
AllySuzumiya
Joined: Feb 27, 2013
"Kotae wa itsumo watashi no mune ni.."
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Posted: Oct 1, 2013 04:08 PM
Msg. 36 of 67
Quote: --- Original message by: grunt_eater And i can completely guarantee you that every one of those valhalla variants will be absolutely incomplete. I've seen them too, they all have problems, they're all pretty much crap. That's the entire point in me making this variant. A version that has completed everything within it. Not 12 concepts crammed in a map with halfassed tags and an ugly BSP with terrible shaders. I'm making this so that i can say that there is a good version of valhalla out there, one that looks like it's had a lot of work put into making sure that everything is good, well done, and aesthetics are as close to halo 3 as this engine can get. And i don't mean i'm trying to make halo 3 in CE, because i know the limitations of the engine. My concern is making this map look good.
As for OS. I have tried it, the version before last just made halo exception, thefireyscythe tried to help me by sending me d3d9.dll's or whatever and each one disabled another component, and when we got to the end and i still had the problem, i gave up. Now there's a version that runs, and all of the visual upgrades are disabled. So what's the point? Anyway, i know just how demanding OS is, i know because I've tried. It's just not going to work, and not because of ram, because my video card isn't compatible. I'm planning on getting a new laptop this year or next, but this map will be non-OS. That's what i want for it, because i'm not going to force people to decide weather to get OS just to play the map, or to not play the map because they don't want OS, and screw over the people that can't use it. [/rant] Fine. I'm counting on you to make a good Valhalla, then. Don't you dare let me down, you got that?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 1, 2013 04:17 PM
Msg. 37 of 67
I know, but that is a major part of it. And that was why it was suggested that it was used. I've already given my reasons why i prefer a stock version.
And i plan on doing my level best to make sure that every asset in the map is sub par.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 1, 2013 06:14 PM
Msg. 38 of 67
Quote: --- Original message by: grunt_eater @Jesse: I'm using that model because it's the model i had. I had to reduce poly count because it was stupid high. If you have a better one then i'd be happy to check it out. ] I'm fairly certain that the first pic is ASP's first model ever in-game. I can tell by the scope, TP model, and general low-poly badness (due to being a TP model) The second pic looks like the revised TP model, and Broke also modeled in the triangles on the side there. What changes did you make, exactly? I haven't attempted modeling skills on a weapon model before, but with the BSP skills I have now, I'm certain I could make a better detailed version of the BR by editing the H3 fp model. I could model the insets, and uhm... yeah. Edited by Jesse on Oct 1, 2013 at 06:17 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 1, 2013 11:30 PM
Msg. 39 of 67
Quote: --- Original message by: JesseQuote: --- Original message by: grunt_eater @Jesse: I'm using that model because it's the model i had. I had to reduce poly count because it was stupid high. If you have a better one then i'd be happy to check it out. ] I'm fairly certain that the first pic is ASP's first model ever in-game. I can tell by the scope, TP model, and general low-poly badness (due to being a TP model) The second pic looks like the revised TP model, and Broke also modeled in the triangles on the side there. What changes did you make, exactly? I haven't attempted modeling skills on a weapon model before, but with the BSP skills I have now, I'm certain I could make a better detailed version of the BR by editing the H3 fp model. I could model the insets, and uhm... yeah. Edited by Jesse on Oct 1, 2013 at 06:17 PM Those triangles on the sides were about 60 polies each, because of the unnoticeable rounded edges. I reduced that and poly count over the entire model, made the bolt grip more rounded(after that picture) and have been editing shaders. I'm going to go back after i finish shaders and finish with the model itself. If you'd like to make the model based off of the BR i'd be happy to see it. My only concern is that i'm trying to reduce poly count where it's not needed, and adding more detail to a detailed FP model is going to raise it. But if you want to, go for it. I'll see how things look and maybe it'll make it to the final build. Thanks, Jesse.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 1, 2013 11:45 PM
Msg. 40 of 67
Quote: --- Original message by: grunt_eaterQuote: --- Original message by: JesseQuote: --- Original message by: grunt_eater @Jesse: I'm using that model because it's the model i had. I had to reduce poly count because it was stupid high. If you have a better one then i'd be happy to check it out. ] I'm fairly certain that the first pic is ASP's first model ever in-game. I can tell by the scope, TP model, and general low-poly badness (due to being a TP model) The second pic looks like the revised TP model, and Broke also modeled in the triangles on the side there. What changes did you make, exactly? I haven't attempted modeling skills on a weapon model before, but with the BSP skills I have now, I'm certain I could make a better detailed version of the BR by editing the H3 fp model. I could model the insets, and uhm... yeah. Edited by Jesse on Oct 1, 2013 at 06:17 PM Those triangles on the sides were about 60 polies each, because of the unnoticeable rounded edges. I reduced that and poly count over the entire model, made the bolt grip more rounded(after that picture) and have been editing shaders. I'm going to go back after i finish shaders and finish with the model itself. If you'd like to make the model based off of the BR i'd be happy to see it. My only concern is that i'm trying to reduce poly count where it's not needed, and adding more detail to a detailed FP model is going to raise it. But if you want to, go for it. I'll see how things look and maybe it'll make it to the final build. Thanks, Jesse. If anything, guns should have higher poly counts, just have a proper use of LODs and you'll be golden. Turns out the Zteam FP model has the insets modeled in, so I guess I don't need to add them myself. Edited by Jesse on Oct 1, 2013 at 11:53 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 2, 2013 01:45 AM
Msg. 41 of 67
But i'd like to save space wherever i can, as well. Like i said, we'll work on it and see what happens in the final product.
Which two of the four grenades do you guys think for the map? i am considering replacing plasma with spike, but i'm afraid without that the map will feel too unbalanced toward human. I know that spike grenades are a brute weapon, but they don't have that blue explosion that gives the feeling of an alien weapon. What do you guys think? Edited by grunt_eater on Oct 4, 2013 at 12:33 PM
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Ubergoober
Joined: Oct 11, 2010
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Posted: Oct 6, 2013 04:31 AM
Msg. 42 of 67
how about a flaming sticky napalm nade? so if u stuck a hog for example, it would set a considerable amount of the hog on fire and continue to burn the occupants until they got out of the hog. if u stuck a player with it, maybe the player could extinguish it by crouching in the creek? if u threw it on the ground it could set an area of ground on fire that would burn any enemies trying to pursue u. just an idea
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 6, 2013 10:01 AM
Msg. 43 of 67
Quote: --- Original message by: Ubergoober how about a flaming sticky napalm nade? so if u stuck a hog for example, it would set a considerable amount of the hog on fire and continue to burn the occupants until they got out of the hog. if u stuck a player with it, maybe the player could extinguish it by crouching in the creek? if u threw it on the ground it could set an area of ground on fire that would burn any enemies trying to pursue u. just an idea The extinguishing part seems a bit tricky.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Oct 6, 2013 11:11 AM
Msg. 44 of 67
Quote: --- Original message by: grunt_eater
But i'd like to save space wherever i can, as well. Like i said, we'll work on it and see what happens in the final product.
Which two of the four grenades do you guys think for the map? i am considering replacing plasma with spike, but i'm afraid without that the map will feel too unbalanced toward human. I know that spike grenades are a brute weapon, but they don't have that blue explosion that gives the feeling of an alien weapon. What do you guys think? Edited by grunt_eater on Oct 4, 2013 at 12:33 PM On the Halopedia page for Valhalla, it only mentions frag grenades and plasma grenades. Those are the two I think you should use. http://www.halopedia.org/Valhalla
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 6, 2013 02:01 PM
Msg. 45 of 67
I don't remember the fire grenades in H3 being sticky. As for them being doused by water, the way i'd go about doing it is by making the initial grenade send out smaller projectiles that attach and inflict a continuous, lower, damage. They would also produce a flame particle. They would be set to attach to everything except for water, then they would be set to disappear.
For grenade types. Okay. I didn't know because this is halo 3 after all, it had four grenade types. So i figured i'd ask the playing audience which combination they would like. And since it is in Custom Edition, we don't have to exactly stay true to the original. Since halo 1 came with frags and plasmas, we can mix it up and add something new and different. Whatever you guys think, we'll go by popular vote.
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Ubergoober
Joined: Oct 11, 2010
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Posted: Oct 6, 2013 02:39 PM
Msg. 46 of 67
flames n frags for me, i think stickies will be less important in this particular map because im guessing the splazer and the mis-pod will be in the map which will be more than enough to counter vehicles.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 6, 2013 02:53 PM
Msg. 47 of 67
That's one vote to replace plasmas with firebombs. Anyone else care to chime in?
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Oct 6, 2013 03:18 PM
Msg. 48 of 67
I preffer stickies rather than firebombs.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Oct 6, 2013 04:54 PM
Msg. 49 of 67
i'd take spikes over plasma if u can
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 6, 2013 08:18 PM
Msg. 50 of 67
I got an awesome idea.
Plasma nades that stick to people and set them on fire.
And frag grenades that shoot out spikes when they detonate.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 7, 2013 01:39 AM
Msg. 51 of 67
I made assassinations, awhile back. But assassinations weren't a part of halo 3, so i don't think it would make much sense for them to be in a halo 3 map remake. Quote: I got an awesome idea.
Plasma nades that stick to people and shoot out spikes when they detonate.
And frag grenades that set them on fire.
FTFY. Edited by grunt_eater on Oct 7, 2013 at 01:42 AM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 7, 2013 10:32 AM
Msg. 52 of 67
Quote: --- Original message by: grunt_eaterI made assassinations, awhile back. But assassinations weren't a part of halo 3, so i don't think it would make much sense for them to be in a halo 3 map remake. Quote: I got an awesome idea.
Plasma nades that stick to people and shoot out spikes when they detonate.
And frag grenades that set them on fire.
FTFY. Edited by grunt_eater on Oct 7, 2013 at 01:42 AM Change spikes to plasma-covered bits of debris.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 10, 2013 11:35 AM
Msg. 53 of 67
So after adding up the votes(so far) Th total is
Firebombs: 3
Spikes: 2
Standard: 4
At least i think. If we take out the unclear votes, the total is
Firebombs: 2
Spikes: 1
Standard: 2
This is, of course, not taking into account what was being voted to switch with what. Edited by grunt_eater on Oct 10, 2013 at 11:35 AM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Oct 10, 2013 11:40 AM
Msg. 54 of 67
I vote standard !
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 10, 2013 09:30 PM
Msg. 55 of 67
Quote: --- Original message by: bourrin33 I vote standard ! Me tew.
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Oct 12, 2013 08:05 AM
Msg. 56 of 67
If Sphinxbio was still around we would have the best H3 maps ever!
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Oct 12, 2013 08:38 AM
Msg. 57 of 67
TLDR: Is this going to do it right and use OS?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 12, 2013 10:05 AM
Msg. 58 of 67
Quote: --- Original message by: 1bobsam1 TLDR: Is this going to do it right and use OS? Do it right? Yes. Use OS? No.
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Bastian27starscream
Joined: Oct 3, 2013
Just Bastian27starscream...
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Posted: Oct 12, 2013 10:18 PM
Msg. 59 of 67
Can i make a Halo 4 Version of valhalla or "Ragnarok" ? 
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Oct 12, 2013 10:36 PM
Msg. 60 of 67
Of course you can, it's not ilegal and nobody is going to your house to stop you.
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Bastian27starscream
Joined: Oct 3, 2013
Just Bastian27starscream...
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Posted: Oct 12, 2013 10:44 PM
Msg. 61 of 67
Ok, that's great.
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Oct 13, 2013 01:06 AM
Msg. 62 of 67
Quote: --- Original message by: Danger_zone_98 Of course you can, it's not ilegal and nobody is going to your house to stop you. or can they? 
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 13, 2013 02:40 AM
Msg. 63 of 67
Quote: --- Original message by: Bastian27starscream Can i make a Halo 4 Version of valhalla or "Ragnarok" ? Of course. It's not my map to decide who gets to use it or not. i'm just trying to fix the problems that the released map had. But this thread was designed for the halo 3 variant. So all i'll ask is that if you do make a halo 4 version that you please make a separate thread to post updates for it. Thanks.
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Bastian27starscream
Joined: Oct 3, 2013
Just Bastian27starscream...
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Posted: Oct 13, 2013 02:45 AM
Msg. 64 of 67
Ok, that0s great. :D
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 13, 2013 02:55 AM
Msg. 65 of 67
Quote: --- Original message by: grunt_eaterQuote: --- Original message by: Bastian27starscream Can i make a Halo 4 Version of valhalla or "Ragnarok" ? Of course. It's not my map to decide who gets to use it or not. i'm just trying to fix the problems that the released map had. But this thread was designed for the halo 3 variant. So all i'll ask is that if you do make a halo 4 version that you please make a separate thread to post updates for it. Thanks. There is a way to protect the BSP so that when people try to rip it, it corrupts the scenario_structure.BSP...
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 13, 2013 03:11 AM
Msg. 66 of 67
Yes, but this isn't my map, so i can't say he's not allowed to. Lol. And It's already been released, in a map that hadn't had that done.
But if you could PM me instructions on how to do that, for future reference. That would be awesome :D Edited by grunt_eater on Oct 13, 2013 at 03:12 AM
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Bastian27starscream
Joined: Oct 3, 2013
Just Bastian27starscream...
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Posted: Oct 13, 2013 03:12 AM
Msg. 67 of 67
Damn...
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