
Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 22, 2013 08:39 PM
Msg. 491 of 915
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 22, 2013 10:43 PM
Msg. 492 of 915
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 22, 2013 10:52 PM
Msg. 493 of 915
speaking of spartans, those guys still look really matte, needs moar specular
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 22, 2013 11:16 PM
Msg. 494 of 915
When you have OS, there's really no need. This spartan elite concept by slappy uses two permutations on one biped - so that means there's only one bone structure. I believe slappy was using the spartan bone structure with some elite bones imported, he had to rerig stuff. It was messy and he didn't want to work on it anymore.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Mar 22, 2013 11:24 PM
Msg. 495 of 915
Spartan Elite you say?  Quote: --- Original message by: Jesse MattDratt- we used to rip maps and leak for a living. Fun times. Server host and trailer maker. Lots of sound help. Edited by Jesse on Mar 10, 2013 at 04:47 AM I find it ironic that I got a beta because I use to leak things Edited by MatthewDratt on Mar 22, 2013 at 11:34 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 22, 2013 11:50 PM
Msg. 496 of 915
haloceripper
good times :)
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Mar 23, 2013 01:34 AM
Msg. 497 of 915
anyway
when will da map be out now that there is pretty trailer Edited by MatthewDratt on Mar 23, 2013 at 01:35 AM
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New001
Joined: May 12, 2011
Default Profile
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Posted: Mar 23, 2013 03:23 AM
Msg. 498 of 915
cool nice work and i hope you awesome modders can help me on Project Lumoria Episode 2.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 23, 2013 05:19 AM
Msg. 499 of 915
Quote: --- Original message by: DSalimander *words*. You just gotta mirror those changes and the modeling will be set. We'll revisit the BSP and scenery shaders soon I suppose. The main thing we need now is the lighting, which will hopefully work (I've seen promising results)
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New001
Joined: May 12, 2011
Default Profile
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Posted: Mar 23, 2013 05:21 AM
Msg. 500 of 915
i think it is best for dual wield weapon pickups like from H2 Zanzibar style with the dual SMG's.
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Ubergoober
Joined: Oct 11, 2010
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Posted: Mar 23, 2013 06:49 AM
Msg. 501 of 915
does foundry support all the gametypes? king of the hill is quite good on that map, as is oddball, although bubble shields are an important component of oddball playing strategy.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Mar 23, 2013 07:17 AM
Msg. 502 of 915
Quote: --- Original message by: Thorolf KveldulfssonQuote: --- Original message by: Jesse
-Is there a way to improve the forklift so the prongs can lift stuff? Possibly. You'd need to place small mass points in your physics in order to pick up vehicles (that's about it since scenery doesn't implement physics). Here is an example (you may want more mass points to make it more accurate): http://i.imgur.com/ouQS6n8.jpg Here is how currert physics look like (collision is hidden) There is no way to animate physics and only way to make it lift things would be attaching other vehicle with a script which wouldn't sync well online.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Mar 24, 2013 01:32 AM
Msg. 503 of 915
Isn't that all scenery? :p
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Mar 24, 2013 01:36 AM
Msg. 504 of 915
Will there be a blank lightmap rendered along the final release so if people wanna modify the map they can just drop in the blank lighting? Edited by MatthewDratt on Mar 24, 2013 at 01:37 AM
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ThePlague
Joined: Dec 16, 2007
Steam: jubalearlybh
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Posted: Mar 24, 2013 01:43 AM
Msg. 505 of 915
Looks really good guys, trailer reminded me a lot of Halo 3 in the beginning.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 24, 2013 01:46 AM
Msg. 506 of 915
I'm almost certain that the lightmaps for one instance will have 3 1024 x 1024 bitmap pages. We might strain the tagspace with ONE lightmapped version, two would probably be impossible, although we can release a plain structre_bsp with bitmaps on the thread.
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Ackrylic
Joined: Apr 23, 2007
Hue
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Posted: Mar 24, 2013 04:18 AM
Msg. 507 of 915
You guys are awesome c:
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Mar 24, 2013 06:43 AM
Msg. 508 of 915
Quote: they don't deserve it. ^^^^ true that! and congrats on this! if you (who worked on this) can recreate something as good (or even better) that a group as big as BUNGIE can do, I'd say you could easily make it into the development industry. :D
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Mar 24, 2013 07:44 AM
Msg. 509 of 915
I see shadows on stairs and some crates ? arent those sceneries ? In that case shadows won't happen :3
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 24, 2013 08:14 AM
Msg. 510 of 915
Quote: --- Original message by: DSalimanderQuote: --- Original message by: arbiter100 You guys are awesome c: It's only fair. You spent as much time as you could have to make a level people wanted to see in CE. Zteam could have given us the BSP but instead they said something along the lines of "you are too simple minded to figure it out" and laughed as they flaunted pictures of the BSPs they could extract in our faces. Zteam members are hyprocrit we all know that. I like how the map looks right now. Good lightmap, good bsp, nice tags, good team, good port. Oh simply, it's awesome ! Edited by darksoldier on Mar 24, 2013 at 08:18 AM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 24, 2013 01:53 PM
Msg. 511 of 915
Ztea is dead. CAD was very cool and not arrogant at all, not sure about the other guys.
Before this turns into a hate/love thing, foundry is progressing!
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 24, 2013 03:08 PM
Msg. 512 of 915
Quote: --- Original message by: Jesse Ztea is dead. CAD was very cool and not arrogant at all, not sure about the other guys.
Before this turns into a hate/love thing, foundry is progressing! Yes i know CAD helped much the community in the past. I don't speak about a specific guy. I speak about the Zteam in general. :)
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OrangeJuice
Joined: Jan 29, 2009
I hand-paint bumpmaps! ❤ desaturate is baad
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Posted: Mar 24, 2013 03:42 PM
Msg. 513 of 915
Which is why I don't post updates for the jail anymore
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 25, 2013 02:06 PM
Msg. 514 of 915
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Mar 25, 2013 02:59 PM
Msg. 515 of 915
if ye send me the weapon bitmaps(preferably .png/tga/tif) I can rework them to better fit halo's engine.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 25, 2013 10:15 PM
Msg. 516 of 915
Quote: --- Original message by: master noob if ye send me the weapon bitmaps(preferably .png/tga/tif) I can rework them to better fit halo's engine. For the AR? I'm not sure how they need optimizing, elaborate :o
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 25, 2013 10:41 PM
Msg. 517 of 915
The lighting is very sharp and chrisp, but I have to say I liked the older lighting. This just seems to scream for attention and overshadows everything else in the pictures. This is just super contrasty in an unrealistic way.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 25, 2013 10:49 PM
Msg. 518 of 915
i can tone it down if the consensus wants that (or if jesse wants it)
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 25, 2013 10:54 PM
Msg. 519 of 915
I'm no lighting expert, but in a realistic sense, the light that spills in would soften the shadows. we don't have light that is so polarizing in real life.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 25, 2013 11:53 PM
Msg. 520 of 915
 If you diffuse it much more than this then you wont see the crosses Edited by Maniac1000 on Mar 25, 2013 at 11:55 PM
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Spartan_094
Joined: Jan 8, 2008
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Posted: Mar 26, 2013 12:36 AM
Msg. 521 of 915
Hnnnnn Revamped spartan shaders again, and new PR shaders (eh eh?)  
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 26, 2013 02:03 AM
Msg. 522 of 915
Quote: --- Original message by: Jesse
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 26, 2013 02:12 AM
Msg. 523 of 915
Now these... are some awesome spartans.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Mar 26, 2013 02:13 AM
Msg. 524 of 915
Quote: --- Original message by: JesseQuote: --- Original message by: master noob if ye send me the weapon bitmaps(preferably .png/tga/tif) I can rework them to better fit halo's engine. For the AR? I'm not sure how they need optimizing, elaborate :o all weapons; I can bake overhead lighting into the specular/diffuse(seen in the h1 AR, Magnum, Plasma Rifle, etc) and work the normal map into it to fit in better, and a bunch of other small adjustments.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 26, 2013 11:47 AM
Msg. 525 of 915
Did you take my suggestion to increase the saturation on the color change? These guys seem a bit darker than the one you showed us a few pages back. And before I forget...chest lights please? The chest piece doesn't seem to have any lights.
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