
ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 28, 2013 11:47 AM
Msg. 456 of 682
alright i'm gonna fix the trees that are closest to the game area so they don't look like all flat, because some actually do :-| i didn't notice thanks
Edited by ChBgt909 on Apr 28, 2013 at 02:51 PM
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SlenderMan
Joined: May 3, 2012
01000100 01000101 01000001 01010100 01001000
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Posted: Apr 29, 2013 12:24 AM
Msg. 457 of 682
well that's easy to fix hehe
so... how is the rest of the bsp going?
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 29, 2013 06:56 PM
Msg. 458 of 682
UPDATES! Another view of the background terrain:
Mapped structures (it can change tho, i'm not that happy with it's current look)
Terrain of the other side of the map:
Oh and i'm re-learning how to use aether, my progress on that so far:
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 29, 2013 07:46 PM
Msg. 459 of 682
I think the reason you may be dissatisfied with those structures is because they seem way too flat, kinda like the other structure you had earlier. maybe add a bit more depth to the floating parts and it'll probably look better
Unless you dont want to put in the extra effort for that
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 29, 2013 07:57 PM
Msg. 460 of 682
Quote: --- Original message by: R93_Sniper I think the reason you may be dissatisfied with those structures is because they seem way too flat, kinda like the other structure you had earlier. maybe add a bit more depth to the floating parts and it'll probably look better
Unless you don't want to put in the extra effort for that it's not that i don't want to add more things, the problem is not the game, but my laptop, my video card/processor/memory/whatever doesn't seem to be able to handle too many polygons in one scene... :-| That's why i won't mess with the bsp anymore, i will just move some of the background trees but that would be it Edited by ChBgt909 on Apr 29, 2013 at 08:02 PM
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Apr 29, 2013 08:05 PM
Msg. 461 of 682
For most of the map, I think it actually looks fine~ [EDIT: parts deleted] ...though there is something concerning this photo:  I think you could use a small beach or rocky cliff between the grass and ocean so that the transition's not as awkward or abrupt..? Edited by renegade343 on Apr 29, 2013 at 09:00 PM
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 29, 2013 08:09 PM
Msg. 462 of 682
* As i said, my laptop is having problems with the amount of polygons the 3ds max scene has, if i add more "depth" to the background structures, they will be added as scenery objects
* As for that part of the terrain, i will just modify the texture, the rest of the work will be done by the sky tagEdited by ChBgt909 on Apr 29, 2013 at 08:09 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 29, 2013 08:26 PM
Msg. 463 of 682
Looking great. Like others said about the water to terrain, I would make the beach alot more visible.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Apr 29, 2013 08:27 PM
Msg. 464 of 682
don't use diffuse gunmetal on the structures, it looks ugly. use the default building cube or the water cube.
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 29, 2013 08:46 PM
Msg. 465 of 682
Quote: --- Original message by: Higuy Looking great. Like others said about the water to terrain, I would make the beach alot more visible. actually, it won't be water in that part, the only part where there's gonna be water is where the big wall is, the other side will have other things but it's not a beach, that sky model is just a placeholder while i do the actual sky for this map
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Apr 29, 2013 09:02 PM
Msg. 466 of 682
Quote: --- Original message by: ChBgt909 As i said, my laptop is having problems with the amount of polygons the 3ds max scene has, if i add more "depth" to the background structures, they will be added as scenery objects I thought adding depth would just involve pushing back existing polygons instead of adding new ones, but okay. My bad...
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Apr 29, 2013 11:25 PM
Msg. 467 of 682
Do you plan on adding any scenery? I would suggest palm trees, as they seem to fit the mood of the map a bit better than the pines in the background.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Apr 30, 2013 02:14 AM
Msg. 468 of 682
Quote: --- Original message by: a bullet Do you plan on adding any scenery? I would suggest palm trees, as they seem to fit the mood of the map a bit better than the pines in the background. palm trees? 0.o not exactly tropical
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: May 1, 2013 01:38 PM
Msg. 469 of 682
Map stays as forest... sorry
Improving my use of aether Edited by ChBgt909 on May 1, 2013 at 01:42 PM
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creator843
Joined: Jul 10, 2012
I LOVE HALO!
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Posted: May 1, 2013 08:32 PM
Msg. 470 of 682
please do not do beautiful places where I can not get by a stupid invisible wall! D:
AWESOME MAP! WHEN YOU WILL RELEASE THIS? PLEASE I WANT TO PLAY DA MAP :DDDDDD Edited by creator843 on May 1, 2013 at 08:33 PM
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ChBgt909
Joined: Sep 10, 2011
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Posted: May 1, 2013 09:17 PM
Msg. 471 of 682
Quote: --- Original message by: DSalimander The shadows being cast by the cliffs could be darker, mb. yeah, i'm actually trying to do that but no matter what i do the shadow doesn't get any darker :-|
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edasert
Joined: May 1, 2013
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Posted: May 2, 2013 04:30 PM
Msg. 472 of 682
I personally think that details like grass on the ground and some rocks and also some trees would make the map aesthetically way more beautiful. That's my opinion hope you apply it! (Sorry about grammatical errors i'm from spain XD) And also thank you for theese awesome maps! Also I think that halo reach first person arms would be better than the halo 3's ; )
Edited by edasert on May 2, 2013 at 05:01 PM
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: May 2, 2013 04:39 PM
Msg. 473 of 682
I am sure despite the punctuation he appreciates the appreciation. 
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ChBgt909
Joined: Sep 10, 2011
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Posted: May 2, 2013 08:24 PM
Msg. 474 of 682
Quote: --- Original message by: edasert
I personally think that details like grass on the ground and some rocks and also some trees would make the map aesthetically way more beautiful. That's my opinion hope you apply it! (Sorry about grammatical errors i'm from spain XD) And also thank you for theese awesome maps! Also I think that halo reach first person arms would be better than the halo 3's ; )
Edited by edasert on May 2, 2013 at 05:01 PM Oh yeah, i will add 3D grass, and i have to add the trees and rocks (i will use custom rock models btw) oh and i'm also gonna use a halo reach biped that it's going to have better first person hands oh and i'm glad you like my maps thanks :D
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ChBgt909
Joined: Sep 10, 2011
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Posted: May 2, 2013 10:47 PM
Msg. 475 of 682
Quote: --- Original message by: wafflesQuote: --- Original message by: ChBgt909Quote: --- Original message by: DSalimander The shadows being cast by the cliffs could be darker, mb. yeah, i'm actually trying to do that but no matter what i do the shadow doesn't get any darker :-| What renderer are you using? Try using area shadows for the shadow type and increase the area size in the settings for distance/depth. Vray automatically adjusts lightmass from the objects distances from one another. Also if you can (vray) ambient occlusion does wonders for the points were geometry meet. well i'm using the default renderer: scanline i tried to use mental ray and vray, and they worked, but everytime i bake the lightmaps i get problems like a black circle somewhere in the map, some shadows are not continuous when it goes from ground to cliff wall, etcEdited by ChBgt909 on May 2, 2013 at 10:48 PM
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edasert
Joined: May 1, 2013
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Posted: May 3, 2013 03:53 PM
Msg. 476 of 682
thank you for reply! could you do this on your maps? : http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=42893 you would be the best! is it actually possible? if it's, go ahead and write something on my post thread! 
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ChBgt909
Joined: Sep 10, 2011
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Posted: May 4, 2013 12:10 PM
Msg. 477 of 682
Thank you guys, i will keep trying to do the lighting right and try to do what waffles said
UPDATES!
Well i paused my practice on lightmaps and resumed my work on the bsp, this is what i've done so far:
Changed mapping on structure:
Added clouds to some of the areas:
Changed grass color on the terrain texture:
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ChBgt909
Joined: Sep 10, 2011
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Posted: May 5, 2013 06:03 PM
Msg. 478 of 682
Fixed some of the clouds... now they don't look too flat (angle of the picture maybe doesn't make too much justice tho)
Some phantom bsp i have to deal with, i already spotted them as you could notice:
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SlenderMan
Joined: May 3, 2012
01000100 01000101 01000001 01010100 01001000
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Posted: May 5, 2013 07:40 PM
Msg. 479 of 682
WOW COOL!
looking great chbgt909! :D
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 5, 2013 07:59 PM
Msg. 480 of 682
Looking great, love those cloud effects. Will definitely be playing this map when its done!
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SlenderMan
Joined: May 3, 2012
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Posted: May 7, 2013 12:12 AM
Msg. 481 of 682
This map, as i see it, is pretty much done right? you just have to make some changes to the bsp, make the sky and also the lightmaps right?
So... what will your next project be? :D
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edasert
Joined: May 1, 2013
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Posted: May 7, 2013 04:35 PM
Msg. 482 of 682
You should use R93sniper's halo 4 weapons for your new project also the jackrabbit's halo 4 fp arms.  (When it comes out  ) And then you should do the script/animation that there is on my post thread Edited by edasert on May 7, 2013 at 04:41 PM
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Ranger Silver 6
Joined: May 6, 2013
are you sure you're serious?
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Posted: May 7, 2013 06:19 PM
Msg. 483 of 682
this is looking pretty good. A creative project for sure, fits the theme well. And I can think of many uses this map could have for machinima makers
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 10, 2013 03:49 PM
Msg. 484 of 682
My Halo 4 guns wouldnt be ready by the time this comes out anyways
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: May 10, 2013 06:57 PM
Msg. 485 of 682
Quote: --- Original message by: R93_Sniper My Halo 4 guns wouldnt be ready by the time this comes out anyways *THE Don't take credit for other people's work just because you ported them.
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Ranger Silver 6
Joined: May 6, 2013
are you sure you're serious?
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Posted: May 10, 2013 07:05 PM
Msg. 486 of 682
Quote: --- Original message by: a bulletQuote: --- Original message by: R93_Sniper My Halo 4 guns wouldnt be ready by the time this comes out anyways *THE Don't take credit for other people's work just because you ported them. considering multiple different people are porting the weapons from 4 into CE him using my is more clear than just the which would leave it ambiguous as to which set of weapons by which person is being referenced
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: May 10, 2013 07:07 PM
Msg. 487 of 682
he or she could always be smarmy and put the "my" in italics ;)
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 10, 2013 07:41 PM
Msg. 488 of 682
I understand the implications that the model and textures arent mine, but i am the one doing the animating and tagging so with a technicality in place, they are "my" tags as they are my variation of the tags.
Do i own the content? no, thats stated in the EULA, but for argument's sake they're "my" tags. If you're really going to be butthurt and try to put down this kind of formal stuff at me, bring it to somebody who actually cares
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: May 10, 2013 09:32 PM
Msg. 489 of 682
ANYWAY my tagset stays the same, OH, and i'm still working on the lighting of the map, pics of that will be shown laterI already populated the bsp, and made some flat rocks Edited by ChBgt909 on May 10, 2013 at 09:37 PM
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ChBgt909
Joined: Sep 10, 2011
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Posted: May 10, 2013 09:47 PM
Msg. 490 of 682
Quote: --- Original message by: DSalimander Everything is so smooth. EVERYTHING. haha thanks! :D
i still have to use aether for the lighting, make some improvements to the bsp and shaders... more polishing in other words, not the mention the sky model i have in mind (shield world, for those who don't remember) ;-)Edited by ChBgt909 on May 10, 2013 at 09:48 PM
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