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Author Topic: BSP UN-NAMED [WIP] (13 messages, Page 1 of 1)
Moderators: Dennis

Horeb
Joined: Nov 27, 2013

bananakid


Posted: Jan 15, 2014 05:58 PM    Msg. 1 of 13       
After be watching tutorial videos for hours and hours i think that have some skills to make a BSP "i am pro" -ChromeGames (sarcams) well i started this BSP a few day's ago.



Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jan 15, 2014 06:10 PM    Msg. 2 of 13       
Lets see it ingame :)


Horeb
Joined: Nov 27, 2013

bananakid


Posted: Jan 15, 2014 06:21 PM    Msg. 3 of 13       
Quote: --- Original message by: Higuy
Lets see it ingame :)


i already have pics in game but i am not in home now.


altis94
Joined: Oct 5, 2012

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


Posted: Jan 15, 2014 06:22 PM    Msg. 4 of 13       
Use noise modifier to make caves look nicer.


Horeb
Joined: Nov 27, 2013

bananakid


Posted: Jan 15, 2014 07:27 PM    Msg. 5 of 13       
Quote: --- Original message by: altis94
Use noise modifier to make caves look nicer.


Noise?...

Well some updates



Edited by Horeb on Jan 16, 2014 at 12:02 AM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jan 16, 2014 05:14 PM    Msg. 6 of 13       
This is looking good, good for you keep at it.

There are a few small things i see that need to be mentioned to save you getting errors...
some of your polygons are at weird angles for the tool structure command to draw tris from, if you get used to breaking it all up into tris, (like you have done for most of it) you will not end up with errors on those parts.

your image

an edited version with paint added verts and parts broken down to tris.


edited
Edited by ally on Jan 16, 2014 at 05:18 PM


Horeb
Joined: Nov 27, 2013

bananakid


Posted: Jan 16, 2014 11:24 PM    Msg. 7 of 13       
Quote: --- Original message by: ally

This is looking good, good for you keep at it.

There are a few small things i see that need to be mentioned to save you getting errors...
some of your polygons are at weird angles for the tool structure command to draw tris from, if you get used to breaking it all up into tris, (like you have done for most of it) you will not end up with errors on those parts.


Edited by ally on Jan 16, 2014 at 05:18 PM

well i just have 1 open edge and i welded the vertex well, here som updates IDK i would like make a halo 2 map or halo 3 and don't wanna look like the other latinos making halo:reach Mod's #PraiseYonelekzKingOfLatinoMappers
After been Banned in the Latino mapping comunity in facebook i decided to live here in halomaps Because i am a troll i had some problemas with the lightmaps i had this problem, i added to a waterfall but looks horrible,

still wip i need to work part's of caves and the shaders,
Well no more words.




ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jan 17, 2014 06:19 AM    Msg. 8 of 13       
Halos waterfalls always look pretty plain, your plane for the waterfall doesn't always have to be a rectangle,
pull the bottom verts in to make the sides at more of an angle, then add more planes and adjust the shape of those planes too.
Maybe have 3 planes adjusted, 1 at the front and 2 behind that to get a more blended and shaped look to the water movement.

Having 1 plane with the texture is plain and relying on the slide of one bitmap, but having more planes,
with the same bitmap sliding at a different speed will show a more varied effect.

I don't bother to read any beige or yellow text :)
http://www.youtube.com/watch?v=63rcdLeXiU8
Edited by ally on Jan 17, 2014 at 06:32 AM


Horeb
Joined: Nov 27, 2013

bananakid


Posted: Jan 20, 2014 05:31 PM    Msg. 9 of 13       
**UPDATES**
well after think more about this i decided to make a frozen cave and frozen waterfalls well, i will need learn to make custom lightmaps with aether, well this is like it looks like

3D max




In-game





greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Jan 20, 2014 06:03 PM    Msg. 10 of 13       
in my opinion u have too many polys used on fairly flat ground. if u lowered the poly count there, it could let u add more polys to the edges, like cliffs and such, to make the map smoother.


Horeb
Joined: Nov 27, 2013

bananakid


Posted: Jan 21, 2014 05:03 PM    Msg. 11 of 13       
Quote: --- Original message by: Waffles
Ice looks pretty cool. Ground looks kinda gross however imo, i just dont like the same bump being used for it.


well thanks, i gonna modifie the shaders a lot still wip by now, i want to to ther stuff to the ground.
somthink like this.


Well this like it looks like some parts still low poly.

Edited by Horeb on Jan 22, 2014 at 01:46 PM


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Jan 23, 2014 12:12 AM    Msg. 12 of 13       
Man, I don't know what the others here say, what I know is that this map rocks! Haven't seen such a good map for years! I am not talking about the design, which has some issues but the map place itself is amazing. Good work mate!


Horeb
Joined: Nov 27, 2013

bananakid


Posted: Jan 23, 2014 04:15 PM    Msg. 13 of 13       
**UPDATES**
Well after several days of do nothing i come again to take this proyect, and others of halo 4 of RMT and the SP for {NP} Custom Campaing and the Zealot proyect (is a {NP} proyect to)
then maybe i would need help with lightmaps some parts of the BSP still be work like textures and more polys i will optimizate the cliffts and all that stuff to make it look better, i put a frozen lake in holes underground "under" :33 (ignore that) i am not shure about what tag's for it.
any advice guys?

Quote: --- Original message by: AlekosGR
Man, I don't know what the others here say, what I know is that this map rocks! Haven't seen such a good map for years! I am not talking about the design, which has some issues but the map place itself is amazing. Good work mate!


thank's "mate"

Well this is like it looks in 3D max [i am using 2010 but i prefer 2088]



and in-game.
[i don't know why but the frozen lake not have collition. i called like this Ice!# as i said some parts need to be re-textured]



this my ilumation Lol,


 

 
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