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Author Topic: Windfall Island Sky. Where'd Mapzy go? (35 messages, Page 1 of 1)
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cellista92
Joined: Jun 24, 2008

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Posted: May 27, 2013 04:23 AM    Msg. 1 of 35       


should I reduce the sharpness on those clouds? I thought it looked pretty good on them, considering they are just a background thing


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: May 27, 2013 10:56 AM    Msg. 2 of 35       
First thing:

Second thing: Definately. The cloud's sharpness doesn't match the world around it. 1. The sharpness hardly effected the edges and, instead, made the clouds look charcoal drawn and 2. The clouds weren't as sharp in Windwaker, anyways.. So... Go for it.


cellista92
Joined: Jun 24, 2008

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Posted: May 27, 2013 10:38 PM    Msg. 3 of 35       
ok; reduced sharpness, but it looked a bit pixelated (due to the stretched textures); will attempt to fix this. the edges of the clouds were blended with the background using the alpha channel, but they didn't look Windwaker-ish, so I returned them to their previous state; will seek other alternatives. gotta fix the water right now, lol; got it jittering a bit awkwardly, and it lacks fog.


mapzy18
Joined: Jul 18, 2010

Sup.


Posted: May 28, 2013 10:37 AM    Msg. 4 of 35       
I died sorry


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: May 28, 2013 12:04 PM    Msg. 5 of 35       
Quote: --- Original message by: cellista92
ok; reduced sharpness, but it looked a bit pixelated (due to the stretched textures); will attempt to fix this. the edges of the clouds were blended with the background using the alpha channel, but they didn't look Windwaker-ish, so I returned them to their previous state; will seek other alternatives. gotta fix the water right now, lol; got it jittering a bit awkwardly, and it lacks fog.

You might want to start fresh with the sky. Go into PhotoShop or your photo-manipulation software of choice and take a fresh copy of the skybox pre-edit and resize it and touch it up to make it fit better in the map.That's my best advice.


cellista92
Joined: Jun 24, 2008

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Posted: May 28, 2013 02:46 PM    Msg. 6 of 35       
alright, thank Devon; will look into both of those things.

And yeah... I'm probably just gonna change the clouds entirely; they seem out of place anyways, since the sky is somewhat "clear" and the clouds are abnormally dark


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: May 28, 2013 02:52 PM    Msg. 7 of 35       
I would suggest using larger screenshots to crop from next time. xD


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: May 28, 2013 04:34 PM    Msg. 8 of 35       
Quote: --- Original message by: mapzy18
I died sorry


Welcome back. <3

Also Cellista = another big help that can help you finish this map. As I'm still a worthless mapper.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: May 28, 2013 07:40 PM    Msg. 9 of 35       
That looks great. I love cell shaded stuff. Reminds me of the days of HPC with the cell shaded mod. Good times.


cellista92
Joined: Jun 24, 2008

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Posted: May 29, 2013 02:32 AM    Msg. 10 of 35       
Quote: --- Original message by: OrangeJuice
I would suggest using larger screenshots to crop from next time. xD


lol, I tried that at first, but the large clouds did not fit on the screen; or they were covered by everybody and their grandmother.


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: May 29, 2013 07:35 AM    Msg. 11 of 35       
Quote: --- Original message by: cellista92
Quote: --- Original message by: OrangeJuice
I would suggest using larger screenshots to crop from next time. xD


lol, I tried that at first, but the large clouds did not fit on the screen; or they were covered by everybody and their grandmother.


Let me know how the newer cloud textures turn out.


cellista92
Joined: Jun 24, 2008

~


Posted: May 31, 2013 03:39 PM    Msg. 12 of 35       
This is just a demonstration of the new direction I'm taking with the sky;
The visible bitmaps have been changed to 32-bit, except for one that wouldn't compile (I made that into 16-bit). The smooth alphas are interpolated bitmaps implemented in the shaders, and the non-smooth (such as islands) are explicit alpha.

I made an extra bitmap called the "fadeaway" for the sole purpose of making the clouds fade in and out, so that it looks kind of like the cloud-vanishing effect in Windwaker.

Right now I'm working on adding more cloud clusters, and patterns, so that the sky doesn't look abnormally clear; also, I am going to try and match the style of the fading clouds a little better, with the background clouds. Lastly, I have to fix the edges of the fading clouds, since I still feel the edges are too marked. I'll probably also add a "fog" shader to the lower part of the background clouds so that it looks a little bit hazy there.

If you have any more suggestions, I would like to hear them.




Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 31, 2013 04:30 PM    Msg. 13 of 35       
You should try making the clouds far away blend into the sky with a slight haze, and the closer ones be more visible than the distant ones. I can easily tell you're using a gradient (or some fade effect as you mentioned) for the clouds, and that doesn't look right to me.


cellista92
Joined: Jun 24, 2008

~


Posted: Jun 1, 2013 01:55 AM    Msg. 14 of 35       
Alright thanks; I also felt it looked strange but I wasn't sure what it was missing.

UPDATE:

Here's the latest sky I've got.



I removed the fade effect from the circulating clouds, and will instead place it on single clouds that go through the top, since that's how they actually vanish in the game.

I changed the water, added ripples; will add other Windwaker effects; got the water fog to work, fixed the background clouds a bit etc.
Edited by cellista92 on Jun 2, 2013 at 07:48 AM


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: Jun 3, 2013 02:08 PM    Msg. 15 of 35       
Nice! Imagine how awesome it would look replacing this Halo 1's current ugly looking sky. :D





AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: Jun 3, 2013 03:53 PM    Msg. 16 of 35       
Toon Link bipeds. Master Swords. Bow and arrows. ClawShots. Gale of Wind. Bombs. That's all I have to say.


Corvette19
Joined: Feb 27, 2007


Posted: Jun 3, 2013 07:50 PM    Msg. 17 of 35       
Quote: --- Original message by: Masters1337
That looks great. I love cell shaded stuff. Reminds me of the days of HPC with the cell shaded mod. Good times.


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: Jun 4, 2013 03:46 AM    Msg. 18 of 35       
http://www.xfire.com/video/5fef17

A new video of the water + sky done by Cellista. Along with a tour of the map.
Edited by Link on Jun 4, 2013 at 03:48 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 4, 2013 03:51 AM    Msg. 19 of 35       
:')
It's so purdy...


Ubergoober
Joined: Oct 11, 2010


Posted: Jun 4, 2013 04:02 AM    Msg. 20 of 35       
i have an early version of this map for some reason, i always thought it had a lot of potential.


Captain Obvious
Joined: Aug 8, 2011

My avatar quote is not very interesting.


Posted: Jun 5, 2013 06:49 PM    Msg. 21 of 35       
they rip.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 5, 2013 07:00 PM    Msg. 22 of 35       
Quote: --- Original message by: Captain Obvious
they rip.


Didn't even notice that you posted, where the heck were you??!


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: Jun 5, 2013 07:15 PM    Msg. 23 of 35       
Quote: --- Original message by: Captain Obvious
they rip.


Why thank you for clearing that out Captain Obvious aka OrangeJuice aka Kotu Sett. Maybe you should finish that boring old Hyrule Market project next..??? zZzzZzzzZz


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 5, 2013 07:36 PM    Msg. 24 of 35       
I'm working on a jail, not hyrule
I was told not to work on it. so all I have of it is a houseless market square and the inside of that highpoly temple.
thank you for clearing that out.


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: Jun 6, 2013 11:56 PM    Msg. 25 of 35       
http://www.youtube.com/watch?v=9MeGFQavL6o

A new video of the animated waves/water ripples added by Cellista along with the new animations to the shorelines. This render was much better than the last one from Xfire's crappy quality with sound delays thanks to Fraps and Sony Vegas. Also remember to watch it in 720p cuz we all know that 480p sucks :p


P.S: @Mapzy, you need to get on more often, bro. :D


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jun 9, 2013 09:18 PM    Msg. 26 of 35       
Looks good


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: Jun 9, 2013 09:23 PM    Msg. 27 of 35       
https://www.youtube.com/watch?v=kJoyKVUeyr0

^ Another new video. So we tested the windmill animation sync done by Cellista in a GameServers hosted server. When we loaded the map and spawned together on the map load without quitting or joining late, the windmill animations with the staying on the carts work perfectly as seen in that video. But let's say if one of us quits and later joins back in or joins the server late after the map load, then there will be an issue with the syncing again as it will bump players down just like before. So anyone have any ideas on how to fix this syncing problem?


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 9, 2013 10:02 PM    Msg. 28 of 35       
void __cdecl main(){
Edited by OrangeJuice on Jun 17, 2013 at 12:11 AM


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: Jun 19, 2013 12:56 PM    Msg. 29 of 35       
http://www.youtube.com/watch?v=kj52rvFqIHY

^ New video update of the windmill sync that was fixed by Cellista. So now it syncs at any map reset/late join/rejoin/map load in any type of servers such as 0 ping host, home dedi, or rental hosts from companies. But remember, when you use map reset, late join, or rejoin, then you must wait few seconds for the windmill rotation to fully reset and sync again. This was only the most possible way for the syncing to occur from what it was in previous state with either out of sync or major twitching issues on the windmill animations.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Jun 19, 2013 01:07 PM    Msg. 30 of 35       
imagine making the entire wind waker world in one map


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 20, 2013 01:16 AM    Msg. 31 of 35       
Quote: --- Original message by: rcghalohell
imagine making the entire wind waker world in one map

Possible death of Halo. Or just some lag issues. Could be impossible to do.


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: Jun 20, 2013 02:34 AM    Msg. 32 of 35       
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: rcghalohell
imagine making the entire wind waker world in one map

Possible death of Halo. Or just some lag issues. Could be impossible to do.


Exactly, or the map file itself would be like 300+ MB along with major FPS issues for the ones with bad computers. The only reason why the Land of Hyrule map was stable with all those major locations from Ocarina of Time was because it was mostly N64 rips. But we are talking about Gamecube here which is even more harder to emulate with Dolphin emulator used in PC. So yeah, sorry rcghalohell, but it won't happen.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jul 7, 2013 10:20 PM    Msg. 33 of 35       
cool


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: Jul 7, 2013 10:29 PM    Msg. 34 of 35       
We like to delivery Directly2U!

http://www.youtube.com/watch?v=zutL5URHPxE




Thank you for watching.


Link
Joined: Aug 31, 2008

Link here come to town!


Posted: Jul 8, 2013 02:29 AM    Msg. 35 of 35       
Extracted, but that doesn't mean we extracted them out and just put them there easily. There were shet load of errors that both Cellista and Mapzy had to go through along with making our own animations for waves, water ripples, wind, windmill and for it to sync in all servers, etc. And that takes a lot of time too due to a 2 man team at the moment as Mapzy went inactive. :(

 

 
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