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 »Halo 3 "Rats nest" the remake thread.

Page 2 of 4 Go to page: · 1 · [2] · 3 · 4 · Prev · Next
Author Topic: Halo 3 "Rats nest" the remake thread. (117 messages, Page 2 of 4)
Moderators: Dennis

rcghalohell
Joined: Feb 25, 2009

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


Posted: Jan 27, 2014 09:48 AM    Msg. 36 of 117       
this just makes me more amazed that my ancient hard drive from my ancient desktop is still kicking strong


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Jan 27, 2014 02:47 PM    Msg. 37 of 117       
i hadn't even heard of hard drive crashes until halomaps, but its good to see that the project wasn't dropped killzone.


Horeb
Joined: Nov 27, 2013

bananakid


Posted: Jan 27, 2014 04:31 PM    Msg. 38 of 117       
Quote: --- Original message by: killzone64
ok after almost a months work (and a few too many distractions) i have gotten the model back up to par from where it was before (albiet a bit sloppy in places).
http://i1226.photobucket.com/albums/ee401/gokarter64/halo%20pics/blender2014-01-2621-06-15-78.png
http://i1226.photobucket.com/albums/ee401/gokarter64/halo%20pics/blender2014-01-2621-06-21-80.png
will be using any spare time i have a college to work on the map and i have it constantly synchronized with online backup so i don't lose it again. updates will be coming very soon, the next few days even.


This is looking awesome no words.


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Jan 27, 2014 06:09 PM    Msg. 39 of 117       
Quote: --- Original message by: Horeb
if you need some where to put you'r models and maps stuff or other stuff God gave us places like
https://www.dropbox.com/
http://mediafire.com
http://mega.co.nz


Or drive.google.com :)
Edited by 1bobsam1 on Jan 27, 2014 at 06:09 PM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 28, 2014 01:52 PM    Msg. 40 of 117       
i refuse to let this project die. i have made some awesome progress recently. i have almost finished the motorpool room'
Bsp progress as of 1/28/11 @ 10:50 AM
compare this to yesterday



next up is the garage. then i will be on to small details and the final polishing stages. then after that its off to mootjuh for textures. so far it looks like i may be done in time for ce3 this year.

Tag progress as of yesterday

got all 4 grenade types working and set up properly. thanks to my test map i have come to the conclusion that 4 grenade types makes the map connection unstable and causes everyone except for the host to be booted from the game. it may be the firebomb or spike grenades, the addition of the two extra slots or something else but i have not yet been able to narrow it down yet.



i have also made some small adjustments to my battlerifle. i am experimenting with different methods of making metal shaders as well as cleaning up all the color noise from the bitmaps. rubber is still in need of change, its has been ignored.


Edited by killzone64 on Jan 28, 2014 at 02:02 PM
Edited by killzone64 on Jan 28, 2014 at 02:03 PM


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Jan 28, 2014 02:40 PM    Msg. 41 of 117       
excellent to hear about removing the colored noise from the textures (though sometimes noisy normals can look good). wouldn't it be easier to use altheros' saucy weapons as a start though?


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 28, 2014 03:00 PM    Msg. 42 of 117       
i would rather make my own stuff. altheros has his own style as do i. not to mention that i have a lot more up my sleeve that noone has even seen yet.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 28, 2014 04:38 PM    Msg. 43 of 117       
Implying Altheros even has a style. Regardless, glad to see more work being outputted on this project Killzone! best of luck


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 30, 2014 03:55 PM    Msg. 44 of 117       
ok i have a quick little update (no pictures today)

because college takes up almost 80% of my usual free time, i am looking for someone willing to optimize the bsp model once it is complete. i have to get to work on my tagset and some other features if i want to have it completely finished by Ce3 this year. once it is optimized it will be sent off to mootjuh who has volunteered for the task of texturing. all volunteers will be credited for their hard work.

ps i may also need someone to set up aether for me. (depends on whether or not i have time to learn how to use it)

i just remembered i still have stuff to work on for mattdratt so its even more imperative that i get some help.
Edited by killzone64 on Jan 30, 2014 at 04:00 PM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 30, 2014 07:30 PM    Msg. 45 of 117       
ok so now it appears i need someone to texture the bsp as well...


Edited by killzone64 on Jan 30, 2014 at 07:31 PM


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Jan 30, 2014 07:40 PM    Msg. 46 of 117       
I might just might be able to optimize the model when I'm on my computer next (don't know when I'll get access to it), I would need it as a .obj format.


SK CRISIS
Joined: Feb 7, 2014

Articifier


Posted: Feb 7, 2014 09:06 PM    Msg. 47 of 117       
If you need any more reference pictures I can offer screenshots with an HD capture card.


Mike Cyborg
Joined: Nov 7, 2013

YOU!


Posted: Feb 8, 2014 02:18 AM    Msg. 48 of 117       
Quote: --- Original message by: SK CRISIS
If you need any more reference pictures I can offer screenshots with an HD capture card.

I already gave him reference pictures of the whole map...
Edited by Mike Cyborg on Feb 8, 2014 at 02:18 AM


SK CRISIS
Joined: Feb 7, 2014

Articifier


Posted: Feb 8, 2014 09:47 AM    Msg. 49 of 117       
Quote: --- Original message by: Mike Cyborg
I already gave him reference pictures of the whole map...
Edited by Mike Cyborg on Feb 8, 2014 at 02:18 AM
I thought he lost everything.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 11, 2014 12:50 PM    Msg. 50 of 117       
OK quick little update, my home internet is being temperamental so i'm posting from college.

progress as of 2/11/14

Tags

working on a needler. still needs some work but i'm happy with how it is turning out so far.




Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 11, 2014 12:58 PM    Msg. 51 of 117       
That's a nice looking needler.


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Feb 11, 2014 04:35 PM    Msg. 52 of 117       
i notesed that the halo 2 and 3 needler in ce haves very short needals y


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 13, 2014 09:37 AM    Msg. 53 of 117       
its due to the animations

ok since my internet is back in full force i can now give a tiny little update (no pictures)

within the next week i should have a finished bsp full of the fine details. going to work on it more during my spare time at college today. but i still need someone who can texture and another who can optimize and ingame the bsp while i work on finishing tags and teaching myself scripts (or getting kirbys help)

so far i have a nice bunch of features planned including equipment system, backpack weapons and their own hud, high rez lightmaps via aether, scenery with physics (boxes cement barriers and such) and possibly a working score bar in the hud (we will see about that).

my plan is just like jesse on the pit is to enhance the level in places. so i will be adding more stuff like possibly a custom sky.

i have decided to make this whole project open source so that people can do as they wish with it once i'm done. (like make a non sauced version)

anyways that's all for today i will post again when start adding the fine details

Edited by killzone64 on Feb 13, 2014 at 03:34 PM


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Feb 13, 2014 10:00 AM    Msg. 54 of 117       
Quote: --- Original message by: killzone64
my idea as well is to make everything open source to people so that they can do as they wish with the project once i'm done (like make a non sauced version)
Edited by killzone64 on Feb 13, 2014 at 09:38 AM


>Now following this thread


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 13, 2014 04:30 PM    Msg. 55 of 117       
Ok so I lied. I am starting work on the last room. I got a bit more work done before I got booted out of the room because the next class was starting
Going to work more on it later but I have two papers 3 tests and a cad drawing to do. So it may be a few days until you guys really see progress


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Feb 14, 2014 12:24 PM    Msg. 56 of 117       
Quote: --- Original message by: killzone64
i still need someone who can texture and another who can optimize and ingame the bsp while i work on finishing tags and teaching myself scripts
Edited by killzone64 on Feb 13, 2014 at 03:34 PM


Do you have shaders? I can UV and optimize but I'm not going to take on shader work (no time).


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 14, 2014 01:11 PM    Msg. 57 of 117       
nope i was at school and i had to take a quick snapshot before i had to leave.

@ stunt man, thanks for the help, i will do all the shaders just get the thing optimised and uved for me and i got it from there. (if you could ingame it real quick that would also be helpful)

i should be completely done with the bsp by the end of the month, i will pm you the max file (please tell me which version you will use)


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Feb 14, 2014 02:58 PM    Msg. 58 of 117       
hay if u need help i can


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 21, 2014 05:38 PM    Msg. 59 of 117       
UPDATES

tags progress 2/21/14

progress has been slow recently, i have had a massive amount of work to do for college so stuff isnt getting done quite as quick as id like.

anyways i have some revised needler shaders.




and i started work on the mauler. is there any way to adjust the intensity of the self illumination?




that's all for now. hopefully tonight i will get the chance to work on my bsp some more.


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Feb 21, 2014 09:37 PM    Msg. 60 of 117       
Don't forget to make the yellow lights actually light up on the Mauler.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 22, 2014 12:47 AM    Msg. 61 of 117       
that's what i am working on for the most part, the majority of this is work i did weeks ago, and i am just now posting it(+ shaders for me take not more than 15 mins apiece to do so no biggie)

btw if anyone wants to take a peek at my tags ingame be my guest
http://www.mediafire.com/download/adeb5s5ey7b5ipb/t-foundry.rar
Edited by killzone64 on Feb 22, 2014 at 12:49 AM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 22, 2014 09:18 AM    Msg. 62 of 117       
the only thing worth ripping from there is the shaders XD, and all the extraction programs just happen to corrupt those

i have switched my focus to solely be on my bsp. expect an update sometime soon, maybe later today.


Mike Cyborg
Joined: Nov 7, 2013

YOU!


Posted: Apr 10, 2014 12:35 PM    Msg. 63 of 117       
SBB conspiracy strikes again.
*BUMP*

Killzone told me to do it, he will soon have some updates :D


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 10, 2014 10:33 PM    Msg. 64 of 117       
lemme guess rat nest ripz.


altis94
Joined: Oct 5, 2012

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


Posted: Apr 11, 2014 12:32 AM    Msg. 65 of 117       
killzoan ripz. bai bai custom bsps.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Apr 11, 2014 03:12 PM    Msg. 66 of 117       
yep altis, my bsp died when i accidentally overwrote it. it was near completion as well. but i have the bsp (minus the instanced geometry) in game. i am now working on the myriad of lights and the assorted stuff i can make render only. but i need to call upon someone from this community for help. i am going to need a sky made. and since i have never set one up before it would be helpful if someone could port it for me real quick. between the bsp and college and the sky i don't know if i could meet my deadline of getting a public beta out by CE3 this year

here are all the necessary files: http://www.mediafire.com/download/tpbf6egwiwd94b7/ratsnestsky.rar

all the bitmaps are there as well as the .amf format model.

thanks ahead of time for the help.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 11, 2014 10:09 PM    Msg. 67 of 117       
did u no?


If you intersect render-only materials with collidable ones, you get protal issues (happened in foundry)


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Apr 12, 2014 08:24 AM    Msg. 68 of 117       
Quote: --- Original message by: Jesse
did u no?


If you intersect render-only materials with collidable ones, you get portal issues (happened in foundry)


i did not know that. ill be sure to fix that later. i am only setting a few things as render only the majority of it will be collideable.

my main priority right now though is getting the interior lights ingame so i can have some nice looking screenshots for this afternoon.

Edited by killzone64 on Apr 12, 2014 at 08:28 AM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Apr 12, 2014 01:14 PM    Msg. 69 of 117       
ok so i have a question for the more experienced mappers here. since this is my first complicated bsp i would like to know if there is a way to have pieces of geometry be render only. i know you can do that via materials but some of the pieces share a material with the main bsp. is the only other way to make it collideable?
ignore the crappy smoothing groups

that isnt the item cauising the big issue. that could be easily made collideable. its the massive amount of small lights in the bsp that's becoming a problem.

thanks ahead of time for the help

if there is no other solution i will just have to go the route of scenery


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Apr 12, 2014 01:53 PM    Msg. 70 of 117       
Thanks mootjuh. I will swap to an older version of max. The only reason I was using that is because its the only one I have legitly bought. I'll go snag a copy of 2012 off the student site
Edited by killzone64 on May 7, 2014 at 01:26 AM

 
Page 2 of 4 Go to page: · 1 · [2] · 3 · 4 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 9:47 AM 344 ms.
A Halo Maps Website