A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »CMT's The Silent Cartographer Evolved -- Official Thread

Page 23 of 57 Go to page: · 1 · ... · 20 · 21 · 22 · [23] · 24 · 25 · 26 · ... · 57 · Prev · Next
Author Topic: CMT's The Silent Cartographer Evolved -- Official Thread (1967 messages, Page 23 of 57)
Moderators: Dennis

Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 7, 2014 09:10 PM    Msg. 771 of 1967       
Awesome. I'm looking forward to this.
I can feel it in my bones.


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Dec 7, 2014 11:19 PM    Msg. 772 of 1967       
Enough to make my systems blow. Literally, my computer just blew up..


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Dec 7, 2014 11:37 PM    Msg. 773 of 1967       
what is happening here


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Dec 8, 2014 12:51 AM    Msg. 774 of 1967       
Welcome to the new age


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 8, 2014 12:54 AM    Msg. 775 of 1967       
Quote: --- Original message by: YSlayer12
Enough to make my systems blow. Literally, my computer just blew up..


Is it too late to say, Welcome to the New Age (of CMT)?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 8, 2014 02:26 AM    Msg. 776 of 1967       
Whoa oh, Whoa I'm, radioactive, radioactive


Juzo
Joined: Jul 1, 2014


Posted: Dec 8, 2014 07:04 AM    Msg. 777 of 1967       
Quote: --- Original message by: DaLode
Welcome to the new age
U.N.C.M.T? (United Nations Custom Mapping Team).


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Dec 8, 2014 08:49 AM    Msg. 778 of 1967       
Quote: --- Original message by: Infinite Guardian
Quote: --- Original message by: DaLode
Welcome to the new age
U.N.C.M.T? (United Nations Custom Mapping Team).


CCMT Cool Custom Mapping Team


Shaktar
-banned for conduct-
Joined: Oct 29, 2014


Posted: Dec 8, 2014 08:55 AM    Msg. 779 of 1967       
Quote: --- Original message by: UHWArby
Quote: --- Original message by: Infinite Guardian
Quote: --- Original message by: DaLode
Welcome to the new age
U.N.C.M.T? (United Nations Custom Mapping Team).


CCMT Cool Custom Mapping Team
Or CSMT Cock Sucking Mapping Team.


Juzo
Joined: Jul 1, 2014


Posted: Dec 8, 2014 09:02 AM    Msg. 780 of 1967       
Quote: --- Original message by: Shaktar
Quote: --- Original message by: UHWArby
Quote: --- Original message by: Infinite Guardian
Quote: --- Original message by: DaLode
Welcome to the new age
U.N.C.M.T? (United Nations Custom Mapping Team).


CCMT Cool Custom Mapping Team
Or CSMT Cock Sucking Mapping Team.
Why?


Shaktar
-banned for conduct-
Joined: Oct 29, 2014


Posted: Dec 8, 2014 09:05 AM    Msg. 781 of 1967       
Quote: --- Original message by: Infinite Guardian
Quote: --- Original message by: Shaktar
Quote: --- Original message by: UHWArby
Quote: --- Original message by: Infinite Guardian
Quote: --- Original message by: DaLode
Welcome to the new age
U.N.C.M.T? (United Nations Custom Mapping Team).


CCMT Cool Custom Mapping Team
Or CSMT Cock Sucking Mapping Team.
Why?
Because they like to suck cocks that's why. Now tell me who your working for. I must know!

Edited by Shaktar on Dec 8, 2014 at 09:06 AM


Juzo
Joined: Jul 1, 2014


Posted: Dec 8, 2014 10:21 AM    Msg. 782 of 1967       
December 8th, hmm... it's been very long.


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Dec 8, 2014 02:43 PM    Msg. 783 of 1967       
Quote: --- Original message by: _Dennis_
Quote: --- Original message by: Infinite Guardian
December 8th, hmm... it's been very long.
You're talking about the development process, right?


No... the cocks they were sucking.


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Dec 8, 2014 06:31 PM    Msg. 784 of 1967       
WAHAHAHAH. Oh my god that's funny. And a long time to suck cocks.



RMTTTALTTRP

Random mapping team that takes a long time to release projexts


teh lag
Joined: May 6, 2008


Posted: Dec 8, 2014 08:29 PM    Msg. 785 of 1967       
Quote: --- Original message by: Mithra
Oh nice. So teh_lag quick question, what percentage of tag data do animations tend to take up?


as of the most recent build:

( 5.84% of total size) -- model_animations ( 7,907,504 bytes)

the next worst offender is model_collision_geometry.

( 2.26% of total size) -- model_collision_geometry ( 3,056,356 bytes)

there is, of course, the distinction between "tagspace" (the maximum amount of tag data that can be loaded in any given BSP) and total map size. downresing a gigantic 32-bit texture will probably save you a few MB of map size but it won't help you much on the tag data limit. this is because the 'real' data contained in bitmaps and sounds are stored in different parts of memory than the tags (and models are stored in yet another part of memory). there are lots of limits to keep track of!
Edited by teh lag on Dec 8, 2014 at 08:42 PM


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Dec 8, 2014 08:36 PM    Msg. 786 of 1967       
Glad you are keeping everyone up to date teh lag. Good luck to you and the rest of CMT.


sshers4
Joined: Apr 28, 2013


Posted: Dec 8, 2014 08:37 PM    Msg. 787 of 1967       
Quote: --- Original message by: teh lag

Quote: --- Original message by: Mithra
Oh nice. So teh_lag quick question, what percentage of tag data do animations tend to take up?


as of the most recent build:

( 5.84% of total size) -- model_animations ( 7,907,504 bytes)

the next worst offender is model_collision_geometry.

( 2.26% of total size) -- model_collision_geometry ( 3,056,356 bytes)

there is, of course, the distinction between "tagspace" (the maximum amount of tag data that can be loaded in any given BSP) and total map size. downresing a gigantic 32-bit texture will probably save you a few MB of map size but it won't help you much on the tag data limit. this is because bitmaps and sounds are stored in different parts of memory than the tags (and models are stored in yet another part of memory). there are lots of limits to keep track of!
Edited by teh lag on Dec 8, 2014 at 08:29 PM



Are you guys using OS 4.1?


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Dec 8, 2014 09:55 PM    Msg. 788 of 1967       
Quote: --- Original message by: sshers4
Quote: --- Original message by: teh lag

Quote: --- Original message by: Mithra
Oh nice. So teh_lag quick question, what percentage of tag data do animations tend to take up?


as of the most recent build:

( 5.84% of total size) -- model_animations ( 7,907,504 bytes)

the next worst offender is model_collision_geometry.

( 2.26% of total size) -- model_collision_geometry ( 3,056,356 bytes)

there is, of course, the distinction between "tagspace" (the maximum amount of tag data that can be loaded in any given BSP) and total map size. downresing a gigantic 32-bit texture will probably save you a few MB of map size but it won't help you much on the tag data limit. this is because bitmaps and sounds are stored in different parts of memory than the tags (and models are stored in yet another part of memory). there are lots of limits to keep track of!
Edited by teh lag on Dec 8, 2014 at 08:29 PM



Are you guys using OS 4.1?


Yes, but it's still not completely bug-free last we heard.


sshers4
Joined: Apr 28, 2013


Posted: Dec 9, 2014 08:13 AM    Msg. 789 of 1967       
Quote: --- Original message by: RabbitFood
Quote: --- Original message by: sshers4
Quote: --- Original message by: teh lag

Quote: --- Original message by: Mithra
Oh nice. So teh_lag quick question, what percentage of tag data do animations tend to take up?


as of the most recent build:

( 5.84% of total size) -- model_animations ( 7,907,504 bytes)

the next worst offender is model_collision_geometry.

( 2.26% of total size) -- model_collision_geometry ( 3,056,356 bytes)

there is, of course, the distinction between "tagspace" (the maximum amount of tag data that can be loaded in any given BSP) and total map size. downresing a gigantic 32-bit texture will probably save you a few MB of map size but it won't help you much on the tag data limit. this is because bitmaps and sounds are stored in different parts of memory than the tags (and models are stored in yet another part of memory). there are lots of limits to keep track of!
Edited by teh lag on Dec 8, 2014 at 08:29 PM



Are you guys using OS 4.1?


Yes, but it's still not completely bug-free last we heard.



Oh, I wish that next OS will come with editing kit installation so that once we install it we have OS already. It would make everything easier.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 9, 2014 08:21 AM    Msg. 790 of 1967       
Quote: --- Original message by: P3
SS Flanker, I thought you were a pretty cool person. What happened?

I am Asian and that was pretty offensive.


Your asian? shisse, my bad

I wasn't being offensive I just happened to watch this episode of southpark.

https://www.youtube.com/watch?v=z2OAGf_0c6A

And, it, it, it, influenced me.


Once again, I apologize, and would like to re-iterate that I meant no offense what so ever.


P3
Joined: Dec 2, 2011


Posted: Dec 9, 2014 08:43 AM    Msg. 791 of 1967       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: P3
SS Flanker, I thought you were a pretty cool person. What happened?

I am Asian and that was pretty offensive.


Your asian? shisse, my bad

I wasn't being offensive I just happened to watch this episode of southpark.

https://www.youtube.com/watch?v=z2OAGf_0c6A

And, it, it, it, influenced me.


Once again, I apologize, and would like to re-iterate that I meant no offense what so ever.


It's ok. I was pretty sure you were just messing around, it was just it sort of bothered me more the second time around. It's all good. ; )


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Dec 9, 2014 11:57 AM    Msg. 792 of 1967       
Quote: --- Original message by: YSlayer12
WAHAHAHAH. Oh my god that's funny. And a long time to suck cocks.



RMTTTALTTRP

Random mapping team that takes a long time to release projexts


PJRMT

Praise Johnlex Rippers Mapping Team


xx_kiLLaz_XX
Joined: Nov 29, 2014

Opensauce 4.0 is finally out!


Posted: Dec 9, 2014 07:46 PM    Msg. 793 of 1967       
Quote: --- Original message by: Infinite Guardian
WTF?

^^^

He just was eating a sandwich while taking a selfie!


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 9, 2014 08:42 PM    Msg. 794 of 1967       
Quote: --- Original message by: teh lag

Quote: --- Original message by: Mithra
Oh nice. So teh_lag quick question, what percentage of tag data do animations tend to take up?


as of the most recent build:

( 5.84% of total size) -- model_animations ( 7,907,504 bytes)

the next worst offender is model_collision_geometry.

( 2.26% of total size) -- model_collision_geometry ( 3,056,356 bytes)

there is, of course, the distinction between "tagspace" (the maximum amount of tag data that can be loaded in any given BSP) and total map size. downresing a gigantic 32-bit texture will probably save you a few MB of map size but it won't help you much on the tag data limit. this is because the 'real' data contained in bitmaps and sounds are stored in different parts of memory than the tags (and models are stored in yet another part of memory). there are lots of limits to keep track of!
Edited by teh lag on Dec 8, 2014 at 08:42 PM

Interesting. I'd think that gbxmodel would beat both.


teh lag
Joined: May 6, 2008


Posted: Dec 9, 2014 08:56 PM    Msg. 795 of 1967       
Quote: --- Original message by: Dumb AI
Interesting. I'd think that gbxmodel would beat both.


as i said, the geometry data for models is counted differently. there is a limit for the maximum amount of model geometry data that a map can have, but it's separate from the raw tag data and so gbxmodels are pretty negligible.


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Dec 10, 2014 06:30 PM    Msg. 796 of 1967       
Quote: --- Original message by: teh lag
Quote: --- Original message by: Dumb AI
Interesting. I'd think that gbxmodel would beat both.


as i said, the geometry data for models is counted differently. there is a limit for the maximum amount of model geometry data that a map can have, but it's separate from the raw tag data and so gbxmodels are pretty negligible.


I hat forcing release dates, but is it gonna be before or after the 19th. I'm going on vacation and I'm not gonna have my laptop. Or desktop.(ovibously)


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 10, 2014 06:35 PM    Msg. 797 of 1967       
If we knew when it was going to be available we'd tell you.


xx_kiLLaz_XX
Joined: Nov 29, 2014

Opensauce 4.0 is finally out!


Posted: Dec 10, 2014 07:24 PM    Msg. 798 of 1967       
Quote: --- Original message by: Masters1337
If we knew when it was going to be available we'd tell you.


ALMOST...

BUT WHEN??????????????????????????????????????


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 10, 2014 07:27 PM    Msg. 799 of 1967       
My money is on it coming out in the future. As opposed to you know, the present or worse the past.


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Dec 10, 2014 08:24 PM    Msg. 800 of 1967       
Quote: --- Original message by: mdestroyer117
BUT WHEN??????????????????????????????????????


When it's ready, of course.


mvandam753
Joined: Oct 12, 2014

Rookie? You out there? Respond. That's an order!


Posted: Dec 10, 2014 08:39 PM    Msg. 801 of 1967       
Quote: --- Original message by: mdestroyer117
Quote: --- Original message by: Masters1337
If we knew when it was going to be available we'd tell you.


ALMOST...

BUT WHEN??????????????????????????????????????
At the rate and non-stop and hard work they are doing, I would predict early 2015 (January or February) Lucky if on Christmas.


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Dec 10, 2014 08:59 PM    Msg. 802 of 1967       
Or we could, you know, NOT set an arbitrary release dates that does nothing but raise our expectations which will be shattered when such a date is not met...


mvandam753
Joined: Oct 12, 2014

Rookie? You out there? Respond. That's an order!


Posted: Dec 10, 2014 09:12 PM    Msg. 803 of 1967       
Quote: --- Original message by: EtchyaSketch
Or we could, you know, NOT set an arbitrary release dates that does nothing but raise our expectations which will be shattered when such a date is not met...
It's kinda obvious you know, lightmaps are all that's left, it's not like before where they have a lot to do, do you always have to be a sadist about everything? and it's a PREDICTION, not a release date! >:/

Edited by mvandam753 on Dec 10, 2014 at 09:18 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 10, 2014 09:17 PM    Msg. 804 of 1967       
Quote: --- Original message by: mvandam753
it's a PREDICTION, not a release date!

It's meaningless and potential misinformation.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Dec 10, 2014 09:18 PM    Msg. 805 of 1967       
I personally think it would be best to not expect anything at any time at all and just wait until they say it is ready to be released. It will come out, and you will be playing it eventually. When? Nobody knows.

 
Page 23 of 57 Go to page: · 1 · ... · 20 · 21 · 22 · [23] · 24 · 25 · 26 · ... · 57 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Sat January 21, 2023 2:32 AM 266 ms.
A Halo Maps Website