
altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Oct 2, 2015 09:53 AM
Msg. 911 of 983
Those wings are bugging me quite a big. I couldn't resist
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 2, 2015 09:57 AM
Msg. 912 of 983
They need to be a shade lighter and tad more transparent IMO. 
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Oct 2, 2015 11:38 AM
Msg. 913 of 983
I think transparency will make it lighter anyways
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Oct 2, 2015 07:13 PM
Msg. 914 of 983
Quote: --- Original message by: SOI_7Quote: --- Original message by: R93_Sniper Maybe decrease the glowyness of the wings a bit Done, and I also added a green cubemap in order to simulate the reflectiveness of actual bug wings in real life: http://oi61.tinypic.com/2ynjoy8.jpg a defualt green cubemap is the stock chief one
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 4, 2015 06:04 AM
Msg. 915 of 983
Quote: --- Original message by: R93_Sniper I think transparency will make it lighter anyways There is also the fact that the wings don't attribute to one consistent colour, it sorta starts of strong from the root then the saturation tapers into a lighter more subtle shade.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Oct 6, 2015 01:58 PM
Msg. 916 of 983
Hey do you still have your assault rifle?
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Oct 6, 2015 02:15 PM
Msg. 917 of 983
Quote: --- Original message by: EmmanuelCD Hey do you still have your assault rifle? Quote: --- Original message by: SOI_7 No
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Oct 6, 2015 09:57 PM
Msg. 918 of 983
How does your compass system work ? Theyre part of the weapon's fp gb model ? Edited by Kinnet on Oct 6, 2015 at 09:59 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 7, 2015 07:13 AM
Msg. 919 of 983
Quote: --- Original message by: Kinnet
How does your compass system work ? Theyre part of the weapon's fp gb model ? Edited by Kinnet on Oct 6, 2015 at 09:59 PM GBX
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Oct 7, 2015 06:22 PM
Msg. 920 of 983
Quote: --- Original message by: SOI_7Quote: --- Original message by: EmmanuelCD Hey do you still have your assault rifle? No Are you goning to release it? i have some cool ideas for that AR (flamethrower, masterkey, EMP sistems, granade launcher, even a small variant of the spartan laser)
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Oct 14, 2015 11:17 AM
Msg. 921 of 983
Quote: --- Original message by: Kinnet How does your compass system work ? Theyre part of the weapon's fp gb model ? Edited by Kinnet on Oct 6, 2015 at 09:59 PM Nope, it is made using multitex overlays in the HUD Quote: --- Original message by: EmmanuelCD Are you goning to release it? i have some cool ideas for that AR (flamethrower, masterkey, EMP sistems, granade launcher, even a small variant of the spartan laser) Not yet, because it is part of a mod that I'm going to release soon. PROGRESSNex finally sent me his updated shaders. Now I'm just fixing some things here and there in order to be sure that everything works without flaws, plus improving some environment textures. Then, I'll focus on the most important things: encounters and balance. I'm considering doing a beta, because I need some suggestions about AIs placement and other stuff. If someone is interested, let me know
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NeX
Joined: Apr 11, 2013
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Posted: Oct 14, 2015 01:34 PM
Msg. 922 of 983
Quote: --- Original message by: SOI_7Quote: --- Original message by: Kinnet How does your compass system work ? Theyre part of the weapon's fp gb model ? Edited by Kinnet on Oct 6, 2015 at 09:59 PM Nope, it is made using multitex overlays in the HUD Which IIRC won't ever actually work like a compass (horizontal mouse corresponding to compass motion) due to a broken section in the multitex area of the hud interface. If you've got it working perfectly, I'd love to implement this as well. Compasses are so useful in competitive play. Quote: --- Original message by: SOI_7 Nex finally sent me his updated shaders. Now I'm just fixing some things here and there in order to be sure that everything works without flaws, plus improving some environment textures. Then, I'll focus on the most important things: encounters and balance. I'm considering doing a beta, because I need some suggestions about AIs placement and other stuff. If someone is interested, let me know Hahaha finally, I know. Sorry again for how long that took. If you need anything environment-shader wise, just let me know and I'll be happy to help when I have some time. Just hit midterm week, so things should slow down here for a week or two with respect to school constraints. I would absolutely love to Beta test this, count me in. P.S. the human weapons shaders I sent should be easy enough to duplicate on other weapons just by following the "template" laid out in those. It's pretty cookie-cutter for the majority of the change, only some fine tuning once the groundwork is there. Make sure you replace that old cube that's in them now with the faked specular one.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Oct 14, 2015 02:24 PM
Msg. 923 of 983
Quote: --- Original message by: NeXQuote: --- Original message by: SOI_7Quote: --- Original message by: Kinnet How does your compass system work ? Theyre part of the weapon's fp gb model ? Edited by Kinnet on Oct 6, 2015 at 09:59 PM Nope, it is made using multitex overlays in the HUD Which IIRC won't ever actually work like a compass (horizontal mouse corresponding to compass motion) due to a broken section in the multitex area of the hud interface. If you've got it working perfectly, I'd love to implement this as well. Compasses are so useful in competitive play. Quote: --- Original message by: SOI_7 Nex finally sent me his updated shaders. Now I'm just fixing some things here and there in order to be sure that everything works without flaws, plus improving some environment textures. Then, I'll focus on the most important things: encounters and balance. I'm considering doing a beta, because I need some suggestions about AIs placement and other stuff. If someone is interested, let me know Hahaha finally, I know. Sorry again for how long that took. If you need anything environment-shader wise, just let me know and I'll be happy to help when I have some time. Just hit midterm week, so things should slow down here for a week or two with respect to school constraints. I would absolutely love to Beta test this, count me in. P.S. the human weapons shaders I sent should be easy enough to duplicate on other weapons just by following the "template" laid out in those. It's pretty cookie-cutter for the majority of the change, only some fine tuning once the groundwork is there. Make sure you replace that old cube that's in them now with the faked specular one. Yeah, I forgot to mention that the compass doesn't move according to the yaw data (Jesse told me that even if you set the yaw parameters up correctly in Guerrilla the compass won't work, no matter what you do) but works fine with the pitch, so it rotates with the vertical movement of the mouse. And about the shaders, I have already replicated all of them and implemented the fake specular cubemap, and works like a charme. I just couldn't implement the Elite multipurpose because the hexagons look quite weird on the curved parts of the armor even with fixed UVs. I've seen in the H4 textures that the hexagons are distorted in order to look right in the specular map, but I don't know if Max can replicate this effect (perhaps a sort of detail map baking?): 
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NeX
Joined: Apr 11, 2013
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Posted: Oct 14, 2015 06:52 PM
Msg. 924 of 983
Quote: --- Original message by: SOI_7
And about the shaders, I have already replicated all of them and implemented the fake specular cubemap, and works like a charme. I just couldn't implement the Elite multipurpose because the hexagons look quite weird on the curved parts of the armor even with fixed UVs. I've seen in the H4 textures that the hexagons are distorted in order to look right in the specular map, but I don't know if Max can replicate this effect (perhaps a sort of detail map baking?):
Damn. I dunno anything bout Max :/ I have no idea how getting them skewed would look like that, other than stretching the textures manually. I'm sure someone else can chime in
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Oct 16, 2015 08:13 PM
Msg. 925 of 983
Quote: --- Original message by: SOI_7 I'm considering doing a beta, because I need some suggestions about AIs placement and other stuff. If someone is interested, let me know I'm game.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Oct 16, 2015 08:34 PM
Msg. 926 of 983
Yeah, me too.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Nov 2, 2015 05:48 PM
Msg. 927 of 983
 Halo 5 gave me the inspiration for this. Quite useful in dark areas. I also wanted to say that all levels except a50 are gold, which means we're near the end
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Nov 2, 2015 06:03 PM
Msg. 928 of 983
not quite sure how useful that'll actually be quite frankly. Not much of Halo 1 is dark enough that you cant see stuff laying around on the ground
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Nov 2, 2015 07:58 PM
Msg. 929 of 983
I do agree that a lot of Halos lighting doesn't lend well to the feature, but if you're in a situation where you need to analyze and see all of your options quickly (which good encounters should do) I can see this being pretty snazzy.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 3, 2015 02:50 AM
Msg. 930 of 983
Quote: --- Original message by: SOI_7http://i.imgur.com/aID4thn.png?1Halo 5 gave me the inspiration for this. Quite useful in dark areas. I also wanted to say that all levels except a50 are gold, which means we're near the end I dig that HUD. I'd only like to point out that the weapon meter doesn't quite feel like it matches the rest of your HUD and I am curious as to what the meter looks like with both rockets loaded (it doesn't look like the meter would fit in the screen), and does the gap under the grenades have some purpose? A super-minor problem I see is that your weapon icon color doesn't seem to match the grenades, though I could be wrong since I am looking at this through my phone. Also, are those my grenade icawns?Very good job, Do keep it up!
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NeX
Joined: Apr 11, 2013
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Posted: Nov 3, 2015 07:36 AM
Msg. 931 of 983
So will this end up requiring OpenSauce then? You may have said this previously, I probably just missed it if you did.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Nov 3, 2015 10:28 AM
Msg. 932 of 983
Quote: --- Original message by: NeX So will this end up requiring OpenSauce then? You may have said this previously, I probably just missed it if you did. Never said anything about OS ;)
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NeX
Joined: Apr 11, 2013
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Posted: Nov 3, 2015 11:51 AM
Msg. 933 of 983
Quote: --- Original message by: SOI_7Quote: --- Original message by: NeX So will this end up requiring OpenSauce then? You may have said this previously, I probably just missed it if you did. Never said anything about OS ;) I would really appreciate some elaboration then!
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TK421
Joined: Aug 15, 2015
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Posted: Nov 14, 2015 03:57 PM
Msg. 934 of 983
Hows progress going?
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OctaVinyl
Joined: Dec 8, 2015
¡Voy A comer tù corazon!
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Posted: Dec 13, 2015 12:14 AM
Msg. 935 of 983
Any DMR's around? I haven't seen any in the images.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 13, 2015 06:01 AM
Msg. 936 of 983
Quote: --- Original message by: OctaVinyl Any DMR's around? I haven't seen any in the images. Some guy made this not sure who: Could be cool if someone put it in game tho. lenny face
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OctaVinyl
Joined: Dec 8, 2015
¡Voy A comer tù corazon!
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Posted: Dec 14, 2015 06:37 AM
Msg. 937 of 983
This looks like the one from bigass though.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 15, 2015 02:15 PM
Msg. 938 of 983
Quote: --- Original message by: OctaVinyl This looks like the one from bigass though. Damn u bourrin.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 16, 2015 02:45 AM
Msg. 939 of 983
Y scope so tiny?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 16, 2015 03:54 AM
Msg. 940 of 983
Quote: --- Original message by: Spartan314 Y scope so tiny? Reference I used was a concept iteration. I doubt it was created with mcuh scale in mind. Download my model and compare it to the original dmr if you are still unsure. This is soi's thread so let's keep on topic with all things soy and sauce. (Open) Edited by Super Flanker on Dec 16, 2015 at 03:55 AM
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TK421
Joined: Aug 15, 2015
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Posted: Jan 11, 2016 02:44 AM
Msg. 941 of 983
Any updates? It's been a while.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Feb 8, 2016 02:34 PM
Msg. 942 of 983
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 8, 2016 03:15 PM
Msg. 943 of 983
Stahp the excitement is becoming to much!  soi flood level confirmed.
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MrCool
Joined: Aug 17, 2012
Keep it clean
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Posted: Feb 24, 2016 06:14 PM
Msg. 944 of 983
Are you going to release any of this craftsmanship?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 25, 2016 07:47 AM
Msg. 945 of 983
Quote: --- Original message by: MrCool Are you going to release any of this craftsmanship? He usually does but tbh the op needs updating.
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