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Author Topic: [WIP] ChBgt909 Unnamed map 01 (682 messages, Page 8 of 20)
Moderators: Dennis

ally
Joined: Jun 23, 2010

Aye Ready


Posted: Apr 3, 2013 07:34 AM    Msg. 246 of 682       
i would also say keep them, for the reason so that warthogs can't just keep driving around killing players and having them stuck in that structure.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 3, 2013 10:15 AM    Msg. 247 of 682       
then give something similar to red base :\


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Apr 3, 2013 11:43 AM    Msg. 248 of 682       
Quote: --- Original message by: SilentJacket
then give something similar to red base :\


it does actually, and also said he was going to add more cover


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 3, 2013 12:12 PM    Msg. 249 of 682       
add little rocks on the floor. It's funny bouncy for the hog.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 3, 2013 01:28 PM    Msg. 250 of 682       
Quote: --- Original message by: bourrin33
add little rocks on the floor. It's funny bouncy for the hog.


dude... did you read my mind? xD
I was actually gonna do that, just like in halo 4's second level hehe



killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Apr 3, 2013 01:44 PM    Msg. 251 of 682       
looking great so far, cant wait to see how this works weapons wise though. you should label the map differently this time, h3_core didn't have any halo 3 stuff to speak of, just cmt with a specter from halo 2 and a reach warthog
Edited by killzone64 on Apr 3, 2013 at 01:45 PM
Edited by killzone64 on Apr 3, 2013 at 01:45 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 3, 2013 01:46 PM    Msg. 252 of 682       
Oh, about the warthog, upgrade to the new version deleting your tags, it features LODs and thing I dont remember + the gauss hog has the HUD with bars, if you ask me for it.
I also have new physics with more reactive suspensions
Avaliable in desertbox or by asking me
Edited by bourrin33 on Apr 3, 2013 at 01:47 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 3, 2013 03:08 PM    Msg. 253 of 682       
Quote: --- Original message by: killzone64

looking great so far, cant wait to see how this works weapons wise though. you should label the map differently this time, h3_core didn't have any halo 3 stuff to speak of, just cmt with a specter from halo 2 and a reach warthog
Edited by killzone64 on Apr 3, 2013 at 01:45 PM
Edited by killzone64 on Apr 3, 2013 at 01:45 PM


yeah i know, my map didn't really have many things related to halo 3 nor halo reach
i did it just because maps with h3 or hr tags usually draw more attention to people... silly, i know but that was the reason for the h3 tags on "Core" and "Imposing"



Quote: --- Original message by: bourrin33

Oh, about the warthog, upgrade to the new version deleting your tags, it features LODs and thing I dont remember + the gauss hog has the HUD with bars, if you ask me for it.
I also have new physics with more reactive suspensions
Avaliable in desertbox or by asking me
Edited by bourrin33 on Apr 3, 2013 at 01:47 PM



Oh cool thanks :D and expect credit for those vehicles and the biped again haha :)

Edited by ChBgt909 on Apr 3, 2013 at 03:09 PM


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Apr 3, 2013 03:26 PM    Msg. 254 of 682       
Just choose the tags what you want to use. Reach and h3 are not the best, not important to use them, if you like the halo 1, use the original tagset.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 3, 2013 08:21 PM    Msg. 255 of 682       
Quote: --- Original message by: darksoldier
Just choose the tags what you want to use. Reach and h3 are not the best, not important to use them, if you like the halo 1, use the original tagset.


ohh by tags i mean IN the name like (h3) or (hr) haha a little misunderstanding


More progress



Edited by ChBgt909 on Apr 3, 2013 at 08:22 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 4, 2013 12:37 AM    Msg. 256 of 682       
if you want any reach biped I can do permutations now, and if you give me the weapon list I'll be able to create backpack weapons for you.

Less cliff flatness pls :)


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 4, 2013 02:39 AM    Msg. 257 of 682       
Quote: --- Original message by: bourrin33
if you want any reach biped I can do permutations now, and if you give me the weapon list I'll be able to create backpack weapons for you.

Less cliff flatness pls :)


Cool thanks, i will pm you if i need anything :)

Oh and about the cliff walls, only some areas were left just a bit flat, because there are flat cliff walls too, but not too much






------------------------------------------------------------------------

Updates!




Edited by ChBgt909 on Apr 4, 2013 at 02:43 AM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 4, 2013 03:21 AM    Msg. 258 of 682       
have you tested your bsp in game yet?


Blublaze94
Joined: Apr 2, 2013


Posted: Apr 4, 2013 01:02 PM    Msg. 259 of 682       
http://i48.tinypic.com/33ze5ix.jpg
Anyone else think so? lol.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Apr 4, 2013 04:59 PM    Msg. 260 of 682       
This map is looking just amazing.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 4, 2013 05:02 PM    Msg. 261 of 682       
needs moar foliage :P


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 4, 2013 07:35 PM    Msg. 262 of 682       
Updates!







Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 5, 2013 12:13 AM    Msg. 263 of 682       
I dunno if you should make the pillars that smooth.
Looks kind of like clay or something from a deep cave.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 5, 2013 01:16 AM    Msg. 264 of 682       
Quote: --- Original message by: Spartan314
I dunno if you should make the pillars that smooth.
Looks kind of like clay or something from a deep cave.


it looks that way because they have a solid color at the moment, but once i make a texture for them, they will look different


------------------------------------------------------------------

Updates!





Edited by ChBgt909 on Apr 5, 2013 at 01:16 AM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 5, 2013 02:25 AM    Msg. 265 of 682       
I like it

maybe make the ramps accessible from both sides, or maybe have them weave through some tunnels, like in danger canyon?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 5, 2013 02:30 AM    Msg. 266 of 682       
optimize it before texturing it.


GAIGHER
Joined: Nov 5, 2008


Posted: Apr 5, 2013 10:14 AM    Msg. 267 of 682       


I have 1123 faces !
How much have you ?



Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Apr 5, 2013 10:31 AM    Msg. 268 of 682       
I have 6.

I'm a cube.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 5, 2013 11:37 AM    Msg. 269 of 682       


I got 731 faces




Read it all please, it's important


Well guys, i did optimize the cliff walls, you can compare the current pictures with the older ones, but apparently it needs even more optimization, i could but that would imply more time of dedication since i have to make it right and then go back to the textures

The thing is that, as some of you have noticed, my knowledge is limited, i'm not a professional using this program yet, and i'm not THAT good with my modeling skills yet, in both structures and terrain, i sure can mask bad models with pretty textures and effects but that's not the point, right now i'm at my limit of what i can and can't do, i ignored some suggestions simply because i'm not capable of doing such things, so i'm sorry if i don't do more changes to the terrain, i will keep practicing my modeling skills to improve and if i ever release a new map, i promise to make it right, from beginning to end


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 5, 2013 12:28 PM    Msg. 270 of 682       
Add me on xfire, ill show you how to optimize the terrain.
Or would you like me to upload a video?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 5, 2013 12:39 PM    Msg. 271 of 682       
Quote: --- Original message by: Maniac1000
Add me on xfire, ill show you how to optimize the terrain.
Or would you like me to upload a video?


with all the work i have in college i don't think i will have any time to be on xfire
i'd would appreciate the video, but it's up to you whether you want to do it or not :)
and also, would it be a problem to you to make a short aether tutorial or at least the settings for render to texture? it's been 1 year since i last used it, i'd appreciate it as well


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 5, 2013 12:49 PM    Msg. 272 of 682       
Ill get those done for you hopefully today.


GAIGHER
Joined: Nov 5, 2008


Posted: Apr 5, 2013 03:09 PM    Msg. 273 of 682       
598*
(1123 for all)


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 5, 2013 04:14 PM    Msg. 274 of 682       
Quote: --- Original message by: Maniac1000
Ill get those done for you hopefully today.


Thank you, much appreciated :)

Quote: --- Original message by: GAIGHER
598*
(1123 for all)
http://img145.imageshack.us/img145/4194/sanstitrecopieu.jpg


looks pretty good!
Edited by ChBgt909 on Apr 5, 2013 at 04:19 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 5, 2013 04:45 PM    Msg. 275 of 682       
That's what I like to see people working together Very Nice! Very nice indeed!


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 6, 2013 06:51 PM    Msg. 276 of 682       
well i did some little changes to the cave, they can't be noticed on these pictures tho
Oh, and already mapped it as well, just one column left and bottom of the pits






XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 6, 2013 06:55 PM    Msg. 277 of 682       
Possible to blend the textures between the cave pillar structure with the roof and ground?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 6, 2013 07:07 PM    Msg. 278 of 682       
Quote: --- Original message by: XlzQwerty1
Possible to blend the textures between the cave pillar structure with the roof and ground?


errr, hmmm i did, can't you notice it? or should i make the blend of the pillar with the ground more noticeable?


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 6, 2013 07:13 PM    Msg. 279 of 682       
I can see it but the uvw's are to tight where you have it the one that's blending is not even blending with the rocks. not sure buy looking at it if it's the same rocks In the blend texture but it should be.

Mabye you can come down more with the normal rocks to make it look better
Edited by jackrabbit on Apr 6, 2013 at 07:19 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 6, 2013 07:19 PM    Msg. 280 of 682       
I think it blends enough, you guys are paying too much attention there. But i can say that small seam can be hidden with decals, cracks or even vegetation later.
But I definitely have something against the flatness of the ground and cliffs

 
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