
SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Apr 14, 2013 01:23 PM
Msg. 386 of 682
the shape of the emitter looks linda strange from a design standpoint, wouldn't the top be slanted to prevent ice/snow/rain/dirt/sand accumulation?
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 14, 2013 01:42 PM
Msg. 387 of 682
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Apr 14, 2013 02:12 PM
Msg. 388 of 682
This map is looking very good so far.
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Apr 14, 2013 03:08 PM
Msg. 389 of 682
This map isn't very good, its amazing. ;D
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Apr 14, 2013 03:21 PM
Msg. 390 of 682
Quote: --- Original message by: Higuy AI does not sync online, but its ambient A.I, which is completely irrelevant. Your not fighting it, its background ambiance, therefore its fine. AI on the client side will spawn an inactive biped, and an active AI. The active AI's are completely in different locations for every person. That inactive biped can only be killed by someone killing the AI on the hosts side, which is almost impossible for a client. The only way this would work is to spawn them in an empty room and have them teleported with a command list to the exterior, so you would have the inactive bipeds stuck in a room, while the active ones will still be completely out of sync.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 14, 2013 06:12 PM
Msg. 391 of 682
I have no idea, I know that some other people have used simple AI as ambiance in maps before but I didn't know they caused problems like SlenderMans post said, I have never experienced anything like that. Perhaps it has something to do with the multiple amounts of AI. Perhaps that could be solved by creating a single encounter, or squad, for each individual AI. I'm not really sure, but I know that Kirby in the past had figured out a way to make a Elite sync online.
Another thing to note, if you end up using scenery, the animations will not sync online.
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Apr 14, 2013 06:24 PM
Msg. 392 of 682
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 14, 2013 07:59 PM
Msg. 393 of 682
That does have quite an astounding look to it, the shine is pretty cool and the patterns with the darker tile pieces show wearing over time. Love it.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Apr 14, 2013 10:35 PM
Msg. 394 of 682
Quote: --- Original message by: Higuy I have no idea, I know that some other people have used simple AI as ambiance in maps before but I didn't know they caused problems like SlenderMans post said, I have never experienced anything like that. Perhaps it has something to do with the multiple amounts of AI. Perhaps that could be solved by creating a single encounter, or squad, for each individual AI. I'm not really sure, but I know that Kirby in the past had figured out a way to make a Elite sync online.
Another thing to note, if you end up using scenery, the animations will not sync online. I have played with the AI quite a bit in MP maps for the Halo CE Chronicles and have seen what is being reported in my experience. The maps I have seen with AI's as ambiance have been flood based where they were all in an enclosed room. There were more AI in the client than the host. but they mostly just stood there anyway. As you said before the birds either as AI or scenery don't need to sync since they really aren't interactive or part of the game play.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 15, 2013 01:31 AM
Msg. 395 of 682
if im not mistaken, that color difference you're seeing is due to Halo 3's lighting system
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SlenderMan
Joined: May 3, 2012
01000100 01000101 01000001 01010100 01001000
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Posted: Apr 15, 2013 09:53 AM
Msg. 396 of 682
I think ChBgt909 already has that floor texture, as far as I remember he used it on in map imposing
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Apr 15, 2013 01:01 PM
Msg. 397 of 682
Quote: --- Original message by: DSalimanderQuote: --- Original message by: ChBgt909that's would be great! i would really appreciate it, thanks! :D I don't think the reflectivity colors are quite right. Ghost Ref http://download.gameblog.fr/images/blogs/9068/20628.jpg Storage Ref http://images1.wikia.nocookie.net/__cb20071112071661/halo/images/e/e6/Covenant_Weapon_Holder.jpg Dsalimander, is normal :) All the shaders made for that stuff are custom. All the color permutation for the scenery are custom (they just look like halo 2 and halo 3 and there are some new color) It's just my personal assets . ^^
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 17, 2013 12:51 AM
Msg. 398 of 682
Well guys, i haven't been working on the map lately i've been busy with some other stuff, i will resume my work next week
However i did add some stuff to the things i already had...
*Added effects to the starting point of the energy beam:
*Another view of the beam emitter:
*Changed metal flat texture... those lines you see are actually part of the specular (alpha channel) but the diffuse color is just the metal color without any pattern
Edited by ChBgt909 on Apr 17, 2013 at 12:52 AM
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Apr 17, 2013 12:59 AM
Msg. 399 of 682
I think way off in the distance, something that might look good are big ol' floating Forerunner towers like in Halo 4. You have to admit those were impressive.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 17, 2013 12:59 AM
Msg. 400 of 682
that beam emitter looks sexy o.o Also glad you're using Broke's Gauss rifle (though it might be better to have somebody else animate it for you, some of the animations are meh/bad)
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 17, 2013 01:05 AM
Msg. 401 of 682
Quote: --- Original message by: clonecam117 I think way off in the distance, something that might look good are big ol' floating Forerunner towers like in Halo 4. You have to admit those were impressive.
dude.... lol i have posted like 3 times that i AM going to do that with the sky box
i forgive you for not reading my post tho... xD
But here it is again
The concept will be, a shield world, with Halo 4 like structures floating, the blue base is actually a gondola station, which means that it's aligned to another structure in the distance, the structure is gonna be huge and it's gonna be attached to a mountain or island, i will show a concept pretty soon Edited by ChBgt909 on Apr 17, 2013 at 01:13 AM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 17, 2013 08:55 AM
Msg. 402 of 682
I think it would be pretty awesome if you added sound when you are near beam emmiter and made camera shake a little.
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InsaneNapkin
Joined: Apr 9, 2013
"I will not forget those who have fallen"
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Posted: Apr 17, 2013 02:48 PM
Msg. 403 of 682
I looked at all your other maps. I'm instantly a fan of your work! Have you ever thought about doing other themes besides a lush forerunner environment? I think you should try something different for your next map, like a new type of environment, or a different architectural theme.
But that is just my opinion, I just want to see how you could expand to other forms of halo 3d art.
Keep up the good work!
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Apr 17, 2013 03:19 PM
Msg. 404 of 682
Quote: --- Original message by: ChBgt909Quote: --- Original message by: clonecam117 I think way off in the distance, something that might look good are big ol' floating Forerunner towers like in Halo 4. You have to admit those were impressive.
dude.... lol i have posted like 3 times that i AM going to do that with the sky box
i forgive you for not reading my post tho... xD
But here it is again
The concept will be, a shield world, with Halo 4 like structures floating, the blue base is actually a gondola station, which means that it's aligned to another structure in the distance, the structure is gonna be huge and it's gonna be attached to a mountain or island, i will show a concept pretty soon Edited by ChBgt909 on Apr 17, 2013 at 01:13 AM Oh derp.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 17, 2013 04:32 PM
Msg. 405 of 682
Quote: --- Original message by: InsaneNapkin I looked at all your other maps. I'm instantly a fan of your work! Have you ever thought about doing other themes besides a lush forerunner environment? I think you should try something different for your next map, like a new type of environment, or a different architectural theme.
But that is just my opinion, I just want to see how you could expand to other forms of halo 3d art.
Keep up the good work! Ohh haha thanks! Well i was planning to retire after this map... however there are some people who were able to persuade me to not retire so i won't...
my next map will be different, i will complete this map and release it with a couple of maps that i already have but never released, both of them with the same style of blending grass and cliff walls but lacking structures that are part of the bsp, i won't modify their bsp i will release them as they are but with updated tagset
My next map will be either an island or snowyQuote: --- Original message by: clonecam117Quote: --- Original message by: ChBgt909Quote: --- Original message by: clonecam117 I think way off in the distance, something that might look good are big ol' floating Forerunner towers like in Halo 4. You have to admit those were impressive.
dude.... lol i have posted like 3 times that i AM going to do that with the sky box
i forgive you for not reading my post tho... xD
But here it is again
The concept will be, a shield world, with Halo 4 like structures floating, the blue base is actually a gondola station, which means that it's aligned to another structure in the distance, the structure is gonna be huge and it's gonna be attached to a mountain or island, i will show a concept pretty soon Edited by ChBgt909 on Apr 17, 2013 at 01:13 AM Oh derp. lol i'm sorry for saying it that way... it's just that many people keep asking me here or through pm things that i already posted at least two times
let me tell you, even tho i already had that idea in mind thanks for helping me man i appreciate it!
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 17, 2013 04:38 PM
Msg. 406 of 682
Quote: --- Original message by: ChBgt909 My next map will be either an island or snowy Snowy, we need good snow maps. Especially people who RP because Sanctuary Final is too overused :x
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Apr 17, 2013 10:52 PM
Msg. 407 of 682
snowy definitely
If you can perfect the snow and ice effects and reflections, forerunner structures embedded in ice caves would be awesome (maybe like reach's breakpoint?)
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SlenderMan
Joined: May 3, 2012
01000100 01000101 01000001 01010100 01001000
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Posted: Apr 18, 2013 11:27 PM
Msg. 408 of 682
Quote: --- Original message by: SilentJacket snowy definitely
If you can perfect the snow and ice effects and reflections, forerunner structures embedded in ice caves would be awesome (maybe like reach's breakpoint?) yeah that would be awesome!!
but i got an idea... what if you make an snowy island!!
you can add an ice cave like the one SilentJacket mentioned! and many other things!
what do you think? :D
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 20, 2013 06:43 PM
Msg. 409 of 682
Haven't been working on the map yet... but here is another picture of the map in the game 
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Apr 20, 2013 06:45 PM
Msg. 410 of 682
The map looks great, just don't put h3 or hr in the title lulz.
EDIT: fixed problem that made my post not say h3 or hr Edited by ZOBI3KING on Apr 21, 2013 at 01:22 AM
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 22, 2013 10:31 PM
Msg. 411 of 682
Well i wanted to make this part of the bsp, but since the sky rendering system is too buggy to display something like this, i decided to make the terrain closer to the map part of the bsp, the texture of the large plane is subject to changes, the blue is the bed of the lake
the sky will just have the further away features, like distant mountains, structures, clouds, and the stuff that will be seen in the sky Edited by ChBgt909 on Apr 22, 2013 at 10:33 PM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Apr 22, 2013 11:06 PM
Msg. 412 of 682
rotate the UVs for the forest texture; it looks good in the first image, but from the center(where the cameras will be?) the trees will look awkward ala the third image.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 23, 2013 06:28 AM
Msg. 413 of 682
Yeah the tree's need to be flipped vertically.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Apr 23, 2013 01:34 PM
Msg. 414 of 682
Planning on releasing a classic version of the map? (Stock weapon/vehicle set)
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 24, 2013 02:43 PM
Msg. 415 of 682
I think for the trees, it wouldnt be bad if you make them as many planes in front of the others. you can put like multiple trees on 1 plane and copy it
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 24, 2013 04:27 PM
Msg. 416 of 682
Thats not what I mean exactly. custom bitmap with much more trees than 3 or idk how much
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 25, 2013 03:49 PM
Msg. 417 of 682
UPDATES, PLEASE READ EVERYTHING
I decided to scrap that undetailed terrain and make something new, but i don't know... is this too much??
The ocean and islands are going to be part of the sky model, aligned with the blue base, in the distance, there's gonna be a huge island with an structure, they will be aligned because the blue base is supposed to be a "gondola station".
The red side will have a more simple terrain, and most of it will be composed of elements that are going to be added to the sky model, it will have more "floating" structures, but with different design since their purpose will be different
The sky itself won't be the classic one with stars and planets, since you are inside of some sort of shield world, you will be able to see a ceiling with metallic features and all that...Edited by ChBgt909 on Apr 25, 2013 at 03:50 PM
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 25, 2013 04:39 PM
Msg. 418 of 682
simple, but effective. Quite appealing.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 25, 2013 05:54 PM
Msg. 419 of 682
so wait, you're getting rid of ALL your work on the map thus far or just the sky BSP?
If the whole thing, can you atleast give us the other BSP you made?
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 25, 2013 09:21 PM
Msg. 420 of 682
Quote: --- Original message by: R93_Sniper so wait, you're getting rid of ALL your work on the map thus far or just the sky BSP?
If the whole thing, can you atleast give us the other BSP you made? i'm not scrapping the whole bsp, just the sky terrain, it doesn't render properly as an sky tag, so i decided to make that terrain as part of the bsp, those structures are part of the stuff that was going to be part of the sky tag, it's just decoration
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