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Author Topic: For those who said this day would never come, what are they to say now (1359 messages, Page 11 of 39)
Moderators: Dennis

Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 21, 2012 02:23 PM    Msg. 351 of 1359       
Very nice work. Wish there was something I could do to help. Let me know if you need any .garbage models.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 21, 2012 02:35 PM    Msg. 352 of 1359       
If you're good with sounds, it be helpful if you could rip and port all the music and level specific sounds. That's something that hasn't even been started.


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 21, 2012 02:56 PM    Msg. 353 of 1359       
Quote: --- Original message by: Masters1337
If you're good with sounds, it be helpful if you could rip and port all the music and level specific sounds. That's something that hasn't even been started.


Yeah I can do that.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 21, 2012 02:59 PM    Msg. 354 of 1359       
Alright great! If you can port over all the Chief, Miranda, Johnson, and Cortana dialoug outside of the opening cutscene, that be perfect. Then music and ambient sounds after. The first cinematic has been already handled.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 21, 2012 06:26 PM    Msg. 355 of 1359       
Quote: --- Original message by: mastur cheef
Johnson walk.

It's pretty swaggalicious.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 21, 2012 07:05 PM    Msg. 356 of 1359       
Quote: --- Original message by: MoooseGuy
Quote: --- Original message by: mastur cheef
Johnson walk.

It's pretty swaggalicious.

Johnson: "SAY WAT?"


olly12345
Joined: Jul 30, 2008


Posted: Dec 22, 2012 04:23 AM    Msg. 357 of 1359       
Quote: --- Original message by: grey knight
Spamspamspamspam

Goodbye! :)


xXR0B0STEELXx
Joined: Dec 27, 2012

↑ If only this avatar weren't upside down.


Posted: Dec 27, 2012 09:16 AM    Msg. 358 of 1359       
I don't know if this has been already asked, but how far are you from releasing the first map?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 27, 2012 01:22 PM    Msg. 359 of 1359       
They got the BSP to work.
Now,they are doing some stuff with it,like tweaking it and making it all pretty and stuff.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 27, 2012 02:04 PM    Msg. 360 of 1359       
This will take a lot longer than it sounds, but it'll be worth it ^^

(EDIT: Ignore this post please... Sorry.)
Edited by renegade343 on Dec 27, 2012 at 02:24 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 27, 2012 02:09 PM    Msg. 361 of 1359       
What the hell are you talking about?

That's what they're doing.I only mentioned the things that I know that they're doing.

Here's what I know they did/are doing:
*Making all the stuff work,like the gondolas
*Making it pretty,cause that's what you do with OS
*Recreating the encounters
*Making the BSP work like it should
*General modding duties,like debugging


I believe that they are about 20-30% complete with the map Delta Halo.
They got some of the difficult,important stuff done

And no,I'm not new at all.
Not sure if you're an old member with a new account but I joined before you did.


Edited by Dumb AI on Dec 27, 2012 at 02:18 PM


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 27, 2012 02:23 PM    Msg. 362 of 1359       
Quote: --- Original message by: Dumb AI
What the hell are you talking about?
...
And no,I'm not new at all.

Sorry, I put the wrong quote up... That last post was supposed to be for xXR0B0STEELXx.

Yeah I know, that's what I meant by it taking a long time.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 27, 2012 02:27 PM    Msg. 363 of 1359       
It's kay.
Sorry for being hostile to ya.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 27, 2012 02:30 PM    Msg. 364 of 1359       
lol no it's fine, you're good. I should've been more clear, too. ^^


xXR0B0STEELXx
Joined: Dec 27, 2012

↑ If only this avatar weren't upside down.


Posted: Dec 27, 2012 02:32 PM    Msg. 365 of 1359       
Quote: --- Original message by: renegade343
Quote: --- Original message by: Dumb AI
What the hell are you talking about?
...
And no,I'm not new at all.

Sorry, I put the wrong quote up... That last post was supposed to be for xXR0B0STEELXx.

Yeah I know, that's what I meant by it taking a long time.

Yeah, I just joined today, I have been watching CMT's thread on HaloMods.com, and have fond the link to these forums.
The main reason I posted that post was so that I could get an email when a new post is submitted.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 27, 2012 04:18 PM    Msg. 366 of 1359       
Right now everything is on hold, until we get some of the other problems in the BSPs figured. I can't improve the basic encounters set up until the ai pathfinding works properly. Kirby in the meantime has been working on cutscenes. Soon as I get the sound tags mentioned above, I can start integrating all the audio content.

If there is anyone who has some time on their hands and doesn't mind fixing errors, we certainly can use the help.


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Dec 27, 2012 06:15 PM    Msg. 367 of 1359       
All the effort spent figuring out BSP errors could have been put into custom BSPs, just super sayan.

Anyways, normally if you can get a BSP compiled properly then it should generate the pathfinding nodes automatically, so I don't understand how you can have basic encounters already set up on BSPs, yet these don't have proper pathfinding. The only sort of pathfinding issue I've seen before was on the b40 levels that had glass placed above the basic geometry. You need to set certain flags to make sure the AI doesn't use the "gaps" to generate the pathfinding nodes. Aside from that, scenery that isn't set up properly can also cause pathfinding issues if some radius doesn't match it's size.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 27, 2012 09:06 PM    Msg. 368 of 1359       
Well this team has no artists, and some people involved are already working on a custom map you can view a preview here http://www.youtube.com/watch?feature=player_embedded&v=we7Zd4LFI7o

Halo 2 uses what is called instance geometry, they basically model the levels layout, and then place geometry that will be used multiple times throughout the map in max, almost like scenery. However, H2 allows you to have intersecting geometry without collision errors, something H1 doesn't allow. The priority has always been getting Delta Halo playable start to finish, so that we have the entire level to work with in terms of scripting, shaders, sound and population. Since we are taking this approach, much of this instance geometry causes collision errors in the BSP, which in turn effect AI pathfinding. In short, the BSPs are not compiled properly, hence our collision and pathfinding problems.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 27, 2012 09:24 PM    Msg. 369 of 1359       
If you were making a custom map and bsps you wouldn't have to spend the time to fix things you didn't make to begin with.


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Dec 28, 2012 01:10 AM    Msg. 370 of 1359       
Quote: --- Original message by: Masters1337
The priority has always been getting Delta Halo playable start to finish.


You said it was already at this point:

Quote: --- Original message by: Masters1337
Level is now playable start to finish. And by level, I mean both Delta Halo and Regret.


So I'm going to go on a whim and assume you're just hyping that which is still far from deserving hype.

Anyways, just use scenery. Halo 1's engine is different from H2's, and therefore should be treated differently. Gone will be intersecting geometry, welcome back AI pathfinding.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 28, 2012 01:24 AM    Msg. 371 of 1359       
If we were to do it all as scenery, you would get very poor optimization. Scenery is much more taxing on performance than BSP. We did initially experiment with it, and the results were pretty painful. Also, you get the damage effect clipping, which sucks for the tank run.

Halo 2 also lets you designate when to render scenery based on the currently loaded BSP, and also lets you scale it in sapien. This presents it's own problems, as you need to have multiple versions of scaled scenery, and you also would have scenery rendering in locations it is not suppose to. Both can be solved via scripting, but then you run the risk of running out of object names. We do plan on doing some BSP manipulation in order to stop the scenery rendering in the distance where the player should not be seeing it, but it's certainly not something that would be propper for the entire level.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 28, 2012 01:52 AM    Msg. 372 of 1359       
Cause this project is about taking a baby that's fully grown and stuffing it back into it's mother. And that results in Zbuffers and every other problem we run into.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Dec 28, 2012 04:33 AM    Msg. 373 of 1359       
Quote: --- Original message by: Masters1337
Cause this project is about taking a baby that's fully grown and stuffing it back into it's mother. And that results in Zbuffers and every other problem we run into.


unorthodox, but accurate 0.o


ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Dec 28, 2012 08:17 AM    Msg. 374 of 1359       
I haven't been on the forum but when ever i see CMT stuff its good but usually they usually seem so cocky like they are gods gift to halo like their maps are good


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Dec 28, 2012 11:09 AM    Msg. 375 of 1359       
Quote: --- Original message by: Masters1337
If we were to do it all as scenery, you would get very poor optimization. Scenery is much more taxing on performance than BSP.


H2's levels didn't feature significantly more scenery than H1 did. If the BSPs are properly portaled (véry important) and you don't go crazy with scenery, then the results should be performant enough. Trust me, the difference between no portals and proper portals is massive.

I don't know what you mean with damage effect clipping, I haven't noticed scenery to cause any crazy stuff pertaining to damage. Doesn't mean whatever you mean isn't there, it just means it's not a noticeable item.

Either way, you'll have to cut some corners because you're downgrading the level to H1. If you risk running out of object names just choose the most defining ones and scale those. Nobody is expecting an exact replica.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 28, 2012 12:42 PM    Msg. 376 of 1359       
Besides, you could also split each campaign level into multiple parts like Lumoria, if you can't fit everything into one BSP.

Hiralis' rant... actually has a really good point, though. o.o
Copy, learn, then do something new. We all know CMT's amazing at copying and touching up, and their redesigned weapons are pretty amazing...
But unless TSC-E and this H2 port can show that CMT can take a step further and do something big and original, I'm not sure how much they'd really deserve to call themselves the Custom Mapping Team.

No offense to you, Masters, TehLag or anyone else; I love your work, just... I'm worried about how this'll turn out.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 28, 2012 01:46 PM    Msg. 377 of 1359       
Quote: --- Original message by: The Lodeman
Quote: --- Original message by: Masters1337
If we were to do it all as scenery, you would get very poor optimization. Scenery is much more taxing on performance than BSP.


H2's levels didn't feature significantly more scenery than H1 did. If the BSPs are properly portaled (véry important) and you don't go crazy with scenery, then the results should be performant enough. Trust me, the difference between no portals and proper portals is massive.

I don't know what you mean with damage effect clipping, I haven't noticed scenery to cause any crazy stuff pertaining to damage. Doesn't mean whatever you mean isn't there, it just means it's not a noticeable item.

Either way, you'll have to cut some corners because you're downgrading the level to H1. If you risk running out of object names just choose the most defining ones and scale those. Nobody is expecting an exact replica.


He's right. Halo 2's Levels don't have as much scenery as H1's did. There was a lot of stuff built into the BSPs that halo 1 just used as scenery.

another thing to consider is AI Quality. In Halo 2, AI don't use actor_varients and whatnot, they use ".character" files and "AI Zones". AI zones basically do away with firing and move positions and give them free roam around the SBSP (which is what they're called in H2's engine). This all makes it hard to get AI into halo 2's MP... but i guess H1's ai engine would do :)

...have you guys ever seen the "climber" elite on outskirts?


ZX 707
Joined: Feb 15, 2012


Posted: Dec 28, 2012 01:53 PM    Msg. 378 of 1359       
Quote: --- Original message by: The Lodeman
I don't know what you mean with damage effect clipping, I haven't noticed scenery to cause any crazy stuff pertaining to damage. Doesn't mean whatever you mean isn't there, it just means it's not a noticeable item.


Damage effects like explosions go through scenery collision. If you had a wall and someone shot a rocket or threw a grenade on one side and you were on the other, you would take damage if it was scenery, but not if it was part of the bsp.


Kal825B
Joined: Jan 16, 2012

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


Posted: Dec 28, 2012 02:18 PM    Msg. 379 of 1359       
Climber Elite?


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Dec 28, 2012 02:38 PM    Msg. 380 of 1359       
I remember the H2 modding days, when AI zones didn't work at all in MP. Using jmad swaps or something like that to force them to run straight the entire time. Good times.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Dec 28, 2012 03:27 PM    Msg. 381 of 1359       
Quote: --- Original message by: Mootjuh

Quote: --- Original message by: renegade343
Besides, you could also split each campaign level into multiple parts like Lumoria, if you can't fit everything into one BSP.



Lol we are doing the exact opposite, we're merging 2 halo 2 SP maps into 1 SP map(Delta Halo & Regret).

Edited by Mootjuh on Dec 28, 2012 at 03:25 PM


I would consider this an immediate issue. Halo 2 obviously had the 2 separated for a reason, that sure as hell means CE should too.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 28, 2012 03:43 PM    Msg. 382 of 1359       
Quote: --- Original message by: The Lodeman
I remember the H2 modding days, when AI zones didn't work at all in MP. Using jmad swaps or something like that to force them to run straight the entire time. Good times.


Oh my god! i remember that too! but then h2 guerilla (another Kornman masterpiece) came out and all of a sudden we could copy over ai zones. good times, indeed.

and the "climber elite" was in sniper alley. some of you may remember the cloaked elites that appeared there on legendary? there's a way to spawn only them and not the rest of the snipers and whatnot. you have to go over the rooftops and spawn the IWHBYD skull (one of the hardest but most fun easter eggs of all time), but don't pick it up. two cloakers have plasma rifles, one with a sword. if you can trick one of the plasma rifle elites to go down towards the end of the alley, sometimes it will just randomly climb up some invisible ladder and stay there forever. easy headshot. even after looking at the outskirts source code, i can't tell why he does such a silly thing, although it turns out the elites in H2 have an unused ladder-climbing animation.

here's a vid for those who still don't believe me:

http://www.youtube.com/watch?v=u0bqIFS6624
Edited by clonecam117 on Dec 28, 2012 at 03:44 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 29, 2012 09:16 PM    Msg. 383 of 1359       
So doing the dialog right now. Couple cool things I found. One being the first Spectre encounter was suppose to happen after the bridge in delta halo, the other being that Cortana makes a comment about there being battle scars throughout the Delta Ruins.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 30, 2012 12:40 AM    Msg. 384 of 1359       
It's like bullet holes and blood.
They magically disappear...


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 30, 2012 01:29 PM    Msg. 385 of 1359       
Quote: --- Original message by: Masters1337
So doing the dialog right now. Couple cool things I found. One being the first Spectre encounter was suppose to happen after the bridge in delta halo, the other being that Cortana makes a comment about there being battle scars throughout the Delta Ruins.


Oh yeah! i've found those too! i love finding hidden surprises in the game's engine. did you know the level "oracle" has spawn points set up for the Flood Juggernaut?

 
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