
hoboscience
Joined: Apr 22, 2011
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Posted: Nov 17, 2013 12:01 PM
Msg. 71 of 120
Whoa, This is beginning to look really great. I think I would tone down the reflections a tad but lets leave them as they are and I'll have a better idea when testing them ingame. Its looking great and definitely an improvement compared to our current shaders. And you said you also implemented team color changing? This is a another great option we've neglected because who has ever seen a blue storm trooper before? But still, it would be interesting to see how it plays out so I'm excited to see that as well. Keep working on the glow coming out of the lightsaber. If you can perfect that so it covers the entire blade and keeps a relative shape of the blade that could look really impressive. Also keep in mind if these are OS shaders, Yoda and I will not be able to implement them because more than likely our future releases will be .map files. Thanks for the improvements! We never asked for the outside help but we definitely won't decline it as well. Thanks Again
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Nov 17, 2013 01:32 PM
Msg. 72 of 120
Quote: --- Original message by: hoboscience Also keep in mind if these are OS shaders, Yoda and I will not be able to implement them because more than likely our future releases will be .map files. Why? OS shaders fit in .map files fine; thats what the build-cache-file-ex "" 0 0 0 is for; it adds all backwards compatible OS files (OS Shaders) into a .map file. Normal people see what the shader looks like without the OS extension, and OS users get to see the OS extension.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 17, 2013 01:38 PM
Msg. 73 of 120
Quote: --- Original message by: jackrabbitYeah but white does not exactly shine very well & they way they had him set the shine was like fake now he has a detail map and realistic lighting and reflections using os as you can see in my first picture. anyway its wip nice to get the feedback I will see if I can tone him down. I always seem to make them to shiny at first and then keep toning them down till I reach perfection. ZZZWWWFFFPPPHHH!!! ZZZWWWFFFPPPHHH!!! ZZZWWWFFFPPPHHH!!! http://www.mediafire.com/convkey/704c/xk3hb8382n3potc6g.jpg :) Edited by jackrabbit on Nov 17, 2013 at 11:50 AM It looks too much like metal. It should be more like plastic. Edited by Dumb AI on Nov 17, 2013 at 01:39 PM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Nov 17, 2013 02:09 PM
Msg. 74 of 120
I agree but armor is not plastic armor is armor that picture is like 25 years old and the storm troopers are standing in front of a bunch of people with cameras and lights. storm troppers have undergone drastic improvments in the star wars universe sense then. and my level had metal walls reflecting of him he's not realy that shiny or metallic. besides its wip. play republic commando or star wars the old republic not all the storm troppers are white. I was trying to make him look more rugged sort of like this. but the detail maps are to gray atm. I'm planing on fix it & and my spec override is to high to, but this is how I do it I start out high and tweek down. untll he looks right.  You must relize hes going to change colors for every color in the game you don't want him strait white like a light bulb or straight flat colors. its just not going to look right. I was showing the effect on the light saber not the storm trooper that I have sayd 2 times is wip no need to point out what he looks like I know what he looks like. its wip as I have stated several times all ready. besides is all in fun and testing... one thing I do see that is different on all the storm troopers I look at that is not on the biped is that the knee caps are different. Edited by jackrabbit on Nov 17, 2013 at 02:45 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Nov 17, 2013 04:18 PM
Msg. 75 of 120
In regards to color-changing stormtroopers: rather than changing the whole armor color, perhaps it could only affect stripes or pauldrons?
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Nov 17, 2013 04:30 PM
Msg. 76 of 120
Canonically most storm troopers don't have the stripes etc sported by prequel clone troopers. I think a blue or red pauldron/kama skirt would work though. It'd be subtle but help you tell who's on who's team.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Nov 17, 2013 04:47 PM
Msg. 77 of 120
Quote: --- Original message by: xnx Canonically most storm troopers don't have the stripes etc sported by prequel clone troopers. I think a blue or red pauldron/kama skirt would work though. It'd be subtle but help you tell who's on who's team. Right, but then again, canonically, most stormtroopers weren't fighting one another and weilding lightsabers. :P In Star Wars: The Force Unleashed, some 501st troopers are shown to sport colored stripes, so I think it'd be believable enough to implement. http://i1082.photobucket.com/albums/j375/fisd1/kashyyyk/forceunleashedtrooper.jpg
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 17, 2013 05:24 PM
Msg. 78 of 120
Quote: --- Original message by: Echo77Quote: --- Original message by: xnx Canonically most storm troopers don't have the stripes etc sported by prequel clone troopers. I think a blue or red pauldron/kama skirt would work though. It'd be subtle but help you tell who's on who's team. Right, but then again, canonically, most stormtroopers weren't fighting one another and weilding lightsabers. :P In Star Wars: The Force Unleashed, some 501st troopers are shown to sport colored stripes, so I think it'd be believable enough to implement. http://i1082.photobucket.com/albums/j375/fisd1/kashyyyk/forceunleashedtrooper.jpg 501st is the one of the few units composed entirely of clones from the prequels. Sorta makes sense for at least some of them to continue having stripes on their armor. Edited by Dumb AI on Nov 17, 2013 at 05:25 PM
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TheOnlySkiff69
Joined: Oct 20, 2013
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Posted: Nov 17, 2013 07:33 PM
Msg. 79 of 120
I'm admin on this server XD
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Nov 17, 2013 09:53 PM
Msg. 80 of 120
I was actuly thinking about doing stripes lights and the rebel logo I had a god reffrence picture from battlefront but I cant find it right now. we could actuly have more than one model and type to because we could use permutations... you guys will probably see the saber trip in the next beta... :) edit: I have changed your original ready sound for the saber with one from my old saber tag.... called saber_on because !!!! then I made your ready sound the pickup sound... you didn't have one... here are the new sounds. http://www.mediafire.com/download/h3lbtg3gbqzbxwi/saber_on.zip results are perfect... edit: okay this is my blue storm trooper I still have not edit the details sorry but I did improve the trip effect sense last night. they both use a blade.contraill that I made and the blue one is using the plasma rifle contrail and the red one is using the neddler.contrail I can apply this effect to the whole blade but I need more markers to work with on the blade. right now there is only the blade marker In the middle. I need more.... id say about 3 more on top and 3 more under that one for a total of about 7 to do the trick.... also I have some great ideals on how to make the light saber much more realistic that is if anyone can help me with a couple things??? I have not put the model in max yet but im working in 2014 and like I sayed earlyr I don't have much space on my scratch disks atm. anyway as you can see in this pic the blade is made up of some different planes... we need these planes to rotate much like the halo 2 telli does.... that way I can apply a realistic pulsating effect... I have all ready made the effect and In gamed it but I don't have the proper model to apply it to. so it does not look right. as this bitmap will be animated.... hears what it looks like... so I just need someone to help with the marker placement and rotation of the planes. and maybe some advices on 2d texture rotation. currently the effect is attached to the center marker. but with the proper marker placement and rotation we could have a nice looking light saber hope someone can help... also plan on applying a small emitter to the base for an overall amazing weapon! does anyone know if its possible to make a meter shader that's always on? EDIT AGAIN: Edited by jackrabbit on Nov 18, 2013 at 09:17 AM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Nov 20, 2013 07:51 AM
Msg. 81 of 120
Quote: --- Original message by: UNDEROATH RMT looks awesome they look even better than this now!!! but I didn't post pictures of the final versions. I finshed them and gave them to hobo to include in his map .... so be sure and download and play the map to check out the new ever so power full lightsabers!!! And be sure to check out our sw campaign coming soon May the force be with you! BTW current wip on st HUD a lot will change soon! I started another thread for my HUD Project's if you want to go over there as not to derail this thread. Link: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=44534 Edited by jackrabbit on Nov 20, 2013 at 09:47 AM
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Nov 21, 2013 02:39 AM
Msg. 82 of 120
for the vehicles take a look at this http://youtu.be/wZ8vSTJqGWw can you make your vehicles look and play like that Edited by DOOM899 on Nov 21, 2013 at 02:40 AM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Nov 21, 2013 05:10 AM
Msg. 83 of 120
yes.
add new rec add contrail to the wing markers. smoke to center marker. tighten up the camera track a little. switch to green or red lazr projectile.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Nov 22, 2013 12:57 AM
Msg. 84 of 120
no1 can you add booster to the x wing and millennium falcon and tie fighter
no2 i don t no if you add this but you need some shields for x wing and millennium falcon update plezz Edited by DOOM899 on Nov 25, 2013 at 02:27 AM
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Dec 21, 2013 04:25 PM
Msg. 85 of 120
any updates?
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Dec 21, 2013 04:36 PM
Msg. 86 of 120
Quick bug report: when you're playing free-for-all Oddball with multiple skulls (at least when I did on the Beta server just now), only one of them showed up on the HUD. The other one's location and distance flashed for an instant when I was near it, but it also disappeared right after..
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Jan 6, 2014 10:55 PM
Msg. 87 of 120
Thought you might like this! 
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jan 7, 2014 12:21 AM
Msg. 88 of 120
I am playing on the server atm and have just noticed how hard it it to walk up a stair case without jumping lol. You should probably make it like a ramp in the collision model (if its scenery).
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jan 7, 2014 01:57 PM
Msg. 89 of 120
Quote: --- Original message by: MatthewDrattQuote: --- Original message by: IWillBeBannedI could buy a couple of games on Steam or GoG for that kind of money. If only Halo CE was on Steam... But how many games do you buy from Steam or GoG and then never play or play for a day and stop. THIS IS HALO CE WE'RE TALKING ABOUT Quit being cheap, cheapy. 20 dollars (or even less used) plus like 4 shipping. You'll probably get more use out of it then a 10 dollar game you'll never play that you got from a steam sale I actually got my copy in 2008 IN STORES. This way you don't even need to get up from your lazy chair Edited by MatthewDratt on Nov 5, 2013 at 10:56 PM 2005 here, played it til 3am every night and what is GoG?
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jan 7, 2014 11:24 PM
Msg. 90 of 120
We really need a good gamenight on this map.
Like fill it. 16 players.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jan 8, 2014 12:10 AM
Msg. 91 of 120
Quote: --- Original message by: MatthewDratt We really need a good gamenight on this map.
Like fill it. 16 players. just tried this on i3, I lag :(
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Jan 17, 2014 05:48 PM
Msg. 92 of 120
what going on more updates :(
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hoboscience
Joined: Apr 22, 2011
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Posted: Jun 30, 2014 07:27 PM
Msg. 93 of 120
Hoping to get some help over the next week testing the next StarWars release. Our main focus will be mostly directed toward the race and slayer gametypes. Over the next few weeks I'm expecting there will be several map updates to be released. Please reference this thread for any future beta releases. Beta 944: Download Link : https://drive.google.com/file/d/0Bz2FU7y74GWDTWtsY2E5emJEbjg/edit?usp=sharing Whats New: Improved Performance: I'm sure everyone will be happy to hear the map now has portals (thanks aLTis) and should make a huge difference on performance. I encourage anyone that had performance issues with the previous release, please give this map a try and let me know if you see any improvements. Race: You'll notice in the race gametype that players will no longer spawn in the hangar and rather than fighting/racing in and around the Star Destroyers or asteroid field, players will be racing through the Death Star Trench. It should be fun, we'll see... Slayer: All players will now spawn in the same hangar. Vehicles will not be operational and players will be restricted to the weapon tagset only. New scenery will spawn for all slayer games changing the feel and look of the hangar. Players will not be permitted to roam the Star Destroyer and all gameplay will remain in the hangar. Have fun and I hope to see you guys in game! 
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 30, 2014 07:32 PM
Msg. 94 of 120
Download you must.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jun 30, 2014 08:16 PM
Msg. 95 of 120
Downloading, I am. :O
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jun 30, 2014 08:17 PM
Msg. 96 of 120
Is this OS dependent?
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hoboscience
Joined: Apr 22, 2011
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Posted: Jun 30, 2014 08:24 PM
Msg. 97 of 120
No, OS is not required.
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Jun 30, 2014 08:25 PM
Msg. 98 of 120
Race exceptions for me every time.
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hoboscience
Joined: Apr 22, 2011
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Posted: Jun 30, 2014 08:51 PM
Msg. 99 of 120
Thats interesting, no one else seemed to have a problem with that. Does it exception when you play on LAN? Edited by hoboscience on Jun 30, 2014 at 08:52 PM
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Jun 30, 2014 09:14 PM
Msg. 100 of 120
yes.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jun 30, 2014 09:23 PM
Msg. 101 of 120
I feel like the blaster pistol should have an overcharge ability, and maybe a scope. Instead of having the same reticle for all the weapons, maybe the reticles could reflect the traits of the weapon: weapons with low accuracy have larger reticles, precision weapons have smaller reticles, etc. The cameras on the fighters was a bit disorienting, and they didn't seem very maneuverable. Edited by Echo77 on Jun 30, 2014 at 09:27 PM
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hoboscience
Joined: Apr 22, 2011
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Posted: Jul 1, 2014 12:18 PM
Msg. 102 of 120
Thanks for all the help Yesterday, I'll be sure to look at these major flaws that were pointed out and address them for the next test release in a week or so. Quote: I feel like the blaster pistol should have an overcharge ability, and maybe a scope. Instead of having the same reticle for all the weapons, maybe the reticles could reflect the traits of the weapon: weapons with low accuracy have larger reticles, precision weapons have smaller reticles, etc. The cameras on the fighters was a bit disorienting, and they didn't seem very maneuverable. These are all good ideas. I haven't given any thought to the pistol having a overcharge ability. That could be cool. New reticles have been on the to-do-list for quite some time and hopefully I can have some new ones knocked out relatively soon. The Cameras on the vehicles, I'm assuming your referring to the race vehicles. I tend to share your feeling with the Tie Fighter. Flying that is kinda torturous, I'll agree. However I am really happy with how the xwing turned out. Keep in mind, my vision on the Death Star Trench is too not have players have the ability to turn around in the trench. You must continue forward. This might not be possible, we'll see. Thanks for the feedback. Quote: Race exceptions for me every time. This is odd, it seems to be just you (so far). Other than race, how's your performance when playing the map?
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Jul 1, 2014 12:43 PM
Msg. 103 of 120
It is perfectly fine performance wise, fun map! Good work you guys.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 1, 2014 12:45 PM
Msg. 104 of 120
Anyone know what happened to Yoda?
Jawa? U know?
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Jul 4, 2014 07:34 AM
Msg. 105 of 120
nice to see this going again ........... this map dose not work..so I get in game for About 1 Minute in game and it kills my halo... dam exception Edited by DOOM899 on Jul 4, 2014 at 07:34 AM
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