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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jul 31, 2013 04:33 PM
Msg. 1 of 84
Congrats guys, now I get to sift through all my previous posts and format an opening post again. So this is Innie. It's a stealth based single player level where you fight rebel humans. Go look at the pictures. I've done most of the work, although Gamma and Polamee both helped contribute to a good amount of key scripts that really shaped the map into what it is right now. You are a member of the 146th Force Recon division, an elite division of soldiers. You are deployed on the moon Deimos, one of Mars' recently terraformed moons. There is a sizable colony of Insurrectionists there known as 'The Crimson Fist Militia'. The UNSC had successfully inserted a spy into their ranks, but his cover was blown, and the Insurrectionists are holding him for ransom. However, the UNSC doesn't negotiate with terrorists. Your mission is to infiltrate their base and rescue the informant. This map has many special features: Stealth based gameplay: Don't alert enemies, or else they will call in backup, and use silenced weapons or you will be discoveredPerformance Based Difficulty: The number of enemies in the map varies depending on how many enemies you alert.Ambient wildlife: Completely immerse yourself in the game with a variety of ambient wildlife AI, including fish, rats, and alien birds. Some Pictures of the map: ^^'right click -> view' these images with Firefox to get their full resolution. Video of a slipspace rupture effect I made: http://www.youtube.com/watch?v=MdkISkvTIzM The layout of the first BSP from left to right: You and your partner suiting up: After insertion: Some Innies: Sniping: Crystal Cave (it's not this dark ingame, trust me): Innies searching for me (I'm hiding in the vent above them): From my perspective: Carrying the informant out: Here's some of the assets, taken on my testmap because it's brighter: Chaingun MAKO Drone: Rocket MAKO Drone: Hovers around squads of Innies, providing long range support. Moves faster than a Sentinel but is significantly less armored. Suicide Innie: He flails his arms around and makes a B-line towards you, before blowing both you and himself up in a large blast. Here's a video of him running around: http://en.client.xfire.com/video/60885e/ Innie Pelican: You'll start to see these if you alert too many other squads of your position. They'll fly in and drop reinforcements near you. Some even have hastily tacked-on extended troop bays: Other Innie Vehicles: Mostly these are looted UNSC vehicles, although I am toying with the idea of some custom vehicles for the Innies. The warthogs in this picture are outdated, just look at the trucks in here: You'll see these as well if you alert too many enemies, and they'll arrive full of troops, so it's best to stay low. Some camera drones (dunno what I'll do with these, if anything, feel free to suggest stuff):  I thought it might be cool to have these guys patrolling the sky with big searchlights and they'd alert the nearest squad who'd then come and attack you. Ambient Life: Bugs, Shroom Slugs, and Mushrooms: No hostile life yet, although that might change. My most recent updates have been:
- Portalled the whole first BSP (seriously this is huge because the first BSP has a buttload of stuff in it)
- Added LODS on the more detailed scenery objects
- Significant overhaul of the first BSP geometry (second BSP is up next).
- Drastic lighting changes, dropped the blueish hue that was permeating everything, in favor of a more traditional warm brown/tan. Highlighted objectives with lights to draw player towards them.
- Several AI tweaks to make the AI less stupid, as well as changes to several encounters to better utilize the environment for more dynamic encounters.
- Addition of new enemy types, including MAKO drones and suicide bombers.
- A few new vehicles, including jury-rigged truck cabs outfitted with chainguns and Pelicans with extended troop bays.
- Multiple ambient life forms. Birds, Rats, Fish, Bugs, and Snails.
These are huge steps forward in the progress of the map. I've been without portals and LODS for 4 years now. The BSP is now not completely flat, which makes the map much more fun to look at and interact with. Next few big items on the list are:
- Overhaul all squad firing/start/move positions to work on the new BSP
- Cinematic tweaks
- Retool the ending battle
- Work MAKO drones into more existing encounters
- Fix scenery/firing position placement to prevent AI collision with scenery
- Double check that all tvol placement doesn't conflict with BSP updates
Edited by UnevenElefant5 on Jul 31, 2013 at 04:42 PMEdited by UnevenElefant5 on Aug 8, 2013 at 06:10 PM
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Jul 31, 2013 05:14 PM
Msg. 2 of 84
Will moa birds make an appearance?
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jul 31, 2013 07:21 PM
Msg. 3 of 84
It's too bad that the first thread got locked...
I'm really liking the spiky additions to the Innie Warthog! :D For the camera drone, have you ever played Homefront? If not, they had mobile searchlights/gun turrets that fired on enemies and alerted nearby guards. Maybe the camera drone can function like that?
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sshers4
Joined: Apr 28, 2013
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Posted: Jul 31, 2013 10:01 PM
Msg. 4 of 84
Quote: --- Original message by: spiral Will moa birds make an appearance? I am making MOA pretty good but if he makes one then I am going to scrap it.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 31, 2013 10:50 PM
Msg. 5 of 84
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jul 31, 2013 10:53 PM
Msg. 6 of 84
still lovin that slipspace
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Aug 1, 2013 12:14 AM
Msg. 7 of 84
Not really, if you're actually putting in the time and dedication to make a project that good... Seriously, give Elefant some credit >.<
(PS: ...though a trailer at CE3 2013 wouldn't have hurt :P) Edited by renegade343 on Aug 1, 2013 at 12:15 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 1, 2013 12:20 AM
Msg. 8 of 84
Oh my god killer, shut up. You're not helping at all here>.<
I agree with Ren, a trailer at 2013 could have helped you build a larger support base (considering how much work you've put into this and how nice its getting). Besides that, keep up the good work. I look forward to seeing more improvement
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Aug 1, 2013 12:15 PM
Msg. 9 of 84
trailer helps, it would be good to at least see some of the tags in action
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Aug 1, 2013 02:37 PM
Msg. 10 of 84
Quote: --- Original message by: Killer5000 a trailer at 2010 and no releases or demo quite awkward Shut up idiot, stay on your stupid threads. So, I'm happy to see some updates of your project, looks promissing, keep up the good work ! :D
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Aug 1, 2013 09:42 PM
Msg. 11 of 84
Yes, very :P Here's some pictures to illustrate the progress: Before: After: Here's the area ingame now: Quote: --- Original message by: vampire_girl My buddy made a UNSC-esque flatbed truck with a light MG in the back a while ago, for a different Innie campaign. If I can find it would you be interested? Sure, if you happen to run across it feel free to send me a PM. If it gets used I'll be sure to give credit. Quote: --- Original message by: sshers4Quote: --- Original message by: spiral Will moa birds make an appearance? I am making MOA pretty good but if he makes one then I am going to scrap it. And no moas as of yet, but Gamma ripped a billion and one sounds from several games, including several animal noises, which got me thinking about giving the Innies like attack dogs or some other kind of animal. Yeah unfortunately I missed CE3 2013, I'll try to work on a video and get that out soon though And guys, just ignore Killer or else this thread will get locked too. Also, here's a video of the unwrap of the first bsp: http://www.youtube.com/watch?v=JvJWNkCaNRI
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Aug 1, 2013 10:10 PM
Msg. 12 of 84
 Perhaps the extended bay Rebel Pelican could be a bit more remniscient of this? @The Innie attack dogs:  Maybe blind wolves, like from the early builds of Halo?
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Aug 4, 2013 10:10 PM
Msg. 13 of 84
Gameplay Video www.youtube.com/watch?v=MLb9m5vlHD4I know the audio levels are bad, I'm typing out captions so they'll be up in a bitE: screw that captions take forever, deal with it :D Well I'd like to have more 'exciting' content today but the majority of my time was spent implementing several scripts. The intro cutscene is now skippable, which is good, because it's sorta long.I have greatly expanded one of the other base areasSome innies will now play idle animations while standing around.Several minor bugfixes related to the new bspsBasically what I'm planning on doing is this. In the first bsp there are 3 'bases'. Right now they are more or less just that, 3 places where you go to kill innies before moving on. What I would really like to do is add 3 smaller areas to each base that you must explore in order to look for the informant. In one of these 3 smaller areas, I want to have some kind of extra objective for the player to complete. For example, maybe one has a radio tower that, if disabled, will destroy all MAKO drones in the area, or one will have a comm system that, if destroyed, will prevent the squad from calling for backup. As far as assets go I had to remake the Innie base turret, since Gamma fell through the map while testing. This is what it looks like now: Here's some pictures of the level as I play through it: Edited by UnevenElefant5 on Aug 4, 2013 at 10:12 PMEdited by UnevenElefant5 on Aug 4, 2013 at 10:25 PMEdited by UnevenElefant5 on Aug 4, 2013 at 10:50 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 4, 2013 10:12 PM
Msg. 14 of 84
I approve of this post.
E1: (object_pvs_set_object (unit (list_get (ai_actors <ai encounter>) 0)))
E2: I don't recognize this level anymore D: Edited by Gamma927 on Aug 4, 2013 at 10:16 PM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Aug 4, 2013 10:32 PM
Msg. 15 of 84
Thoughts:
Who helped you with skippable cinematics? /self ego Is the reticle not turning red? Your AI aren't working maybe because manual bsp index is off somehow. Mess around with that number in sapien under encounters. If you have two bsps try either 0 or 1 FISH!!!! When fish die they fall. Fix: Ask Kirby... Turn off Xfire popups while recording (can be disabled ingame in the xfire ingame home screen)
For reinforcements you could always check using trigger volumes which area the player is in and then spawn the nearest pelican drop to the player. If player not in a trigger, wait until player is in a decent area or something. Just an idea
Also to find VOs like how I had in TD:PL you could always check out HaloBungieOrgs Forums. Edited by MatthewDratt on Aug 4, 2013 at 10:33 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Aug 4, 2013 10:47 PM
Msg. 16 of 84
oh yeah, i forgot to mention that in the video :[ Yeah I think my bipeds have some problems, because the reticule only turns red if you look at their legs for some reason. I've just started to completely remake the innie biped. Quote: Your AI aren't working maybe because manual bsp index is off somehow. Mess around with that number in sapien under encounters. If you have two bsps try either 0 or 1 Thanks, that's exactly what it was. I had set manual indexes on all squads but this one was off for some reason. The reinforcements play normally when you trigger them normally, I just didn't remember so I took a guess and just set some variables. Dunno why it didn't work.
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Aug 5, 2013 01:43 AM
Msg. 17 of 84
I think Zteam had a decent firebomb in that pack of theirs.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Aug 5, 2013 02:05 AM
Msg. 18 of 84
I'll have a take on the voice acting please.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Aug 5, 2013 02:31 AM
Msg. 19 of 84
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Aug 5, 2013 01:17 PM
Msg. 20 of 84
that music gets old fast
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Aug 5, 2013 05:09 PM
Msg. 21 of 84
Steps for modding halo: 1) run final quality lightmaps overnight to prepare for screenshots the next day 2) finish lightmaps, load up sapien to check your bsp 3) notice you didn't link the bsp to the frame before you exported the structure, so nothing got lit 4) die SO ANYWAY I'm redoing all the Insurrectionist bipeds, first up is the sniper because he was relatively simple. Just removed some armor and added a hood/optic visor thing. He's still not done, I'm gonna try to see if I can't use the bandana texture on the hood as well, and I might do a perm using the scope from the sniper rifle as well. But the big thing here is the rig. It looks pretty decent for ~30 min of work, and from here I can modify it for all the other perms I need, which is a big step forward. Here's how it looks with the same texture on both the bandana and the hood. I like this way better, what do you think? [01:15] An Eilifint Míchothrom: riot shield innies might be cool [01:15] An Eilifint Míchothrom: basically make them jackals [01:15] An Eilifint Míchothrom: give them a big slab of metal [01:15] An Eilifint Míchothrom: an smg [01:15] An Eilifint Míchothrom: and make them crouch all the time Quote: --- Original message by: rcghalohell that music gets old fast Yeah well you've only heard it for 16 minutes. I've heard it for 16 minutes x 4 playthroughs a day for 4 years :P
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 5, 2013 05:45 PM
Msg. 22 of 84
for the riot shield thing, you could use the one that I made for RPG Beta 7
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ralph777
Joined: Mar 11, 2013
Loving the world than the almighty is loving vian
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Posted: Aug 5, 2013 07:46 PM
Msg. 23 of 84
Is this also a survival from waves of alien enemies..?
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Aug 5, 2013 11:43 PM
Msg. 24 of 84
No, you fight insurrectionists, human rebels. A few short videos: This one shows the new music system, in which slow stealthy music plays, until you alert people, and then fast music is played: https://www.youtube.com/watch?v=Tif3pKB5APQ Quick look at the Innie shotgunner variant, complete with ammo belts and heavier armor, you'll spot him a mile off, but he's best kept at that distance, as he runs surprisingly fast and up-close shotgun blasts are devastating. http://www.youtube.com/watch?v=uDTIx1e4Y2E& (I've changed the orange stripes on his shoulder since these pictures, it's just one solid stripe now) Edited by UnevenElefant5 on Aug 5, 2013 at 11:45 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Aug 6, 2013 12:02 AM
Msg. 25 of 84
The shotgunner variant is a cool idea. Personally, I feel the stripes should be red (red like shotgun shells), but that's a rather trivial detail.
In the books, it's mentioned that the Insurrection makes use of "confetti maker" machine guns. Might we see any heavy gunner variants of the standard rebel, armed with LMG's?
Edit: I don't think the snipers should have any sort of sophisticated optics visors. The rebels are underequipped, and would probably try to cut costs wherever possible. Edited by Echo77 on Aug 6, 2013 at 12:13 AM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Aug 6, 2013 12:06 AM
Msg. 26 of 84
For the sniper's hood, I think it would look better if it was the same color as the undersuit.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 6, 2013 02:26 AM
Msg. 27 of 84
Despite them being underequipped, it would make sense for them to have optic visors, especially if they recently raided any unsc caches or bases
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Aug 6, 2013 01:11 PM
Msg. 28 of 84
Quote: --- Original message by: UnevenElefant5No, you fight insurrectionists, human rebels. A few short videos: This one shows the new music system, in which slow stealthy music plays, until you alert people, and then fast music is played: https://www.youtube.com/watch?v=Tif3pKB5APQ Quick look at the Innie shotgunner variant, complete with ammo belts and heavier armor, you'll spot him a mile off, but he's best kept at that distance, as he runs surprisingly fast and up-close shotgun blasts are devastating. http://www.youtube.com/watch?v=uDTIx1e4Y2E& http://i.imgur.com/pregLAl.jpg http://i.imgur.com/NZ4kSSv.jpg http://i.imgur.com/BVp2KbG.jpg http://i.imgur.com/wcIP5BC.jpg (I've changed the orange stripes on his shoulder since these pictures, it's just one solid stripe now) Edited by UnevenElefant5 on Aug 5, 2013 at 11:45 PM I request the contingency music from mw2! lol
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 6, 2013 09:25 PM
Msg. 29 of 84
That was in there at one point, iirc :P
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Aug 8, 2013 06:09 PM
Msg. 30 of 84
Quote: --- Original message by: Echo77
The shotgunner variant is a cool idea. Personally, I feel the stripes should be red (red like shotgun shells), but that's a rather trivial detail.
Well the normal innies are going to have red/white, so I wanted this guy to stand out. And the shotgun shells are a bit orange, plus my shotgun has orange lights on it (instead of blue) so everything matches, which I like. Quote: --- Original message by: Echo77 In the books, it's mentioned that the Insurrection makes use of "confetti maker" machine guns. Might we see any heavy gunner variants of the standard rebel, armed with LMG's?
Yes definitely. I'm working on the standard armored/unarmored innies next, and after that I'm going to see about making a heavy gunner a la FC3: or COD: Quote: --- Original message by: Echo77 Edit: I don't think the snipers should have any sort of sophisticated optics visors. The rebels are underequipped, and would probably try to cut costs wherever possible. You're probably right but I also want my innies to look cool. In the last thread everyone thought they looked lame as just reskinned marines, which is more or less what they would probably look like, so I decided to make them stand out a bit more, even if that means making them somewhat better equipped. I mean, they were able to stage terrorist attacks that killed 2 million: http://www.halopedia.org/images/1/13/Intersystem_News_Haven.jpg So they were obviously well connected/equipped. Edited by UnevenElefant5 on Aug 8, 2013 at 06:10 PMEdited by UnevenElefant5 on Aug 8, 2013 at 06:11 PM
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Aug 9, 2013 08:39 PM
Msg. 31 of 84
Any progress? :o
(Bumping as you posted last).
:)
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Aug 9, 2013 09:34 PM
Msg. 32 of 84
Yes actually, thanks for posting, I've been waiting for someone to do that :P This update has a lot of videos, so here goes: First and foremost here's another (shorter) gameplay video where I talk about and show several of the new actor variants in the level. http://www.youtube.com/watch?v=L0yB6V2noQo I got the flame grenade working. It still uses stock flame particles which I'd like to change, but for now, at least it's functional. I talk about it about midway through the gameplay video as well, but basically it deals 7-9 damage on impact, then spawns several flame projectiles which burn for 6-7 seconds. The flames will ignite dropped grenades as well, so it has the capability to set off large chain reactions. The coolest feature though, I think, is that it auto detonates after travelling 15 WU, or if it's shot in mid-air, meaning you can toss it up, then shoot it, to actually rain fire down on your enemies. This makes it excellent for traps/area denial, as well as forcing enemies out of cover. Also, the AR's display bitmap now changes color based on ammo count. I reverse engineered this from CMT's post on Halomods. http://www.youtube.com/watch?v=A0SWu_q6Sug Another thing I took from them was the updated BR firing method: http://www.youtube.com/watch?v=uKmtRjLfT2A This makes the bursts feel a lot more natural, although the ROF has slowed a bit. To compensate for this I've raised the damage slightly. Here's a WIP shot of a new gun for the Insurrectionists: http://www.youtube.com/watch?v=5PE2wlW9BhI Still in the progress of unwrapping, then I'm gonna texture it and pester Gamma to animate it. For the Innie weapon, I was thinking of giving it misfire effects. Here's me using a placeholder model to show how it works: http://www.youtube.com/watch?v=M26WQ05gteE Each misfire will deal a small bit of damage to the wielder, and the misfire animation will play, which will most likely be you unjamming the gun. To balance this out each bullet will deal more damage. I saved the best for last: http://www.youtube.com/watch?v=YvYy4ZKktVQJust a quick something I whipped up, gonna stick a few of them around the pool. That's it for now, gonna see about making those LMG innies. Edited by UnevenElefant5 on Aug 9, 2013 at 09:37 PM
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Aug 9, 2013 10:19 PM
Msg. 33 of 84
Oh my God, I was tired of scrolling down all the page, so much pictures...
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Aug 9, 2013 10:35 PM
Msg. 34 of 84
careful danger zone, don't bring on the you know what.... wait for it.... waaaaitttt for ittt....
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Aug 9, 2013 10:41 PM
Msg. 35 of 84
Make sure the LMG Innies have abs. :D
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