
benjimod
Joined: Sep 29, 2009
|
Posted: May 5, 2014 04:05 PM
Msg. 71 of 235
Ascendantjustice and killzone we are working on that , but an underground structure?¿ Ascendant can you be more specific?¿ Trying with a new and custom cubemap :3 (take from the internet xD ) If you want it , tell me. Edited by benjimod on May 5, 2014 at 04:07 PM
|
|
|

Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
|
Posted: May 6, 2014 01:37 AM
Msg. 72 of 235
Quote: --- Original message by: ASCENDANTJUSTICE Such as? To my experience, it causes map failures. The actual .map file it creates. It's becomes an abomination.
|
|
|

killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
|
Posted: May 6, 2014 02:30 AM
Msg. 73 of 235
one last suggestion from me would be to have a blended ground maps like blood gulch has (looks at its ground shaders for a reference) al you have to do is go into any programs that can use textures to paint and draw out where you want the dirt paths to go. the rest is all managed in the shaders
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 6, 2014 07:11 AM
Msg. 74 of 235
Killzone yes I know xD , its that in this versions we forget to create it
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 8, 2014 07:27 AM
Msg. 75 of 235
@Spartan314: I get a few odd exceptions, but it's not too much of an inconvenience when testing out objects e.t.c.
@Benjimod: As well, as creating numerous pathways you should also address the textures you used in the circular dome basey structure's.
They look a little too flat and plain, try adding a detail map to the shader/s responsible for the plain textures.
If your unsure how to do that, open up a pre-existing shader environment tag and just copy out the detail map properties e.t.c
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 8, 2014 03:29 PM
Msg. 76 of 235
Acendant , Im working on that for new versions . Dont worry , but about that underground structure... You give me some ideas... 
|
|
|

PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
|
Posted: May 8, 2014 03:36 PM
Msg. 77 of 235
Keep doing a good job bro.
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 9, 2014 06:35 PM
Msg. 78 of 235
We are returning to the old base .max model :D , Its gonna be more easy to put and for texture . PrPatxi I think that you remember it , now with the new base its gonna look fine. We are gonna do some little caves with columns , with some waterfalls on the model so it can look more interesting :3 . THIS IS STILL A WIP , FOR THE FINAL VERSION WE ARE GONNA TAKE MORE TIME FOR BASES , WEAPONS , AND EFFECTS.
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 10, 2014 12:16 AM
Msg. 79 of 235
If you wanna help with something Joe , It can be usefull more help , I work with a lot of people , but not in a large space time ... only with little things.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 11, 2014 06:09 AM
Msg. 80 of 235
I liked the dome shaped base's.
Perhaps you should keep one for the reds, and remove the 2nd and replace it with the one you are currently working on.
I guess it would help to add more variation to the map.
(BTW I can't run 3ds on my pc it won't work at all, sorry about that.)
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 11, 2014 08:00 PM
Msg. 81 of 235
You say , and we listen you , I like the idea , so.... Lets see what I can do , because I will need to modified the red base (dome base ) because the newer has a port for the hornet or the custom vehicle that Im working on with Ls Nicolas , I will see what I can do.
|
|
|

PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
|
Posted: May 11, 2014 10:04 PM
Msg. 82 of 235
Yeah I remember the old base, really liked it.
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 12, 2014 01:06 PM
Msg. 83 of 235
Guys , I have bad news for the map , I know that Im not a very good mapper in this site. But with this project I give all , but still I got problems in my family , so I will not be able to complete the final version of Majestic. Im gonna release the incomplete model of it (without the bases ) and some textures. You are gonna be free to modified it as you want.
A little image of it uncomplete stage : We were working the cliffs , but now it depends on who wants to finish it. Credits to:Benji-Mod : Modeling Elyte : Textures and Modeling SBB Team : Test of the last versions Mcblue : Test Link of the models and textures : https://www.mediafire.com/?2v305z94mpvizmg
|
|
|

PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
|
Posted: May 12, 2014 02:09 PM
Msg. 84 of 235
Sad to hear this, was a really fun map. I wish you well man :/
|
|
|

MEGA_VKNG
Joined: Dec 23, 2013
|
Posted: May 12, 2014 11:56 PM
Msg. 85 of 235
is it compilable at its current state? i wouldnt mind taking it on, i promise i wont screw it up and i'll make ya proud. :D Edited by MEGASEAN2812 on May 12, 2014 at 11:57 PM
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 13, 2014 08:11 PM
Msg. 86 of 235
Megasea2812 , can you give me more ideas?¿ I will need help for another version :3 , Pm me if you wanna listen it.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 14, 2014 05:42 AM
Msg. 87 of 235
Alas, another project to be dumped in the "promising, but unfinished" vault.
Pity.
Wish you luck with everything else though.
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 14, 2014 07:11 AM
Msg. 88 of 235
Ascendant , dont trust in everything you see.... Edited by benjimod on May 14, 2014 at 07:53 AM
|
|
|

Pharmacenberg
Joined: Oct 3, 2013
|
Posted: May 16, 2014 07:20 PM
Msg. 89 of 235
Beautiful mountain 
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 16, 2014 07:31 PM
Msg. 90 of 235
Its orgasmic  And while , we are working in a new cliff texture(INTERNET XD) Should I put this one or leave the another one?¿ I use this one because we did this new cave , and ... Its gonna be hard to texture it with the another texture , we are gonna be testing. And we are working to correct some errors of the hornet and the H2 Warthogs. Another thing its that I wanna know if someone its able to model or to get a Halo Wars Spartan Biped I wanna use a new one but I dont know if someone already work on that model or if its not possible to get it... Someone knows?¿
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 17, 2014 07:17 AM
Msg. 91 of 235
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 17, 2014 07:29 AM
Msg. 92 of 235
Ascendant I cant download the textures , I will love to do it , but with my internet (52 kbps) its gonna take 2 days and in my house they a lot of internet , so.. If you can send only some cliff textures can be fine.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 17, 2014 07:31 AM
Msg. 93 of 235
I can email the images to you @ ssflanker.haloce@live.co.uk Yes my email has (halo) in it, don't judge me!In addition, you asked about possible effects for the ODST Socom pistol. Quick draft. They can be easily applied to the socom. Edited by ASCENDANTJUSTICE on May 17, 2014 at 07:34 AM
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 17, 2014 08:17 AM
Msg. 94 of 235
Ascendant we are not gonna use the SOCOM Pistol tags , but yeah the Suppressed Shotgun tags of Jesse. And about the pistol we are gonna use this one : http://hce.halomaps.org/index.cfm?fid=5700 And you scare with the email xD. While , we are working on some tunnels on the bases (I dont know who request it , but , they are here. Another thing , great job with the effects I love them.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 17, 2014 08:19 AM
Msg. 95 of 235
KK, i'll port the effects to that pistol.
Link to jesse's suppressed, shotgun.
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 17, 2014 08:37 AM
Msg. 96 of 235
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 17, 2014 11:15 AM
Msg. 97 of 235
Email me for the cliff textures.
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 17, 2014 12:26 PM
Msg. 98 of 235
I already send you the email , well , and while working for doing a little changes for the red dome base :3 , now the bases will have this simbol for the hornet, I like it , and now they have tunnels !! :D Here an image. Edited by benjimod on May 17, 2014 at 12:26 PM
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 18, 2014 06:04 AM
Msg. 99 of 235
Nice addition, but could you consider either, using a more realistic Helipad logo. Or erasing the white pixels from the image, then saving it with transparent pixel values. This way it wouldn't look as cartoony as it does now. Especially if you opt for that texture to be added to a non collidable surface, above a collidable surface. Edited by ASCENDANTJUSTICE on May 18, 2014 at 06:05 AM
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 18, 2014 07:29 AM
Msg. 100 of 235
Ok Ascendant , thanks , and another thing did yo finish the effects of the weapons?¿
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 18, 2014 08:11 AM
Msg. 101 of 235
Pistol is done.
I'll give it to you today.
Shotgun nearly done.
Sniper rifle, still working on.
I'll update teh ar too if you want.
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 18, 2014 08:15 AM
Msg. 102 of 235
Ok :3
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 18, 2014 09:54 AM
Msg. 103 of 235
Ewww. My laptop screen's gone berserk. For some reason I have 4 pix elated lines situated horizontally in the screen.
I'll have to send it back to the manufacturer. :(
|
|
|

benjimod
Joined: Sep 29, 2009
|
Posted: May 18, 2014 12:17 PM
Msg. 104 of 235
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: May 18, 2014 01:36 PM
Msg. 105 of 235
One side note about the stairs, i'm sure others will agree.
But going up and down them in halo is really annoying.
If you know how to, setup some diagonal planes from the upper tip of one stair down to the tip of the stair beneath it.
And make sure in max's materiel editor you add the render collision only function to planes, so although we can't see them we can walk up down a flight of stairs as if we were on a ramp.
From my point of view, I got miffed with the stairs so I jumped up and down them. And that pretty much eliminates the need for stairs since, players aren't using them
:) Great progress on the thread.
|
|
|