
DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Nov 23, 2014 05:36 PM
Msg. 176 of 246
nice the map has a odst hud yay ... the link had more textures then just that give them a look at .as for the textures I put in moss and some metal rust and some textures you may like just so you be can using something better then the the old h1 textures ...this is met to be a halo 3 look a like to best on my no how this is showing what I did take out Edited by DOOM899 on Nov 23, 2014 at 05:40 PM
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 23, 2014 10:27 PM
Msg. 177 of 246
that's odd, none of that was even in the version I have. anyway. I want to leave what forerunner textures I have in the game as they are, I like what I've got. however, changing the forest floor to a scrolling mist and adding proper tree textures certainly does make it look much better. here is an update on the latest map version: https://drive.google.com/file/d/0B5dpnl-i3riAaFpZRTFaZGFaODA/view?usp=sharing Edited by Jobalisk on Nov 24, 2014 at 02:42 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 24, 2014 04:40 PM
Msg. 178 of 246
The issue with the HUD is most likely in the unit_hud_interface section of the tags used for the HUD. It's hard to see with the inconsistency of your HUD elements, but it looks like you have an ODST shield meter and cracked glass health meter\overlay. Might I recommend downloading my Halo 3 v2 HUD tags from this website? Of course, you can always go with Zteams HUD, though that thing takes up a ton of tagspace.
Also your hud_counter numbers need to be fixed (in the globals.globals)
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 24, 2014 06:50 PM
Msg. 179 of 246
the HUD your seeing is work in progress. It will get better. I released this to showcase other changes I made, I am fully aware that the HUD is currently not as good as it could be, just wait, I am working on it as we speak. --update-- OK. I've now sorted out the HUD so that it works much better with the flashing red bits in the right places and sound effects that are much more like an ODST. It's working much, much better. I also finished making a really cool HUD for a standard halo 1 marine based around that scrolling green thing over one of their eyes. Also, Doom889, I am still not getting what you are talking about, could you screenshot it for me and circle what you mean in paint? Here's some pics of the HUD. the third one is the marine HUD, yes I know it could be done better. note: cracks still appear if you take too much damage. Also, I have just changed it so that the health and flash light are higher up in the marine HUD so that I could fit the scanner in the green area as well. Edited by Jobalisk on Nov 24, 2014 at 11:02 PM
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Nov 25, 2014 06:20 AM
Msg. 180 of 246
Quote: --- Original message by: Jobaliskthe HUD your seeing is work in progress. It will get better. I released this to showcase other changes I made, I am fully aware that the HUD is currently not as good as it could be, just wait, I am working on it as we speak. --update-- OK. I've now sorted out the HUD so that it works much better with the flashing red bits in the right places and sound effects that are much more like an ODST. It's working much, much better. I also finished making a really cool HUD for a standard halo 1 marine based around that scrolling green thing over one of their eyes. Also, Doom889, I am still not getting what you are talking about, could you screenshot it for me and circle what you mean in paint? http://i.imgur.com/HHp2xiX.jpg Here's some pics of the HUD. the third one is the marine HUD, yes I know it could be done better. note: cracks still appear if you take too much damage. Also, I have just changed it so that the health and flash light are higher up in the marine HUD so that I could fit the scanner in the green area as well. Edited by Jobalisk on Nov 24, 2014 at 11:02 PM ok you go into zteam\hud\weapon_hud_interface\ master\master_hud_interface it the file go down to crosshairs in this you will see the 2nd visor in the crosshairs. zteam did put this visor in there I don t y ..and I don t have the time yet to make the video as I got more work at my job just for this week tho. so can you keep this going one more week? Edited by DOOM899 on Nov 25, 2014 at 06:23 AM
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 25, 2014 12:57 PM
Msg. 181 of 246
sigh... yes I can give this project a small extension, as I am currently on summer break. But the idea was to finish this before that break started.
The second visor has been removed.
I've also fixed the tree trunk texture so that it looks like bark rather than leaves. Edited by Jobalisk on Nov 25, 2014 at 01:33 PM
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 25, 2014 04:39 PM
Msg. 182 of 246
I know it is a pain but I really cannot add anymore. I am near max object limit and every object I put in the first BSP needs to be scripted with a name so that is is destroyed when the final BSP which occupies the same location as the first one appears. the staircases on the second to last BSP I must say are much better. Having said that, I think I might be able to add a few more steps in the more difficult sections of the staircases. --DONE-- Here's an update on the map: https://drive.google.com/file/d/0B5dpnl-i3riAZmkyaW9DQlRpSXc/view?usp=sharing This update includes: More scenery items (not just the pillars) A better version of the HUD. Updated bark textures. Some minor fixes. Edited by Jobalisk on Nov 25, 2014 at 05:26 PM
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raphaelBLOOD WAR
Joined: Dec 4, 2012
I wipe your maps with your own blood!
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Posted: Nov 25, 2014 06:23 PM
Msg. 183 of 246
Now to apply spv3 textures
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Nov 25, 2014 06:55 PM
Msg. 184 of 246
Quote: --- Original message by: Jobalisk
sigh... yes I can give this project a small extension, as I am currently on summer break. But the idea was to finish this before that break started.
The second visor has been removed.
I've also fixed the tree trunk texture so that it looks like bark rather than leaves. Edited by Jobalisk on Nov 25, 2014 at 01:33 PM yeah im sorry about that but this way you have more time to make improvements. and you put the textures in that I did give you?
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 25, 2014 08:50 PM
Msg. 185 of 246
No. reason being is that although this looks deserted it is still part of delta halo and I don't think the sentinels would let it get rusty, or build it out of iron for that point. as for the tree textures, like I already said. I've got the actual Halo 3 guardian textures so I believe those are the ones I should be using. having said that, If I find a part of the map where your textures would work best then I will definitely put them in.
although I have swapped the texture I added to the final BSP with one you gave me.
If you can find a better version of the forerunner tile floor that I'm using then I will be more than happy to swap that out, though It must look good stretched.
Ive also improved the bark shaders and removed their reflection property's.
(I added a micro-detail map of the C10 swamp bark detail map that makes the tree bark look 10 times better and more mossy too.)
All these changes are not in the release I just made.
Edited by Jobalisk on Nov 25, 2014 at 09:55 PM
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 26, 2014 03:20 AM
Msg. 186 of 246
but I LIKE the staircase, floating steps are just so damn cool. Also, if it were a ramp you would have nothing to hide behind when people are shooting you on the stairs. / your shooting at them (which does actually happen a lot in this map.) Edited by Jobalisk on Nov 26, 2014 at 03:21 AM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 26, 2014 06:03 AM
Msg. 187 of 246
The latest version of the map crashes after like 10 seconds. I like the stairs as they are right now. Would be cool if they had animation of floating up and down a bit. Edited by altis94 on Nov 26, 2014 at 06:04 AM
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 26, 2014 01:26 PM
Msg. 188 of 246
I know what you mean about the animation. but I made them in Gmax and I sure as hell ain't going through hell importing them into 3DS max just for that animation, even though it would be undeniably cool. (also, it would make the stairs harder to climb) as for the map file, I played it all the way through and it worked fine. sure it's not your computer?
I will upload another copy today anyway, (watch this space) cause I've made a few mods to the textures and stuff so that the tree trunks look much, much better. (this version works fine on my PC, so should work fine on yours too!) Edited by Jobalisk on Nov 26, 2014 at 01:31 PM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 26, 2014 01:38 PM
Msg. 189 of 246
Might be my sound DLLs that cause crash.
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 26, 2014 01:42 PM
Msg. 190 of 246
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 28, 2014 10:12 AM
Msg. 191 of 246
Quote: --- Original message by: Jobalisk
I know what you mean about the animation. but I made them in Gmax and I sure as hell ain't going through hell importing them into 3DS max just for that animation, even though it would be undeniably cool. (also, it would make the stairs harder to climb) as for the map file, I played it all the way through and it worked fine. sure it's not your computer?
I will upload another copy today anyway, (watch this space) cause I've made a few mods to the textures and stuff so that the tree trunks look much, much better. (this version works fine on my PC, so should work fine on yours too!) Edited by Jobalisk on Nov 26, 2014 at 01:31 PM GMAX > Export > POS.obj 3dsMax > Import > Non native file types > POS.obj
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 28, 2014 12:33 PM
Msg. 192 of 246
but GMax doesn't support .OBJ exporting, only importing.
Wait, I just remembered... I can import and export as gearbox models. Edited by Jobalisk on Nov 28, 2014 at 12:56 PM
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 28, 2014 01:09 PM
Msg. 193 of 246
I've already got it. I've been trying for about half an hour now. (I started before I posted) and I can't get my scenery object to animate. I know the animation is legit and I tryed following a scenery animation tutorial but I just can't get it to animate. any ideas?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 30, 2014 09:57 AM
Msg. 194 of 246
Quote: --- Original message by: Jobalisk I've already got it. I've been trying for about half an hour now. (I started before I posted) and I can't get my scenery object to animate. I know the animation is legit and I tryed following a scenery animation tutorial but I just can't get it to animate. any ideas? Hit the play button? http://www.youtube.com/watch?v=bqfp4sZArhQ
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Nov 30, 2014 12:54 PM
Msg. 195 of 246
NO NO. I've got it working fine in 3DS max, I have even imported it into the game, It's trying to get it to work in game that's the problem.
Small update. I've added some music from Halo 3 (forgotten) to the ending. (so unyielding stops, then forgotten begins a bit later) Edited by Jobalisk on Dec 2, 2014 at 07:07 PM
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Dec 3, 2014 07:11 AM
Msg. 196 of 246
Quote: --- Original message by: Jobalisk
NO NO. I've got it working fine in 3DS max, I have even imported it into the game, It's trying to get it to work in game that's the problem.
Small update. I've added some music from Halo 3 (forgotten) to the ending. (so unyielding stops, then forgotten begins a bit later) Edited by Jobalisk on Dec 2, 2014 at 07:07 PM nice update sorry for taking my time im going to make a video now ok?
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 3, 2014 01:03 PM
Msg. 197 of 246
sounds good, make sure it's soon though. The cut off date is the 10th and this time there will be no more extensions.
Also, about the floating steps. if I did manage to import the steps animations there would be another problem. Unless I make three separate instances of the steps with different animations for each they would all be moving in sync, which would be rather strange. The other option is that they only move when you step on them. However, if I was to do this then they would be harder to navigate as they would move whenever you stand on them and as a result may throw your next jump off and send you hurtling to your doom. Edited by Jobalisk on Dec 3, 2014 at 01:06 PM
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Dec 3, 2014 06:01 PM
Msg. 198 of 246
Quote: --- Original message by: Jobalisk
sounds good, make sure it's soon though. The cut off date is the 10th and this time there will be no more extensions.
Also, about the floating steps. if I did manage to import the steps animations there would be another problem. Unless I make three separate instances of the steps with different animations for each they would all be moving in sync, which would be rather strange. The other option is that they only move when you step on them. However, if I was to do this then they would be harder to navigate as they would move whenever you stand on them and as a result may throw your next jump off and send you hurtling to your doom. Edited by Jobalisk on Dec 3, 2014 at 01:06 PM yeah 10ht of what?
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 4, 2014 12:58 AM
Msg. 199 of 246
tenth of this month.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Dec 4, 2014 05:18 AM
Msg. 200 of 246
Quote: --- Original message by: Jobalisk tenth of this month. that gives me some time thanks
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 4, 2014 01:11 PM
Msg. 201 of 246
cool, well, I await your instructions.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 4, 2014 03:38 PM
Msg. 202 of 246
Really?
I would have thought maya and nukex for the cinematic's.
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 4, 2014 04:17 PM
Msg. 203 of 246
I've only got Max 2012. Though I can get 2015.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Dec 4, 2014 07:03 PM
Msg. 204 of 246
Quote: --- Original message by: Jobalisk I've only got Max 2012. Though I can get 2015. don t use 3ds max 2015 as 2010 and 2011 I don t no about 2012 but don t use 2015 for halo ce just saying
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 4, 2014 10:20 PM
Msg. 205 of 246
I don't. I use Gmax.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 5, 2014 01:02 AM
Msg. 206 of 246
Gstring 2013 is pretty helpful too.
It's a tight knit software so it should go wrong despite whatever OS you are running.
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 5, 2014 05:28 PM
Msg. 207 of 246
There's nothing wrong with using Gmax to make BSP's, Scenery and other non-animated objects.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 5, 2014 06:29 PM
Msg. 208 of 246
Quote: --- Original message by: Jobalisk There's nothing wrong with using Gmax to make BSP's, Scenery and other non-animated objects. And there is nothing wrong with using jhonlex tagz
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 5, 2014 08:50 PM
Msg. 209 of 246
who is this jhonlex you are referring to?
look, if you don't like Gmax that's fine. There's a hole in the ground over there. Go bury yourself.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 5, 2014 09:10 PM
Msg. 210 of 246
It says its for gmax users only.
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