the shaders and a few other minor things that I really want fixed soon, namely the fencing, but I won't show pics yet because lighting and shaders and some UVs\IDs are not final. Can anyone create a collision model for this fence?:  The red pipes and yellow holders don't necessarily have to be collidable, just the stairs and fencing (which I assume is enough to stop grenades, projectiles and people.) Edited by Jesse on Nov 15, 2012 at 10:22 PM
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Ubergoober
Joined: Oct 11, 2010
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Posted: Nov 15, 2012 10:19 PM
Msg. 55 of 915
Quote: --- Original message by: eliteslasher hmm a forklift that is 1/4 times the size of the bunch of crates it was supposedly made to lift. yeeeeeeeeaaaahhhhhhno. :/ I'm pretty sure something is out of proportion there. Show a piped in relation please. you mean crates or shipping containers? cause i dont think that kind of forklift is designed for lifting shipping containers, however there are crates in the map and these are not 4 times bigger than the forklift.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 15, 2012 10:23 PM
Msg. 56 of 915
The forklift was most likely used for lifting the trash containers and those quad-crates. The cranes handle all the large items.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 15, 2012 10:26 PM
Msg. 57 of 915
I was dying to.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Nov 15, 2012 10:29 PM
Msg. 58 of 915
Quote: --- Original message by: Lestat"Speaking of decals, we all know how big a pain in the -- they are. Anybody have some tips on making them easier to work with in Sapien?" "Just add them into the bsp?" -qwerty -"and apply '!%' to the material?"-mastur cheef "Blood gulch has decals added to the bsp, so I don't see why not do it in foundry as well. Adding them in sapien is a pain, trust me." -qwerty No... you must not know what we're talking about. Decal TAGS. We made some of the decals BSP but Jesse likes how the bump maps show through them when they're decal tags, so we're doing it the hard way in favor of appearence. The only problem is, if you have ever placed decals you would know this, Sapien doesn't place them or let you manuever them correctly/accurately. E3pO Sapien and a hobo never addressed this, IIRC. The main issue is rotation of the decal, or lack of. PS- It would just be '!'. Because I'm Bored: % is double sided (glass) ! is render only + is for special materials like '+sky', '+portal', '+exactportal', or '+unused$' (discards geometry in favor of a fog plane) (+ is really just used when you need to declare a surface as something, but dont want to associate a shader to it) ^ is climable (ladder) $ is fog plane 'thisisthelongestshadernameintheworldibetlolololol!%$' (for when you have materials such as water that can double as a fog plane) !, $, and % can ignore sealed world rules, but cannot intersect or overlap other polies (within sealed world) + is just special. the retarded kind of special. Sauce: file:///C:/Program%20Files/Microsoft%20Games/Halo%20Custom%20Edition/HEK_Tutorial/references/general/materials_overview.html"Looks a bit... small? idk" -Kozakuu It certainly does. I think it's just because everything around it is so big. did you look at A10?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 15, 2012 10:40 PM
Msg. 59 of 915
I used someone A10's decals as a reference, but those are very simple compared to the ones I need in Foundry. The A10 decals use bitmaps that are already sized, don't need any type of fading, whereas Foundry's decals are paint strips on the ground that need some alpha blending. Not to mention the fact that I can't re-size the decals in-game in individual directions, only bigger or smaller. They also don't rotate right sometimes.
I should take another look though, I only looked at a few of the tags.
EDIT: Maniac was kind enough to fix that collision. Edited by Jesse on Nov 16, 2012 at 12:48 AM
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Nov 16, 2012 08:06 AM
Msg. 60 of 915
So where is my "old buddy special beta invite"?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 16, 2012 08:11 PM
Msg. 61 of 915
The internal betas will be handed out soon, though I can't specify when. It's conditional on when we feel the BSP has reached a release able state. DSalimander is working on the shaders and fixing the messed up spectacular maps. I work on UV errors and the tagset.
Don't worry people, there will be Easter eggs galore!
But no gamebreaking weapons (at least not in the main BSP.)
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 18, 2012 04:50 PM
Msg. 62 of 915
Quote: --- Original message by: Jesse We're not using OS in the first place. Oh, cool. I just saw the picture above and thought it was from the CE version. Lol.
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antiblood
Joined: Jul 17, 2010
Hail satan, smoke mehth
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Posted: Nov 18, 2012 10:57 PM
Msg. 63 of 915
Quote: --- Original message by: t3h m00kz Marijuana is legal in Colorado and Washington. More at 11 YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA (lolfederallaws) this map sounds like its getting its act together. im kinda happy its useing retail tags instead of the h3mt ones.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 18, 2012 11:50 PM
Msg. 64 of 915
Quote: --- Original message by: antibloodQuote: --- Original message by: t3h m00kz Marijuana is legal in Colorado and Washington. More at 11 YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA (lolfederallaws) this map sounds like its getting its act together. im kinda happy its useing retail tags instead of the h3mt ones. It's using stock halo one tags D: But it's a halo 3 map!...Well darn...
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 19, 2012 01:10 AM
Msg. 65 of 915
It's using H3 tags dude.
If a classic one has to be made, I'll do it with the HCEA tagset I've developed. Edited by Jesse on Nov 19, 2012 at 02:41 AM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 19, 2012 09:59 AM
Msg. 66 of 915
CaptainVidya must've played DarkSouls.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Nov 19, 2012 12:28 PM
Msg. 67 of 915
Quote: --- Original message by: Lestat tldr Looks like you inverted the colors and put back the original texture on the inverted map (looking whiteish more than black) as lighten only ? That would be a good idea to recreate this sort of bitmap quickly, and as he said it would be the minimum work needed to get cool h3 environnement shaders into CE with enough details
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 19, 2012 08:42 PM
Msg. 68 of 915
Quote: --- Original message by: CaptainVidyaQuote: --- Original message by: Dumb AI CaptainVidya must've played DarkSouls. pffft DarkSouls. I'm talking about the difficulty of the NES days. Edited by CaptainVidya on Nov 19, 2012 at 05:16 PM Those days are long gone. People don't suffer for easter eggs any more (unless they are trying really hard).
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 19, 2012 08:52 PM
Msg. 69 of 915
... Wheres the decal?
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Nov 19, 2012 09:13 PM
Msg. 70 of 915
I'm guessing the red decal directly in front of him.
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