
The Kingx
Joined: Mar 16, 2014
ᕙ༼ ಠ益ಠ༽ᕗ
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Posted: Aug 29, 2014 07:51 AM
Msg. 36 of 1967
Quote: --- Original message by: Altearose So I heard you guys were part of CMT, Is it true? no what makes you think that
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Aug 29, 2014 09:32 PM
Msg. 37 of 1967
Quote: --- Original message by: RabbitFoodQuote: --- Original message by: AlekosGR Everyone is waiting for TSC:E and I am just sitting here, playing Lumoris... Still waiting for Lumoria with CMT tags. Why isn't it a thing yet?
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Aug 29, 2014 10:19 PM
Msg. 38 of 1967
Quote: --- Original message by: Danger_zone_98Quote: --- Original message by: RabbitFoodQuote: --- Original message by: AlekosGR Everyone is waiting for TSC:E and I am just sitting here, playing Lumoris... Still waiting for Lumoria with CMT tags. Why isn't it a thing yet? Really just waiting for the tags to be updated, and to be put out in a tag pack instead of ripping them from the maps.
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Ifafudafi
Joined: Jun 23, 2010
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Posted: Aug 30, 2014 12:47 AM
Msg. 39 of 1967
2 days, 8 items struck down. That doesn't necessarily mean we're now locked at a rate of 4 items per day; we may go slower, or we may go faster.
In fact, the weekend's about to start (i.e., extra time) and it's a 3-day weekend at that. Let's see how far we can get Edited by Ifafudafi on Aug 30, 2014 at 12:47 AM
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Aug 30, 2014 12:52 AM
Msg. 40 of 1967
Quote: --- Original message by: Ifafudafi
2 days, 8 items struck down. That doesn't necessarily mean we're now locked at a rate of 4 items per day; we may go slower, or we may go faster.
In fact, the weekend's about to start (i.e., extra time) and it's a 3-day weekend at that. Let's see how far we can get Edited by Ifafudafi on Aug 30, 2014 at 12:47 AM w00t w00t wait Three day weekend? Totally forgot about that. I should go make plans.
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justiyt
Joined: Aug 25, 2014
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Posted: Aug 30, 2014 01:06 PM
Msg. 41 of 1967
Quote: --- Original message by: Ifafudafibut we'd also like to compensate for the delay by inviting you to ask any questions you'd like about TSC:E. Quote: --- Original message by: justiyt What are demon trees?
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Aug 30, 2014 01:22 PM
Msg. 42 of 1967
Quote: --- Original message by: justiytQuote: --- Original message by: Ifafudafibut we'd also like to compensate for the delay by inviting you to ask any questions you'd like about TSC:E. Quote: --- Original message by: justiyt What are demon trees? Probably that scary tree we saw in the Brute Pool video. OR, It's referring to the tree system, where you have the main place everything is located, and inside that BSPs, encounters, and such, then it "branches" down to what's inside those things. I wish I could be more specific on this, but I'm not even sure if Halo: CE uses this system.
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justiyt
Joined: Aug 25, 2014
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Posted: Aug 31, 2014 07:57 PM
Msg. 43 of 1967
13 items down. LET'S GO, CMT!
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 31, 2014 10:00 PM
Msg. 44 of 1967
13 out of 48, meaning there's still 35 items left. Pretty decent workflow so far.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Aug 31, 2014 10:14 PM
Msg. 45 of 1967
I'm currently deep in lighting the level, if that's of anyone's interest. Some items are more complex than others.
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Aug 31, 2014 11:40 PM
Msg. 46 of 1967
Quote: --- Original message by: slashrat I'm currently deep in lighting the level, if that's of anyone's interest. Some items are more complex than others. If your lighting the level, does that include shadows? I assume so, so my question is will objects like trees cast realistic shadows?
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Sep 1, 2014 12:44 AM
Msg. 47 of 1967
That does include shadows. We are rendering out light maps in 3ds max, so we have a lot of control over the look. The lighting will include all scenery objects and devices.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Sep 1, 2014 12:04 PM
Msg. 48 of 1967
Quote: --- Original message by: slashrat That does include shadows. We are rendering out light maps in 3ds max, so we have a lot of control over the look. The lighting will include all scenery objects and devices. Nice. Have you been kind of figuring it out as you go along? Or is there some really good tutorial out there that I haven't found yet? 3ds lightmaps is a subject that seems to lack good documentation. If you guys were to release an in-depth tutorial on your approach to lighting in 3ds (much like those beefy posts on halomaps about camera tracks, textures, etc), I'd be forever grateful. Apart from that, keep up the good work.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Sep 1, 2014 02:03 PM
Msg. 49 of 1967
Quote: --- Original message by: stunt_man Nice.
Have you been kind of figuring it out as you go along? Or is there some really good tutorial out there that I haven't found yet? 3ds lightmaps is a subject that seems to lack good documentation. If you guys were to release an in-depth tutorial on your approach to lighting in 3ds (much like those beefy posts on halomaps about camera tracks, textures, etc), I'd be forever grateful.
Apart from that, keep up the good work. I've had some previous experience, but a lot of it is feeling our way as we go, sure. Here are two tutorials that could help. The first is the "official" aether instructions, and the second is a video tutorial that might be helpful as well. There are some old notes of mine at the bottom of the first link from Precipice, the first project I worked on and lit. I'll probably make a new set of helpful tips after this project is over. http://haloce3.com/tutorials/lighting/Aether.htm https://www.youtube.com/watch?v=x4cYQFW4Pxw
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Roger
Joined: Sep 1, 2014
that.
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Posted: Sep 1, 2014 06:20 PM
Msg. 50 of 1967
I've been lingering around enough to know what this is, and I just want to say the work you guys are putting into this project is amazing for what this game is. Great job to all of you, and keep the momentum going! Quote: --- Original message by: slashrat http://haloce3.com/tutorials/lighting/Aether.htm https://www.youtube.com/watch?v=x4cYQFW4Pxw Thanks for these, awesome stuff Edited by Roger on Sep 1, 2014 at 06:21 PM
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 1, 2014 09:30 PM
Msg. 51 of 1967
Since it was asked on the SPV3 Thread by P3, you guys wanna release any pretty pictures for us? 
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Sep 1, 2014 09:54 PM
Msg. 52 of 1967
Quote: --- Original message by: RabbitFoodSince it was asked on the SPV3 Thread by P3, you guys wanna release any pretty pictures for us?  
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 1, 2014 10:05 PM
Msg. 53 of 1967
Great work on the lighting.
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HattyHattington
Joined: Jul 18, 2014
goldkilla88
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Posted: Sep 1, 2014 10:46 PM
Msg. 54 of 1967
Those textures look so unrealistic. Come on, you can do better then that.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 2, 2014 06:24 AM
Msg. 55 of 1967
Any TSC:E news... Any TSC:E... Any TSC... TSC Any... TSCany...
Tuscany!
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Sep 2, 2014 06:58 AM
Msg. 56 of 1967
Quote: --- Original message by: MoooseGuy Any TSC:E news... Any TSC:E... Any TSC... TSC Any... TSCany...
Tuscany! chairforce
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sshers4
Joined: Apr 28, 2013
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Posted: Sep 2, 2014 08:27 AM
Msg. 57 of 1967
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Sep 2, 2014 08:57 PM
Msg. 58 of 1967
Quote: --- Original message by: Ifafudafi we'd also like to compensate for the delay by inviting you to ask any questions you'd like about TSC:E. Hello! Forum newbie here, although I've been lurking for a little while. Definitely curious about how the directional lightmapping system works, and what exactly about the process means you can get that sweet-looking normal-map highlighting. Just out of curiosity as somebody who enjoys mapping as a hobby, does the use of Max / Aether technically mean that global illumination-style lighting is possible? Because holy hell that would be exciting. Anyways, best of luck with getting these maps out, I absolutely cannot wait to play them!
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 2, 2014 10:50 PM
Msg. 59 of 1967
Sort of not CMT related, but I feel like sharing.
So I brought up Spartan Assault a while ago, and since then decided to go back and 100% the game. I've gotten about 40% through, took a break, and decided to play some CE, specifically SPV3 TT&R Beta.
The switch back from SA controls is exceptionally difficult, especially because Spartan Assault has no jump, and <space bar> is Meele. I really need to remedy this before TSC:E and SPV3 come out but since some of the Halo:SA challenges are... difficult, I may not make it in time.
On a better note, who else is follow @masters1337 on Twitter?
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Roger
Joined: Sep 1, 2014
that.
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Posted: Sep 3, 2014 02:22 AM
Msg. 60 of 1967
Quote: --- Original message by: teh lag Hunter - Finish new model & textures - VFX for back-armor destruction Does this refer to porting a new Hunter model whose sculpt is already completed or is the sculpt still being worked on. If you guys (or anyone on this forum I guess) need(s) a Zbrush artist, I'm pretty savvy.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 3, 2014 02:26 AM
Msg. 61 of 1967
Quote: --- Original message by: Altearose ^Noob, everybody knows that Altheros is the greatest modder of all time, second to none. Except Johnlex2, Johnlex2 is god. Praise Johnlex. johnlexism seems to be strong, even now
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Sep 3, 2014 12:41 PM
Msg. 62 of 1967
Quote: --- Original message by: RogerQuote: --- Original message by: teh lag Hunter - Finish new model & textures - VFX for back-armor destruction Does this refer to porting a new Hunter model whose sculpt is already completed or is the sculpt still being worked on. If you guys (or anyone on this forum I guess) need(s) a Zbrush artist, I'm pretty savvy. We have anew high poly model being done, but PM me some of your work, we are always looking for new people especially as work on Part 2 of campaign is going to be going into full swing soon.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Sep 3, 2014 01:05 PM
Msg. 63 of 1967
Quote: --- Original message by: beaucephal Just out of curiosity as somebody who enjoys mapping as a hobby, does the use of Max / Aether technically mean that global illumination-style lighting is possible? Because holy hell that would be exciting. Aether definitely allows the use of most GI options (Mental Ray's Final Gather, Light Tracer, etc.), but the new system with DLMS seems a little more touchy about them. I'm currently working on exactly that, getting bounce light to work. When the system is trying to record the direction of light, indirect illumination apparently confuses it. Direct lights work fine, but mental ray was causing some issues. I'll be sure to write a full report when the time comes, don't worry. Edited by slashrat on Sep 3, 2014 at 01:07 PM
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RazorHog
Joined: Jun 26, 2013
@TheGrubbWorm Woo Pig Sooie Y'all
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Posted: Sep 4, 2014 08:32 PM
Msg. 64 of 1967
Called about a week ago...
Now we tweaking
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 6, 2014 12:28 PM
Msg. 65 of 1967
20 things off the list so far. Still hyped for the release two or three years from now.
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Sep 6, 2014 12:53 PM
Msg. 66 of 1967
21*
Edit: 24* We're halfway! Edited by Danger_zone_98 on Sep 6, 2014 at 06:18 PM
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teh lag
Joined: May 6, 2008
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Posted: Sep 6, 2014 06:55 PM
Msg. 67 of 1967
not bad for 1.5 weeks of work! at least, i think so. some of the remaining items on the list are scarier than others, but we're trying really hard to keep this momentum going. we're also fixing many many small issues that would be silly to enumerate but are still very important!
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Stevedoggen
Joined: Jan 14, 2013
#Byf4Lyf
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Posted: Sep 7, 2014 04:57 AM
Msg. 68 of 1967
I was going to say, you guys are burning through that list. Keep the good work up!
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 7, 2014 08:22 AM
Msg. 69 of 1967
I imagine its pretty satisfying to knock things off that list. Kind of like typing, "katanagatari".
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Sep 7, 2014 01:46 PM
Msg. 70 of 1967
>meaningless comments: the discussion and blogging board
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