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Author Topic: [WIP] Halo 3 The Pit (401 messages, Page 4 of 12)
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killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 14, 2013 11:28 PM    Msg. 106 of 401       
looks damn impressive so far jesse


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Nov 15, 2013 05:39 AM    Msg. 107 of 401       
Very promising. Looking great Jesse!


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Nov 15, 2013 10:33 AM    Msg. 108 of 401       
Quote: --- Original message by: Ki11erFTW
Where's the SMG?


This


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 15, 2013 04:27 PM    Msg. 109 of 401       
here:


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Nov 16, 2013 03:05 AM    Msg. 110 of 401       
^ his project is now 110% better then this;)


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Nov 16, 2013 03:33 PM    Msg. 111 of 401       
Quote: --- Original message by: Ki11erFTW
^ his project is now 110% better then this;)

What...?


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Nov 16, 2013 09:23 PM    Msg. 112 of 401       
Quote: --- Original message by: 1bobsam1
Quote: --- Original message by: Ki11erFTW
^ his project is now 110% better then this;)

What...?


Just kidding, during the whole foundry release, if you were in our game you probably saw me complaining about the missing SMG's the entire time.


A Juicy Frank
Joined: Oct 28, 2013


Posted: Nov 16, 2013 10:10 PM    Msg. 113 of 401       
A perfectly reasonable complaint. It's not H3 without the SMG.


On that note, will the weapon's damage, aim assist and magnatism/gamepad support be changed for release to better replicate Halo 3's health & damage?
Something along the lines of: http://halo.bungie.net/forums/posts.aspx?postID=18097666


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Nov 16, 2013 11:05 PM    Msg. 114 of 401       
Quote: --- Original message by: Ki11erFTW
Quote: --- Original message by: 1bobsam1
Quote: --- Original message by: Ki11erFTW
^ his project is now 110% better then this;)

What...?


Just kidding, during the whole foundry release, if you were in our game you probably saw me complaining about the missing SMG's the entire time.

Oh, got ya.



Quote: --- Original message by: A Juicy Frank
A perfectly reasonable complaint. It's not H3 without the SMG.


On that note, will the weapon's damage, aim assist and magnatism/gamepad support be changed for release to better replicate Halo 3's health & damage?
Something along the lines of: http://halo.bungie.net/forums/posts.aspx?postID=18097666


You know... all the tags are ripped from Halo 3, all the stats are the same other than a few adjustments to fit the Halo 1 engine.
Edited by 1bobsam1 on Nov 16, 2013 at 11:08 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 17, 2013 01:02 AM    Msg. 115 of 401       
Quote: --- Original message by: 1bobsam1

Quote: --- Original message by: Ki11erFTW
Quote: --- Original message by: 1bobsam1
Quote: --- Original message by: Ki11erFTW
^ his project is now 110% better then this;)

What...?


Just kidding, during the whole foundry release, if you were in our game you probably saw me complaining about the missing SMG's the entire time.

Oh, got ya.



Quote: --- Original message by: A Juicy Frank
A perfectly reasonable complaint. It's not H3 without the SMG.


On that note, will the weapon's damage, aim assist and magnatism/gamepad support be changed for release to better replicate Halo 3's health & damage?
Something along the lines of: http://halo.bungie.net/forums/posts.aspx?postID=18097666


You know... all the tags are ripped from Halo 3, all the stats are the same other than a few adjustments to fit the Halo 1 engine.
Edited by 1bobsam1 on Nov 16, 2013 at 11:08 PM

The tags themselves are not ripped from Halo 3. The assets used in them (models, bitmaps, etc) are from Halo 3 but the tags aren't.

The Blam engine has come a long way since the days of Halo 1. The tags wouldn't be compatible in most cases.
Edited by Dumb AI on Nov 17, 2013 at 01:04 AM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Nov 17, 2013 12:32 PM    Msg. 116 of 401       
Quote: --- Original message by: A Juicy Frank
A perfectly reasonable complaint. It's not H3 without the SMG.


On that note, will the weapon's damage, aim assist and magnatism/gamepad support be changed for release to better replicate Halo 3's health & damage?
Something along the lines of: http://halo.bungie.net/forums/posts.aspx?postID=18097666

The shotgun probably needs a bit of adjustment as well. A few test-fires from atop the low staircases in Foundry revealed that the pellets could not reach the floor at the bottom of the staircase, giving the gun and effective range of ~5 yards. Halopedia lists its range as being 2-3 times as long as its Halo 2 incarnation, but only slightly shorter than that of the shotgun in Combat Evolved.


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Nov 17, 2013 01:03 PM    Msg. 117 of 401       
Quote: --- Original message by: Dumb AI
The Blam engine has come a long way since the days of Halo 1. The tags wouldn't be compatible in most cases.
Edited by Dumb AI on Nov 17, 2013 at 01:04 AM


Hmm... I remember hearing that the stats were exactly the same during the Foundry project.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 17, 2013 01:34 PM    Msg. 118 of 401       
Quote: --- Original message by: 1bobsam1
Quote: --- Original message by: Dumb AI
The Blam engine has come a long way since the days of Halo 1. The tags wouldn't be compatible in most cases.
Edited by Dumb AI on Nov 17, 2013 at 01:04 AM


Hmm... I remember hearing that the stats were exactly the same during the Foundry project.

Adjutant can "read" the tags in Halo 3 maps, allowing one to see parts of it, like weapon stats and shader settings and values (it's likely that Zteam's extractor had this feature)
Edited by Dumb AI on Nov 17, 2013 at 01:37 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 17, 2013 04:31 PM    Msg. 119 of 401       
Quote: --- Original message by: Echo77
Quote: --- Original message by: A Juicy Frank
A perfectly reasonable complaint. It's not H3 without the SMG.


On that note, will the weapon's damage, aim assist and magnatism/gamepad support be changed for release to better replicate Halo 3's health & damage?
Something along the lines of: http://halo.bungie.net/forums/posts.aspx?postID=18097666

The shotgun probably needs a bit of adjustment as well. A few test-fires from atop the low staircases in Foundry revealed that the pellets could not reach the floor at the bottom of the staircase, giving the gun and effective range of ~5 yards. Halopedia lists its range as being 2-3 times as long as its Halo 2 incarnation, but only slightly shorter than that of the shotgun in Combat Evolved.


I tested the shotgun range in H3 with a second player. Assuming I finished (I don't remember if I did) then the range in Foundry should be the same as in H3.

I didn't necessarily go by numbers in this case, I did real world testing. In halo 3, I backed up while shooting another player until I got to the point where the bullets would have zero effect, and I copied that range into Foundry.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Nov 18, 2013 06:56 PM    Msg. 120 of 401       
[18:57] Jesse: can you bump my Pit thread?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 18, 2013 06:58 PM    Msg. 121 of 401       
Progress has been made!

I've gotten many of the bullet panels in-game with the BSP (as BSP of course)











boolean for the win


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 18, 2013 10:11 PM    Msg. 122 of 401       
Quote: --- Original message by: Jesse
Progress has been made!

I've gotten many of the bullet panels in-game with the BSP (as BSP of course)

http://screenshot.xfire.com/s/129122349-4.jpg

http://screenshot.xfire.com/s/129121015-4.jpg

http://screenshot.xfire.com/s/129120998-4.jpg

http://screenshot.xfire.com/s/129120997-4.jpg

http://screenshot.xfire.com/s/129121004-4.jpg

boolean for the win

You are making good progress!

What still needs to be done?
Edited by Dumb AI on Nov 18, 2013 at 10:11 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Nov 18, 2013 11:21 PM    Msg. 123 of 401       
Quote: --- Original message by: UNDEROATH RMT
Killzone vs. Jesse
The fight of this year who is the best BSP creator?

Yeah... let's not turn it into this...


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: Nov 18, 2013 11:46 PM    Msg. 124 of 401       
This is going to be the next foundry in terms of how big of a project this is.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 19, 2013 01:07 AM    Msg. 125 of 401       
I have a lot less content to create than I did with foundry. Don't forget that I had made all the HUD elements, collision, LODs, and some custom models.

Oh, and I unwrapped the thing from zero.

This time, I have a proven tagset, so I can focus on BSP and scenery creation. Lighting might not come easily, and as a side note, current lighting is NOT final, nowhere near it.

Killzone and I were originally going to work on The_Pit, but he decided mine would have a little more dedication put to it and he went on to begin his Rats Nest map.






Fencing is all BSP :0

Edited by Jesse on Nov 19, 2013 at 03:30 AM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 19, 2013 10:29 AM    Msg. 126 of 401       
looks very nice jesse, i wish i could be this far along with rats nest :p

i decided it would be redundant to have two versions of the pit being made at the same time so i went to go work on my favorite halo 3 map.

@underoath i would say that it is about equivelent between me and jesse (if anything it leans more towards jesse as he has had prior experience). the major differance is that we prioritise differently, i like to get the bsp 100% finished before throwing on textures and fine details where jesse does things his own way (another reason im not farther is that i am a bit too much of a perfectionist :P It must be perfect!!!!)


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Nov 19, 2013 11:28 AM    Msg. 127 of 401       
Pls beta the weapons for balancing in a scrap BSP before you release this way you don't have to release like 5 versions in the same day.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 19, 2013 11:49 AM    Msg. 128 of 401       
ooooooooo can i lighting.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 19, 2013 01:25 PM    Msg. 129 of 401       
Looking good so far Jesse, keep up the good work. Maybe one day you will create your own custom map with these skills :)


Ubergoober
Joined: Oct 11, 2010


Posted: Nov 19, 2013 01:30 PM    Msg. 130 of 401       
looks fantastic jesse!

@killzone- great to hear that rats nest is in the works, love that map


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 19, 2013 03:38 PM    Msg. 131 of 401       
Quote: --- Original message by: Higuy
Looking good so far Jesse, keep up the good work. Maybe one day you will create your own custom map with these skills :)


Indeed, copying a BSP is one thing, but designing and creating a custom one is another.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 19, 2013 06:41 PM    Msg. 132 of 401       
Quote: --- Original message by: killzone64
looks very nice jesse, i wish i could be this far along with rats nest :p

i decided it would be redundant to have two versions of the pit being made at the same time so i went to go work on my favorite halo 3 map.

@underoath i would say that it is about equivelent between me and jesse (if anything it leans more towards jesse as he has had prior experience). the major differance is that we prioritise differently, i like to get the bsp 100% finished before throwing on textures and fine details where jesse does things his own way (another reason im not farther is that i am a bit too much of a perfectionist :P It must be perfect!!!!)

Why not collab on one?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 19, 2013 08:31 PM    Msg. 133 of 401       
Quote: --- Original message by: Dumb AI

Why not collab on one?


It wouldn't work. The reason why Foundry took so long was that DSalimander and I lived in different time zones, and it was a pain for us to sync up and send each other files.

Besides, I think I work a bit too fast on The Pit for someone else to join in, my models are usually outdated the second I open 3ds.

Unless of course you meant a whole different map altogether, but the issues would be the same.

Currently, I am modeling, unwrapping, shadering (as if it's a verb), lighting, and fixing the map, and I'd rather do it myself (for the speed reason).


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 19, 2013 08:39 PM    Msg. 134 of 401       
Quote: --- Original message by: Jesse
Quote: --- Original message by: Dumb AI

Why not collab on one?


It wouldn't work. The reason why Foundry took so long was that DSalimander and I lived in different time zones, and it was a pain for us to sync up and send each other files.

Besides, I think I work a bit too fast on The Pit for someone else to join in, my models are usually outdated the second I open 3ds.

Unless of course you meant a whole different map altogether, but the issues would be the same.

Currently, I am modeling, unwrapping, shadering (as if it's a verb), lighting, and fixing the map, and I'd rather do it myself (for the speed reason).

Yeah, time is definitely an issue.

I don't even know if hobbet is still around (he lives in Australia, I think)

._.
Edited by Dumb AI on Nov 19, 2013 at 08:39 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 19, 2013 08:49 PM    Msg. 135 of 401       
SVN is the solution to any collaboration project. I really wish I had used it when we worked on Lumoria. Working on projects now is so easy, no need to give files manually, everyone is always up to date.


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 19, 2013 09:24 PM    Msg. 136 of 401       
You gonna use Conscar's sky?

http://hce.halomaps.org/index.cfm?fid=5082



Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 20, 2013 01:17 AM    Msg. 137 of 401       
of course, but I'm not at the point where I can really show off too much yet, not until I create the tarmac.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 20, 2013 03:17 PM    Msg. 138 of 401       
Quote: --- Original message by: Higuy
SVN is the solution to any collaboration project. I really wish I had used it when we worked on Lumoria. Working on projects now is so easy, no need to give files manually, everyone is always up to date.


hmm i might use that method for rats nest.

Quote: --- Original message by: xnx
Pls beta the weapons for balancing in a scrap BSP before you release this way you don't have to release like 5 versions in the same day.


i am definitely doing this, cept on a flat white finished bsp with no uv's. i'm going to send it out to storm first then after a few fixes ill have everyone else test it.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 20, 2013 03:21 PM    Msg. 139 of 401       
Since I added the fences, I noticed some collision gaps right in front of them. Want to take a look?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 21, 2013 01:07 AM    Msg. 140 of 401       
Quote: --- Original message by: Mootjuh
Sure, the fences are part of the BSP?


Yes they are indeed. I'll upload the files and a video showing the error and PM them to you.

 
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