
Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 23, 2013 05:32 PM
Msg. 36 of 401
Thanks to Waffles, I can now get proper reference pics of the map :D
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Spartan_094
Joined: Jan 8, 2008
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Posted: Oct 23, 2013 07:26 PM
Msg. 37 of 401
Defeats the whole purpose of a CE port.
I've been gone for a while, dont understand the bandwagon for Cry Engine and its quite irritating.
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Oct 23, 2013 07:48 PM
Msg. 38 of 401
Quote: --- Original message by: Spartan_094 Defeats the whole purpose of a CE port.
I've been gone for a while, dont understand the bandwagon for Cry Engine and its quite irritating. Seems like the same user with several accounts.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 23, 2013 08:29 PM
Msg. 39 of 401
Quote: --- Original message by: promap Use freaking cry engine 3that's where you see real thing there. That's where you're wrong. Halo 3 is where you see the real Pit. Edited by Dumb AI on Oct 23, 2013 at 08:30 PM
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Oct 23, 2013 09:10 PM
Msg. 40 of 401
I'm excited Jesse, make sure you use all references correctly to ensure maximum accuracy. ;)
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Spartan_094
Joined: Jan 8, 2008
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Posted: Oct 23, 2013 11:27 PM
Msg. 41 of 401
Quote: --- Original message by: Danger_zone_98Quote: --- Original message by: Spartan_094 Defeats the whole purpose of a CE port.
I've been gone for a while, dont understand the bandwagon for Cry Engine and its quite irritating. Seems like the same user with several accounts. Yeah I definitely have multiple with my join date being in Jan 2008. You have no idea who I am do you.
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Xiao
Joined: Nov 14, 2012
Keiichi-kun o mitsuketa.
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Posted: Oct 23, 2013 11:35 PM
Msg. 42 of 401
Quote: --- Original message by: Spartan_094Quote: --- Original message by: Danger_zone_98Quote: --- Original message by: Spartan_094 Defeats the whole purpose of a CE port.
I've been gone for a while, dont understand the bandwagon for Cry Engine and its quite irritating. Seems like the same user with several accounts. Yeah I definitely have multiple with my join date being in Jan 2008. You have no idea who I am do you. He probably does, but he also probably doesn't care.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 24, 2013 01:13 AM
Msg. 43 of 401
Quote: --- Original message by: Spartan_094Quote: --- Original message by: Danger_zone_98Quote: --- Original message by: Spartan_094 Defeats the whole purpose of a CE port.
I've been gone for a while, dont understand the bandwagon for Cry Engine and its quite irritating. Seems like the same user with several accounts. Yeah I definitely have multiple with my join date being in Jan 2008. You have no idea who I am do you. I think he was talking about Promap...
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Oskarmandude
Joined: Mar 16, 2013
Bosnia
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Posted: Oct 24, 2013 01:41 AM
Msg. 44 of 401
bro bro man bro ya bettar staht on yoosin kry enjin free coz it is liek bettar dan blam
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 24, 2013 03:17 AM
Msg. 45 of 401
Progress on the green walls, trimming and the structure on the right made up of wall panels. 
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 24, 2013 09:36 AM
Msg. 46 of 401
What section are you going to model next?
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Oct 24, 2013 09:41 AM
Msg. 47 of 401
wow look good keep up the good work
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Oct 24, 2013 04:23 PM
Msg. 48 of 401
Quote: --- Original message by: JesseQuote: --- Original message by: Spartan_094Quote: --- Original message by: Danger_zone_98Quote: --- Original message by: Spartan_094 Defeats the whole purpose of a CE port.
I've been gone for a while, dont understand the bandwagon for Cry Engine and its quite irritating. Seems like the same user with several accounts. Yeah I definitely have multiple with my join date being in Jan 2008. You have no idea who I am do you. I think he was talking about Promap... @Spartan_094 ↑ This...
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 24, 2013 10:11 PM
Msg. 49 of 401
Started that other structure. It was a real pain to seal all the bracings. *The render camera has a 75 degree FOV* Edited by Jesse on Oct 24, 2013 at 10:13 PM
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Ubergoober
Joined: Oct 11, 2010
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Posted: Oct 25, 2013 02:48 AM
Msg. 50 of 401
looking very nice, what method will u use for the fan-lifts?
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Oct 25, 2013 02:51 AM
Msg. 51 of 401
Lots of teleporters?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 25, 2013 09:59 PM
Msg. 52 of 401
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 25, 2013 10:04 PM
Msg. 53 of 401
The space between the ramp and the building doesn't seem right. (1st pic) Edited by Dumb AI on Oct 25, 2013 at 10:05 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 25, 2013 10:05 PM
Msg. 54 of 401
The pic was taken at a 90 degree field of view. Here's a top-down pic with no distortion: Edited by Jesse on Oct 25, 2013 at 10:07 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Oct 25, 2013 10:53 PM
Msg. 55 of 401
Want some advice? Make the detail panels, braces, etc and stuff like that scenery objects. you will thank me later...
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Oskarmandude
Joined: Mar 16, 2013
Bosnia
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Posted: Oct 25, 2013 11:11 PM
Msg. 56 of 401
Hey, since you are modelling the BSP, are there going to be more features in the map? For instance accessing the Pelican area. Edited by Oskarmandude on Oct 25, 2013 at 11:13 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 26, 2013 03:01 AM
Msg. 57 of 401
Quote: --- Original message by: Oskarmandude
Hey, since you are modelling the BSP, are there going to be more features in the map? For instance accessing the Pelican area. I don't see any reason why I should. That is to say, I don't think I will add more accessible areas than the original has, but I will totally add more functionality to the map itself. I might even make the bridge from the sword base be one that you have to activate and lower down via a switch (like Zanzibar/Last Resort). Quote: --- Original message by: Higuy Want some advice? Make the detail panels, braces, etc and stuff like that scenery objects. you will thank me later... They wouldn't be better off as BSP? I know from foundry that grenade damages go through scenery objects real easy. Edited by Jesse on Oct 26, 2013 at 03:02 AM
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Spartan_094
Joined: Jan 8, 2008
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Posted: Oct 26, 2013 11:56 PM
Msg. 58 of 401
Quote: --- Original message by: Danger_zone_98Quote: --- Original message by: JesseQuote: --- Original message by: Spartan_094Quote: --- Original message by: Danger_zone_98Quote: --- Original message by: Spartan_094 Defeats the whole purpose of a CE port.
I've been gone for a while, dont understand the bandwagon for Cry Engine and its quite irritating. Seems like the same user with several accounts. Yeah I definitely have multiple with my join date being in Jan 2008. You have no idea who I am do you. I think he was talking about Promap... @Spartan_094 ↑ This... Woops my bad, it looked like you where talking to me, sorry.
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Oct 27, 2013 06:35 PM
Msg. 59 of 401
Quote: --- Original message by: Higuy Want some advice? Make the detail panels, braces, etc and stuff like that scenery objects. you will thank me later... It wouldn't be an issue if he knew how to portal, but considering I've yet to see anyone do it efficiently, making it scenery would save time.
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: Oct 27, 2013 07:00 PM
Msg. 60 of 401
Quote: --- Original message by: Jesse I don't see any reason why I should. That is to say, I don't think I will add more accessible areas than the original has I can understand your point, and I completely agree with you that at least the main map should be game-accurate, and as good as you can possibly make it. That being said, however, the potential for extra flavour is certainly there and I think your map could benefit from a V2 that has open access to more areas. Your work's looking very good indeed. I do a lot of modelling myself, so if there's anything you need help with (screenshots or just getting stuff done) feel free to shoot me a PM if you're after a spare pair of hands.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 27, 2013 08:50 PM
Msg. 61 of 401
Quote: --- Original message by: Rosanna WeylandQuote: --- Original message by: Jesse I don't see any reason why I should. That is to say, I don't think I will add more accessible areas than the original has I can understand your point, and I completely agree with you that at least the main map should be game-accurate, and as good as you can possibly make it. That being said, however, the potential for extra flavour is certainly there and I think your map could benefit from a V2 that has open access to more areas. Your work's looking very good indeed. I do a lot of modelling myself, so if there's anything you need help with (screenshots or just getting stuff done) feel free to shoot me a PM if you're after a spare pair of hands. Neat. What do you mean by screenshots? References for the game? I could probably do with some of those, I myself have an Xbox, and Halo 3, but I can't do theater mode because I let my cousins borrow my HDD so they can enjoy GTA V. No theater = no good screenshots. What do you think you could contribute to the map? I reconsidered, and I might add an accessible room atop the sword base.
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A Juicy Frank
Joined: Oct 28, 2013
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Posted: Oct 28, 2013 01:10 AM
Msg. 62 of 401
Hey Jesse, just signed up to let you know there is a trick that can be done to prevent .damage_effects from bleeding through scenery objects:
http://youtu.be/sk42TtBmkQE -had some problems with the rocket launcher, im sure it can be dealt with
Player clips, or collision-only materials, can be used to stop the bleed through, so what I did was in the BSP made a plane, then boolean-ed it with the scenery object to get a cut out of it. I then just placed it where the scenery object would be, and made it collision only (@ or *).
Im sure it wouldn't have been an effective fix for your Foundry map, since you wanted to allow players to remove the objects themselves, and this would leave large invisible barriers where the objects were. Still though, this trick works best with stationary objects and could be effectively used in The Pit.
-tried to post this earlier but got an error. Hopefully this doesn't make an issue or anything.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 28, 2013 04:53 PM
Msg. 63 of 401
I see. I had considered using invisible collision-only bullet panels (the blue rectangle plates), and then having the real visible object be scenery, but there wouldn't be much of a point in that. I might try what you suggest :o
Then there is the issue of bullet decals not showing up on scenery.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 29, 2013 06:22 PM
Msg. 64 of 401
The shaders for any object in CE can be awesome or absolutely terrible, depending on how the modder sets them up.
Decals don't work on scenery :(
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 31, 2013 04:28 PM
Msg. 65 of 401
For some reason, whenever I make any major changes to my BSP, (extrude a few polies, or unwrap) 3ds max decides to corrupt my max model. Fortunately I have my own backups (cause 3ds' backups get corrupt too) but I can't seem to continue unless I get this solved. Anyone wanna try and load it in their 3ds and see if they get the same issue? Preferably someone with modeling skills of course.
I may try loading it in 3ds 2014, but then I'd have no way to convert it back to 3ds 8. Edited by Jesse on Oct 31, 2013 at 04:29 PM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Oct 31, 2013 04:34 PM
Msg. 66 of 401
i would like to help but i have a 64 bit pc so i cant use max 8
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 31, 2013 04:36 PM
Msg. 67 of 401
I have a 64 - bit PC, why wouldn't it work?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Oct 31, 2013 06:23 PM
Msg. 68 of 401
Ill see if o can get on later and test this.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 31, 2013 07:54 PM
Msg. 69 of 401
Quote: --- Original message by: Maniac1000 Ill see if o can get on later and test this. I'll be on xfire all day.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Oct 31, 2013 09:57 PM
Msg. 70 of 401
Try and see if you can start a fresh new scene in 3ds and merge it. It should keep your materials and stuff, although, you'll have a hard time editing them if you need too. It sounds like your max file is messed up. Also, make sure you are saving multiple times every few minutes (say like, 20 minutes, or when you do some decent changes/additions). You can also try the incremental backup script ( http://www.breidt.net/scripts/ ), although I've never really used, just done the "save as" and saved a new file each time. I remember having almost 200 of them for Lumoria EP1. All in all, don't rely on autoback on saving your ass with stuff like, not saying you are, but just dont. Autoback sucks, you never know what its going to save, and while it might seem nice, it relys on alot of luck to work correctly. That being said, at the very least keep it on, you may get lucky. Edited by Higuy on Oct 31, 2013 at 09:58 PM
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