A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP] Halo 3 The Pit

Page 8 of 12 Go to page: · 1 · ... · 5 · 6 · 7 · [8] · 9 · 10 · 11 · 12 · Prev · Next
Author Topic: [WIP] Halo 3 The Pit (401 messages, Page 8 of 12)
Moderators: Dennis

Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 6, 2014 08:05 AM    Msg. 246 of 401       
Quote: --- Original message by: Mootjuh
Quote: --- Original message by: Jesse

I'm doing this a little differently. The guard rails are technically not attached, they're literally floating milimeters off the surface of the edge. I do this instead of booleaning the panels because it saves on polies, work (no fixing degenerates) and it's all around easier and efficient. I've also done this with the fences.

http://oi43.tinypic.com/2enoq6o.jpg
http://oi41.tinypic.com/wkstig.jpg
Edited by Jesse on Jan 22, 2014 at 02:33 AM


Why not use scenery collision and it set as render only in the BSP?


Because thats a really inefficient and bad way of doing things.

Not sure if you've ever noticed either, but generally when you have collision_models, stuff like grenade damage travels through them. They are also sometimes pretty wierd and lagging, causing players to warp on servers.

Other problem is shadows (unless your going to use Aether.)

If he wanted to he could just make it a separate floating object. What he did now is extremely efficient and works well.

Quote: --- Original message by: Jesse
I believe you just gave me an idea to solve a major problem of mine :0

I've been encountering some odd collision errors near the fences on the ramps, specifically right in front of the middle support beams for the ramps is located. I tend to fall through the BSP at the same exact spot(s).

I'll make the fencing render-only and use a separate plane next to it as collision. I'd rather not use scenery collision because it doesn't stop explosive damage from going through (rocket launcher)


This is the only downside to them, giving them really wierd errors. A few of the barriers in my map Aquarii follow these rules and one of them has a strange error where you can shoot at the floor next to it (small space) and the bullets/grenades travel right through.
Edited by Higuy on Feb 6, 2014 at 08:07 AM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 6, 2014 10:01 AM    Msg. 247 of 401       
Don't float the pieces, jamb them into the bsp, it can fix some of your falling errors.


jungleniggur1
Joined: Nov 29, 2013


Posted: Feb 7, 2014 03:12 AM    Msg. 248 of 401       
This looks so good dude, looking forward to the final product.


MosesofEgypt
Joined: Apr 3, 2013


Posted: Feb 15, 2014 03:49 AM    Msg. 249 of 401       
Jesse, I've been trying to get in contact with you for the past month. Check your messages. If you are ignoring us on purpose then I guess you'll ignore this too.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 15, 2014 10:13 AM    Msg. 250 of 401       
@Jesse: What is your poly cap going to be? (maximum amount of polies you have set as a marker for the BSP)


Existence
Joined: Dec 18, 2013

Existence is my name, trolling Patxi is my game


Posted: Feb 17, 2014 09:42 AM    Msg. 251 of 401       
Sooooooo how's thos project doing?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 18, 2014 07:31 AM    Msg. 252 of 401       
Bigass is around 50k for now, I think it started having issues at 40k Altis knows this better than I do


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 21, 2014 06:06 AM    Msg. 253 of 401       
50K????

Im pretty sure gearbox say you shouldn't go over 30k with BSP's.

Or maybe that is 50k with all 3rd party objects included, bipeds, weapons, scenery, vehicles.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Feb 21, 2014 09:55 AM    Msg. 254 of 401       
Bigass has around 40k now actually. And you can have much more if you make good portals.

Oh, and objects don't count, or else I would have over 400k in Bigass. sorry for talkin bout bigass dun kill meh
Edited by altis94 on Feb 21, 2014 at 09:58 AM
Edited by altis94 on Feb 21, 2014 at 11:16 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 21, 2014 10:10 AM    Msg. 255 of 401       
Wait was bigass conceived with the aid of open sauce?

Or just regular hek?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Feb 21, 2014 10:12 AM    Msg. 256 of 401       
Regular HEK. I don't see what OS has to do with this :I I can't even install OS HEK stuff because that installer sux


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 21, 2014 10:16 AM    Msg. 257 of 401       
@Altis94: I get the impression that everyone uses OS now. Nice to see I haven't been left behind......yet.

Yeah OS installer is buggy, at one point I couldn't even remove it.

Speaking of Open source, will this map be open source on it's release or will it be protected?


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Feb 22, 2014 10:51 PM    Msg. 258 of 401       
Quote: --- Original message by: altis94
Regular HEK. I don't see what OS has to do with this :I I can't even install OS HEK stuff because that installer sux


I think there is something you might need to do with the strings. Like name a certain string something_org.dll. I don't remember what exactly.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Mar 24, 2014 07:21 PM    Msg. 259 of 401       
:(


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 9, 2014 07:36 PM    Msg. 260 of 401       








debug lightmaps


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 9, 2014 07:38 PM    Msg. 261 of 401       
cool dis project isnt dead. now that adjutant has bsp support are you using stuff from that bsp?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Apr 9, 2014 08:22 PM    Msg. 262 of 401       
Quote: --- Original message by: MEGASEAN2812
cool dis project isnt dead. now that adjutant has bsp support are you using stuff from that bsp?

I recommend using it as a reference.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 9, 2014 08:28 PM    Msg. 263 of 401       
If someone hands me the model, sure. I'm too lazy to get it myself.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Apr 9, 2014 09:14 PM    Msg. 264 of 401       
here you go Jesse. i had it all packaged up.

http://www.mediafire.com/download/81go4e243gp6e55/thepit.rar

it contains every bitmap including the terrain blend maps. use the amf importer (cuz its better) and when it calls for bitmaps link to the extracted folder.
Edited by killzone64 on Apr 10, 2014 at 05:35 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 9, 2014 10:45 PM    Msg. 265 of 401       



Added the brace thingies.

Technically, the map can't ever be more than 50% complete because I still have to mirror my changes onto the other side. That said, whatever percentage I give out can effectively be doubled.

Currently I'd say I am 85% done (42.5%).
Edited by Jesse on Apr 9, 2014 at 10:51 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Apr 9, 2014 11:32 PM    Msg. 266 of 401       
Fantastic, your progress is.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 10, 2014 01:36 AM    Msg. 267 of 401       
As a side thing, I got the retail BSP ingame (minus instanced geometry and some details)





PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Apr 10, 2014 08:05 AM    Msg. 268 of 401       
Jesse bro wazzap, long time i've seen you online.

It's looking really good, keep it up.!


sshers4
Joined: Apr 28, 2013


Posted: Apr 10, 2014 09:27 AM    Msg. 269 of 401       
Quote: --- Original message by: ASCENDANTJUSTICE
@Altis94: I get the impression that everyone uses OS now. Nice to see I haven't been left behind......yet.

Yeah OS installer is buggy, at one point I couldn't even remove it.

Speaking of Open source, will this map be open source on it's release or will it be protected?



Same here.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Apr 10, 2014 10:36 AM    Msg. 270 of 401       
Quote: --- Original message by: Mootjuh
Contact Kirby and ask him about IG.


Whats IG?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 10, 2014 11:01 AM    Msg. 271 of 401       
^ does not know.

instanced geometry


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Apr 10, 2014 11:04 AM    Msg. 272 of 401       
Quote: --- Original message by: Maniac1000
^ does not know.

instanced geometry


I see, ty. (>'.')>


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Apr 10, 2014 11:24 AM    Msg. 273 of 401       
Quote: --- Original message by: vampire_girl

Quote: --- Original message by: Maniac1000
^ does not know.

What?
Edited by vampire_girl on Apr 10, 2014 at 11:15 AM


Pls behave , else you will never win over Mootjuh's heart.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 10, 2014 05:19 PM    Msg. 274 of 401       
I honestly don't know whether to use the retail BSP or my custom one:

retail


custom



There's nothing wrong with my custom one, and it has pretty much all the details spot on, but the retail one is good on poly count, and it's the retail model. I'd still have to fix most of the instanced geometry, either seal it (I have explosive damages in mind with this) or turn it into scenery.

Keep in mind that the first pic has a lower FOV. Also, the retail BSP has higher quality lightmapping.
Edited by Jesse on Apr 10, 2014 at 05:21 PM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Apr 10, 2014 05:40 PM    Msg. 275 of 401       
oh great not this again -_-

@jesse i would go with the retail bsp. that bsp is probably going to be the easiest one to port from halo 3. it has a lot less IG than what i am having to deal with in rats nest.

on the other hand we should be able to grab the halo 4 remake bsp now, it would be interesting to see if they used the og bsp to start with.


Dramatic Reader
Joined: Apr 10, 2014

<3 Chihiro Fujisaki


Posted: Apr 10, 2014 05:41 PM    Msg. 276 of 401       
Quote: --- Original message by: Kirby
:downswords:

...


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 10, 2014 05:58 PM    Msg. 277 of 401       
Quote: --- Original message by: Kirby
map has too be riped from halo 4 to be acurate or els note evan wort down loweding
aslo use eater cmt or the zteam tags but cmt is more look cool so ya

so fall oh my instrucions or els just maek map no body lieks :(


10/10 post.


rcghalohell
Joined: Feb 25, 2009

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


Posted: Apr 10, 2014 06:06 PM    Msg. 278 of 401       
the 32 on the assault rifle looks a bit pushed in


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Apr 10, 2014 06:38 PM    Msg. 279 of 401       
keep building the custom one, and then make an even bigger pit for like 16 on 16 matches and other cool stuff.









for MPV3
Edited by Masters1337 on Apr 10, 2014 at 06:39 PM


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 10, 2014 06:41 PM    Msg. 280 of 401       
Cmt ripz.

 
Page 8 of 12 Go to page: · 1 · ... · 5 · 6 · 7 · [8] · 9 · 10 · 11 · 12 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 12:29 AM 407 ms.
A Halo Maps Website