
Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 15, 2014 01:57 PM
Msg. 316 of 401
Ty, They are still WIP.
32Bit colour sprites.
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Apr 15, 2014 05:54 PM
Msg. 317 of 401
So hows the project going?
I just noticed that Jesse deleted em from Xfire when I went inactive 3 years ago... I mean really? really?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 16, 2014 01:47 AM
Msg. 318 of 401
Add me again :P
azjesse
The project is very much alive, I'm unwrapping all the forgotten pieces everyday. (hidden corners, ledges, ect)
As soon as I feel it's ready, I'll mirror the map and prepare it.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 16, 2014 03:35 PM
Msg. 319 of 401
We love our little maggot Jesse. We love his tag hoarding abilities, but most of all we love his "big talk"
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Apr 16, 2014 03:43 PM
Msg. 320 of 401
Quote: --- Original message by: Maniac1000 We love our little maggot Jesse. We love his tag hoarding abilities, but most of all we love his "big talk" Shh, don't say anything to help feed the newly joined troll user. Seriously though...Edited by 1bobsam1 on Apr 16, 2014 at 03:44 PM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 16, 2014 03:45 PM
Msg. 321 of 401
Quote: --- Original message by: FrostyCyphreQuote: --- Original message by: Jesse
Typical Halomaps user. Big promises, but all talk. All you care is about is lining your own tags folder, that and your social status! You got no principles. Just like all the rest. If the forum has gone to crap. You're just another maggot crawling in the pile! dont forget i already exposed u lel. "Yeah Also about HalomapsExposed. I really don't hate Halomaps or the people of Halomaps. It's just something I do for my entertainment at the expense of some people." Edited by MEGASEAN2812 on Apr 16, 2014 at 03:46 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 17, 2014 12:11 AM
Msg. 322 of 401
I mirrored the map, just to see how it will look, but there are some rendering issues because the map is a bit too high poly without portals at the moment. (even considering that I reduced the amount of half the BSP from 17K to 13K.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Apr 17, 2014 01:54 AM
Msg. 323 of 401
Quote: --- Original message by: FrostyCyphreQuote: --- Original message by: Jesse
Typical Halomaps user. Big promises, but all talk. All you care is about is lining your own tags folder, that and your social status! You got no principles. Just like all the rest. If the forum has gone to crap. You're just another maggot crawling in the pile! What about you, my good sir? I think I see a good example of hypocrisy. Edited by Dumb AI on Apr 17, 2014 at 01:57 AM
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Apr 17, 2014 02:08 AM
Msg. 324 of 401
Quote: --- Original message by: Dumb AI What about you, my good sir?
I think I see a good example of hypocrisy. Edited by Dumb AI on Apr 17, 2014 at 01:57 AM  Nice to see progress again. Keep it up, Jesse. Edited by Invader Veex on Apr 17, 2014 at 02:09 AM
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Apr 17, 2014 09:56 AM
Msg. 325 of 401
Quote: --- Original message by: MootjuhQuote: --- Original message by: Jessehttp://screenshot.xfire.com/s/129667147-4.jpg I mirrored the map, just to see how it will look, but there are some rendering issues because the map is a bit too high poly without portals at the moment. (even considering that I reduced the amount of half the BSP from 17K to 13K. You could always hax and use OS. Yeah that'd definitely be the easy route. Not sure that's what he's going for though.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 17, 2014 04:08 PM
Msg. 326 of 401
I don't see sali's name attached to this map like it was for foundry so I don't see why he wouldn't bother using it
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Apr 17, 2014 04:30 PM
Msg. 327 of 401
Maybe he wants to test his skills optimizing the map so that it can run on a broader range of machines, hence potentially getting more players to play his map?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 17, 2014 05:17 PM
Msg. 328 of 401
who knows, its a mystery
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 17, 2014 06:59 PM
Msg. 329 of 401
I didn't use OS on foundry, not because DSalimander pressured me into it, we both just didn't feel like it was necessary. As for The Pit, I still haven't decided yet. No one is necessarily helping me with this map, all changes are done by me, but that's not saying I did this without ANY help. I take advice and follow it when needed. Quote: --- Original message by: stunt_man Maybe he wants to test his skills optimizing the map so that it can run on a broader range of machines, hence potentially getting more players to play his map? Foundry *could* have been portaled better. I think The Pit is more detailed than Foundry in terms of triangle count. I will optimize this map as much as possible like I did with foundry. That includes LODs for scenery and the like. With the multiplayer fanbase dwindling, I doubt that I will make more MP maps in the future after this one. I wonder if using OS would cut out a significant amount of potential players? Edited by Jesse on Apr 17, 2014 at 07:01 PM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 17, 2014 07:10 PM
Msg. 330 of 401
I would not recommend using OS if it's not necessary.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Apr 17, 2014 07:17 PM
Msg. 331 of 401
Any speculation concerning the potential playerbase of anything at this point is kind of pointless, considering what may/may not happen on May 31st... But let's say the population doesn't decrease, I think if a mod is of high quality, people will want to play it regardless of the requirements. It's got to be airtight, though - the tiniest little flaw or detail that affects functionality can completely turn someone off a tagset. Since its a remake, people are already going in expecting the tagset to work like it did in Halo 3 (and for it to be as fun as Halo 3). Up to now, nothing of the aforementioned quality has been released with OS. Quote: --- Original message by: altis94 I would not recommend using OS if it's not necessary. I must agree, not a fan of equipment anyway. Edited by stunt_man on Apr 17, 2014 at 07:20 PM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Apr 17, 2014 09:00 PM
Msg. 332 of 401
Use OS and be cool
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 17, 2014 11:47 PM
Msg. 333 of 401
Quote: --- Original message by: stunt_manAny speculation concerning the potential playerbase of anything at this point is kind of pointless, considering what may/may not happen on May 31st... But let's say the population doesn't decrease, I think if a mod is of high quality, people will want to play it regardless of the requirements. It's got to be airtight, though - the tiniest little flaw or detail that affects functionality can completely turn someone off a tagset. Since its a remake, people are already going in expecting the tagset to work like it did in Halo 3 (and for it to be as fun as Halo 3). Up to now, nothing of the aforementioned quality has been released with OS. Quote: --- Original message by: altis94 I would not recommend using OS if it's not necessary. I must agree, not a fan of equipment anyway. Edited by stunt_man on Apr 17, 2014 at 07:20 PM What's your opinion though? What you say seems a bit contradictory. (I actually value these opinions :O)
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Apr 18, 2014 01:56 AM
Msg. 334 of 401
What I'm saying is if you can pull it off well with OS then go for it, but if not, stay safe and do what you're comfortable with. Don't compromise the consistency of your end result for the sake of a single detail that may not bring all that much to the table.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 18, 2014 02:15 AM
Msg. 335 of 401
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Apr 18, 2014 03:21 AM
Msg. 336 of 401
Thanks for posting Jesse! People are always asking me for updates so I am glad i was able to provide them updates through you.
Wrong project though, unfortunate for their sake. :p
Map is looking awesome none the less.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Apr 18, 2014 11:11 AM
Msg. 337 of 401
Looking really nice!
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 18, 2014 04:03 PM
Msg. 338 of 401
Looking really cool, cant wait to see the map in its full form.
If there's any help you need in the modeling or texturing part, let me know.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 18, 2014 09:00 PM
Msg. 339 of 401
Got some new fence pieces done. Got a render for ya @ Higuy: I'll keep that in mind, thanks!
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Apr 18, 2014 09:50 PM
Msg. 340 of 401
Coming out together nicely man.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 18, 2014 10:20 PM
Msg. 341 of 401
Does anyone have an idea as to why my fence material is blocking light? I set the Transparent Lit flag, but it doesn't seem to be having an effect, which is why the map is so dark in-game.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 18, 2014 10:25 PM
Msg. 342 of 401
Did you change tint color to white?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 18, 2014 11:21 PM
Msg. 343 of 401
In-game (without some of the details in the render yet) and cruddy lighting.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Apr 18, 2014 11:23 PM
Msg. 344 of 401
Looks great, Jesse. This map is going to be fun :D
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 19, 2014 01:07 AM
Msg. 345 of 401
Quote: --- Original message by: MootjuhQuote: --- Original message by: Jesse Does anyone have an idea as to why my fence material is blocking light? I set the Transparent Lit flag, but it doesn't seem to be having an effect, which is why the map is so dark in-game. If you're using a transparent chicago shader, they're not transparent lit. It's a thing Gearbox broke. Pretty sure this would be fixed when baking lightmaps in 3ds max anyway. I'm using a shader_environment, that might be why.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 19, 2014 01:38 AM
Msg. 346 of 401
Quote: --- Original message by: Waffles Transparent lit does nothing at all. Most transparency besides masked is un-lit, in which case light doesn't really affect the shader. But masked transparency isn't nearly as nice ofc. Its one of those peeves I have about CE's shader system. So what would I do to let light completely pass through the fence material?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 19, 2014 05:22 AM
Msg. 347 of 401
Made some of the details and got em ingame: Still more to go, so don't point out missing things.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 19, 2014 07:41 AM
Msg. 348 of 401
This time, you should add slight dynamic lights in some places to make the bumps noticeable without masking shadows, maybe it would look cool.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 19, 2014 07:20 PM
Msg. 349 of 401
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 19, 2014 07:39 PM
Msg. 350 of 401
SMGs. 10/10.
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