
The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 26, 2013 03:48 PM
Msg. 36 of 60
I second the wise words above ^
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Feb 26, 2013 03:49 PM
Msg. 37 of 60
Technically, a sky could be part if a BSP, but its gonna run into point 0x0 (size) and rendering issues. Would make more sense to edit te GBXmodel for the sky tag as Maniac suggests.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Feb 26, 2013 04:05 PM
Msg. 38 of 60
Quote: --- Original message by: Maniac1000 I have played it. Sky's are still gbx models. Pretty sure he meant the +sky material used in the BSP.
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Feb 26, 2013 04:22 PM
Msg. 39 of 60
I would think a cool idea would be something custom and not trying to replicate other halo games campaign.
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Feb 26, 2013 05:41 PM
Msg. 40 of 60
One of H3MT's goals was fro the content to be custom content. Bitmap extraction was not a concern. Narrows needs work, however it is not the ripped version you all know of. (which I'm still confused about, I'm guessing floyd extracted and recompiled...because I remember Doan using a different vehicle set in the builds around the time of the leak.)
Narrows as it sits now for anyone interested in it's current state: http://www.youtube.com/watch?v=klWjQPA0xaY
However, I'm fairly certain most of the structure that you aren't walking on is sky as well. No collision. Edited by Invader Veex on Feb 26, 2013 at 06:23 PM
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Feb 26, 2013 07:58 PM
Msg. 41 of 60
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Feb 26, 2013 08:16 PM
Msg. 42 of 60
And you show up with a terribly sized pic. What is this? ^ O.o Edited by Dumb AI on Feb 26, 2013 at 08:18 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 26, 2013 08:19 PM
Msg. 43 of 60
Quote: --- Original message by: LestatQuote: --- Original message by: MootjuhQuote: --- Original message by: LestatQuote: --- Original message by: Mootjuh Fixing the Narrows BSP wouldn't seem so hard.. would it? Fix all the nearly coplanars, fix all the portals, reUV the whole thing with new materials, get the sky corrected, fix inaccurate modeling, get correct working scenery, correct object placement, etc. Easy stuff, anybody could do it. The stuff in bold isn't part of the bsp. The sky needs to be part of the BSP, along with some pieces of scenery. Then what you meant is - The parts of the sky that are not actually in the sky, should be added to the bsp. If you had expressed this properly then you would have been more likely to be understood.
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Feb 26, 2013 09:43 PM
Msg. 44 of 60
par·o·dy /ˈparədē/ NounAn imitation of the style of a particular writer, artist, or genre with deliberate exaggeration for comic effect. VerbProduce a humorously exaggerated imitation of (a writer, artist, or genre). Synonymsnoun. travesty - skit - burlesque - spoof - mockery - send-up verb. travesty - mimic - burlesque - mock
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Feb 26, 2013 10:51 PM
Msg. 45 of 60
Quote: --- Original message by: Banshee64par·o·dy /ˈparədē/ NounAn imitation of the style of a particular writer, artist, or genre with deliberate exaggeration for comic effect. VerbProduce a humorously exaggerated imitation of (a writer, artist, or genre). Synonymsnoun. travesty - skit - burlesque - spoof - mockery - send-up verb. travesty - mimic - burlesque - mock Saying the word "parody" would be enough. That's not the point either. (Assuming that you made the pic) You have failed to change the size the image proportionally.
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Feb 27, 2013 11:02 AM
Msg. 46 of 60
That's The Joke Edited by Banshee64 on Feb 27, 2013 at 11:02 AM
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Feb 27, 2013 03:10 PM
Msg. 47 of 60
A remake TECHNICALLY could be possible but it's far-fetched to have an entire level of Halo 3's campaign, in it's pristine form, ported to Halo: Custom Edition. However, what you could do is segment the levels so that they consist of 4 parts (Ie: The Arrival Pt. 1, 2, 3, and 4) and that might do better for the whole thing. However, another thing that should be addressed is that to completely copy a level from Halo 2's (3, and 4 as well) campaign, you must also have all the dialogue of it as well. If you were to do that, however, you could be looking at a copyright infringement. That can also be avoided if you had voice actors for the campaign. Another key in this would be in regards to the shaders. The shader system that Halo 1 runs on is in no way capable of completely replicating Halo 3's graphic engine. But, with the utilization of OpenSauce V3, some good light-mapping and manipulation, you could pull it off. However, that'd still leave the weaponry and the bipeds. The weapons, themselves, are strewn about that website and if you look hard enough, you can find them all. The only problem with that is that the weapons aren't always good looking (Look at the earlier battle rifle models, for instance.) If you wanted it to replicate Halo 3 completely, you'd need to do a lot of spitshinning to get it to perfection. On the bright side, Halo 3 never ran in full HD (1080p) on the 360. This was done to preserve some of their advanced lighting effects throughout the game. You COULD pull off a feat like that in Halo 1 + Opensauce but you wouldn't be able to do it alone. You'd need an entire team to do so. I'll give you a head start if you're heart-set on this, however. On the Halo Maps website, you can find some pretty good Halo 3 master chief bipeds as well as arbiter ones and as I recall, you can have random biped spawns in Halo levels (Have player 1 spawn as MC, 2 as Arbiter, the other 2 as elites.)
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 27, 2013 03:22 PM
Msg. 48 of 60
Quote: --- Original message by: Lestat Why are we suddenly talking about Halo 3 Campaign on CE? As long as we don't have a Halo 3 BSP extractor, forget it. The only reason we have a few Halo 3 MP maps is because somebody took the time to hand model them. Halo 2's BSPs are a stretch as it is, don't even think about Halo 3's. Because...it's a cool idea. Did you read the thread title?
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 27, 2013 03:45 PM
Msg. 49 of 60
The idea vs actually doing something are two different things. One can dream, as they say. Did you watch the superbowl?
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Feb 28, 2013 10:13 AM
Msg. 50 of 60
Quote: --- Original message by: LestatQuote: --- Original message by: The LodemanQuote: --- Original message by: Lestat Why are we suddenly talking about Halo 3 Campaign on CE? As long as we don't have a Halo 3 BSP extractor, forget it. The only reason we have a few Halo 3 MP maps is because somebody took the time to hand model them. Halo 2's BSPs are a stretch as it is, don't even think about Halo 3's. Because...it's a cool idea. Did you read the thread title? The idea was already dismissed and yet it's being discussed again. Did you read the thread? Well, technically it IS a new idea. Back when these "Ideas" were first circulating, Halo CE had no way of replicating it. Not only could it not replicate the graphics but there was no possible way that it could store all the tags from a Halo 3 level. Now, however, I think it may be possible. Halo 2? Possible. Halo 3? Possible. Halo 4? Not so much unless you were to switch to Cryengine or UDK.
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Feb 28, 2013 10:40 AM
Msg. 51 of 60
Halo reach and 4 would require -Increased number of BSP poly support (by a vast amount) -Increased number of polies per cluster -Increased maximum rendered objects (though there was just an upgrade for this, another would have to be made, or heavily optimzed scripted sequences)
Keep inmind these values would have to be raised more then triple the default could handle.
That right there could probably do it. I'm no programmer but adding those features in OS doesnt seem to far fetched.
Things that would help it look better but arent necassary: - Transparent Bumped reflective shaders. - Some type of DOF
Then of course you have the unique gameplay features that are in halo reach and halo 4.
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AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Feb 28, 2013 12:11 PM
Msg. 52 of 60
Quote: --- Original message by: Ki11erFTW Halo reach and 4 would require -Increased number of BSP poly support (by a vast amount) -Increased number of polies per cluster -Increased maximum rendered objects (though there was just an upgrade for this, another would have to be made, or heavily optimzed scripted sequences)
Keep inmind these values would have to be raised more then triple the default could handle.
That right there could probably do it. I'm no programmer but adding those features in OS doesnt seem to far fetched.
Things that would help it look better but arent necassary: - Transparent Bumped reflective shaders. - Some type of DOF
Then of course you have the unique gameplay features that are in halo reach and halo 4. Shader-wise, I don't think you'd be too successful with taking on Halo 4 unless you were to import textures from other games (I'd be glad to rip a few hi-res textures for rocks/foilage if needed) Honestly, after they tackle this and possibly tackle the Halo 3's campaign, I strongly suggest that CMT takes on an entirely new campaign idea. On crysis, there is currently development for a Halo-based game set on Sigma Octanus. I say, they should tackle something like that. Rather than dealing with pre-made maps, I making a campaign all their own, voice acting and all. I could help with the sound bytes by putting filters on it to make it echo in large caverns, have radio-effects for when Spartans speak and having wave-effects for Artificial intelligence. For the settings, I say you could try pushing OS to the limit. Rather than the buggy motion blur we have currently (unless you set it to a slight blur, the screen bleeds into itself), re-script it for a more subtle blur effect and possibly the implementation of an optional safe-area. For the textures, you could look around for some higher-res ones or simply take the ones on the site currently and tweak em a bit and also make them a bit darker for realism. As for the lighting, I would 86 the bloom altogether and start from scratch. Instead of a soft-blur with the bloom, you should try going for something a bit opposite. Perhaps, a surreal bloom that would make the images sharper rather than fainter, similar to the ICEnhancer of Gta IV. The outlining effect could also give off the impression that the textures are high res without making them look out of place. You could also do a little more to smooth out the maps to give it a better look. I've seen some stunning maps on HCE that almost looked on par with Halo 2/3 just from a smoothing standpoint. For the animations, I suggest something on the lines of a sleight of hand. To give the player a sense that he is faster like a Spartan, let the reloading be a little more exaggerated (as they are in Crysis and Halo Reach) and faster at the same time. For walk animations (in cutscenes), you'd be looking at some invitation for mocap. Instead of the character motioning and then staying static a second later, have body-lean animations taking place simultaneously as the other actors in the scene are conversing and maybe even add in a bit of gesticulation (Battlefield Bad Company for reference.) If you're looking at development in the long run, you'd be finding yourself just short of two years if your team is large enough but at the same time, you could have waved releases. Instead of finishing the entire project completely before releasing it, release the levels in waves as you complete them and go back after you're finished with the project as a whole to apply more polish to it (Ie: R10, R10V2, R30, R30V2 and so on.) And I'm done. For examples of what the smooth terrain modelling can do shadow-wise, I reference Chbgt909 http://hce.halomaps.org/images/files/lg/14screenshot00-118.jpg
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Feb 28, 2013 03:02 PM
Msg. 53 of 60
Quote: --- Original message by: Mootjuh The shaders are not good with textures only, we will need a MAJOR shader overhaul if we want to get close to h4. Well, i still keep in contact with the OS dev team, and as of a couple of days ago, new BSP shaders are still in the works.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Feb 28, 2013 03:31 PM
Msg. 54 of 60
hooray i have been waiting for the implementation of new shaders for bsp's
@killer5000 i think i have some ported marines laying around somewhere but i will have to dig for them. i had attempted brutes but since i cannot extract all the permutations i didn't finish them
and the reason no one has ported any of the campaign is because the time needed to recreate the level by hand is astronomical which in that case it would just be easier to create a custom level. or go play halo 3 on their xbox Edited by killzone64 on Feb 28, 2013 at 03:34 PM
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Mar 1, 2013 06:59 AM
Msg. 55 of 60
Quote: --- Original message by: MootjuhQuote: --- Original message by: Ki11erFTWQuote: --- Original message by: Mootjuh The shaders are not good with textures only, we will need a MAJOR shader overhaul if we want to get close to h4. Well, i still keep in contact with the OS dev team, and as of a couple of days ago, new BSP shaders are still in the works. Only BSP shaders will not do it, every kind of shaders needs a major upgrade, except for shader_model I think and some other shaders. But the best thing would be a collision_geometry/collision BSP overhaul so we can ignore stuff like Zbuffers. Shader_models are great already, the shader_transparent_Chicago shader I think would be the only other shader that needs fix-ups besides shader_environments, as mentioned before. Other fixups for other shaders tags (like water,plasma, etc.) would be nice too but I'm not expecting to much for the transparent tags.
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Mar 1, 2013 02:04 PM
Msg. 56 of 60
I know, the problem is I'm unsure if anything can even be done with the transparent shaders. Halo has always gotten wacky with bumped transparents.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Mar 1, 2013 02:43 PM
Msg. 57 of 60
I believe part of the transparent shaders are broken in CE. Hence the rainbow halls of AOTCR.
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Mar 1, 2013 02:46 PM
Msg. 58 of 60
Quote: --- Original message by: Masters1337 I believe part of the transparent shaders are broken in CE. Hence the rainbow halls of AOTCR. I actually think it looks better like that then the original shaders for that hahaha.
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ripamoramee1
Joined: Feb 25, 2013
They call me...Prophet
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Posted: Mar 4, 2013 08:06 AM
Msg. 59 of 60
Never mind the audio. Most mapmakers use text subtitles. At least that's what my friend suggested for the copyright thing.
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Btcc22
Joined: Dec 17, 2012
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Posted: Mar 4, 2013 10:27 AM
Msg. 60 of 60
Quote: --- Original message by: ripamoramee1 Never mind the audio. Most mapmakers use text subtitles. At least that's what my friend suggested for the copyright thing. Your friend doesn't understand copyright, it's still infringing. Edited by Btcc22 on Mar 4, 2013 at 10:29 AM
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