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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »CMT's The Silent Cartographer Evolved -- Official Thread

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Author Topic: CMT's The Silent Cartographer Evolved -- Official Thread (1967 messages, Page 27 of 57)
Moderators: Dennis

MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Dec 20, 2014 08:09 PM    Msg. 911 of 1967       
Quote: --- Original message by: PopeAK49
None of the CMT members answered my question.


if they don't answer, the answer is yes


Ifafudafi
Joined: Jun 23, 2010


Posted: Dec 20, 2014 08:17 PM    Msg. 912 of 1967       
Quote: --- Original message by: thellt
this is how ive been worried everyone from cmt has been feeling....


I can guarantee you that everybody working on TSC:E is working literally every day to finish the map, and that finishing the map is the main priority in our lives outside of food, rent, and other things necessary to ensure we can spend literally every day finishing the map


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: Dec 20, 2014 09:07 PM    Msg. 913 of 1967       
This mod has become my life aaa save meeeee


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Dec 20, 2014 09:39 PM    Msg. 914 of 1967       
Quote: --- Original message by: slashrat
This mod has become my life aaa save meeeee


here



justiyt
Joined: Aug 25, 2014


Posted: Dec 20, 2014 09:50 PM    Msg. 915 of 1967       
Quote: --- Original message by: teh lag
Quote: --- Original message by: justiyt
Is there any tangible progress? The picture you posted on the 15th is exactly the same as the one you posted on the 11th which is exactly the same as the one you posted on December 2nd.


i have been updating a single picture hosted on dropbox so i don't have to go back and edit the main post every time.

wait, no. that's not right. sorry everyone -- we've actually been sitting around doing nothing. actually we've been deleting parts of the map, reversing progress that had previously been made!


So where is a link to the picture?


Danger_zone_98
Joined: Nov 26, 2012


Posted: Dec 20, 2014 10:12 PM    Msg. 916 of 1967       
Quote: --- Original message by: justiyt
Quote: --- Original message by: teh lag
Quote: --- Original message by: justiyt
Is there any tangible progress? The picture you posted on the 15th is exactly the same as the one you posted on the 11th which is exactly the same as the one you posted on December 2nd.


i have been updating a single picture hosted on dropbox so i don't have to go back and edit the main post every time.

wait, no. that's not right. sorry everyone -- we've actually been sitting around doing nothing. actually we've been deleting parts of the map, reversing progress that had previously been made!


So where is a link to the picture?


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Dec 20, 2014 11:29 PM    Msg. 917 of 1967       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: PopeAK49
None of the CMT members answered my question.


if they don't answer, the answer is yes


boy has that gotten me into some deep trouble in the past...


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Dec 21, 2014 05:23 AM    Msg. 918 of 1967       
I mean, she was passed out drunk in my bed, that's practically an invitation!


thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Dec 21, 2014 05:54 AM    Msg. 919 of 1967       
Quote: --- Original message by: xnx
I mean, she was passed out drunk in my bed, that's practically an invitation!
hce.halomaps is down with a 403 for me....


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Dec 21, 2014 05:56 AM    Msg. 920 of 1967       
Halimaps is down overall on my pc


Danger_zone_98
Joined: Nov 26, 2012


Posted: Dec 21, 2014 05:53 PM    Msg. 921 of 1967       
The pic was updated. UV mapping is getting done.


teh lag
Joined: May 6, 2008


Posted: Dec 21, 2014 06:00 PM    Msg. 922 of 1967       
it is true. we just finished the second-to-last bsp's lightmap uvs. only one bsp needs lightmap uvs now - then it's nothing but rendering left for the map.


raphaelBLOOD WAR
Joined: Dec 4, 2012

I wipe your maps with your own blood!


Posted: Dec 22, 2014 02:40 PM    Msg. 923 of 1967       
Any suicide grunts in spv3 and evolved?


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Dec 22, 2014 07:35 PM    Msg. 924 of 1967       
Quote: --- Original message by: raphaelBLOOD WAR
Any suicide grunts in spv3 and evolved?


Aren't all grunts suicidal, really?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 22, 2014 07:53 PM    Msg. 925 of 1967       
Quote: --- Original message by: RabbitFood
Quote: --- Original message by: raphaelBLOOD WAR
Any suicide grunts in spv3 and evolved?

Aren't all grunts suicidal, really?

I'd say that most Grunts value their well-being, which is why they try to avoid combat and are quick to run away from a fight, especially if their commander is killed.


teh lag
Joined: May 6, 2008


Posted: Dec 22, 2014 08:07 PM    Msg. 926 of 1967       
i am assuming that the question refers to the behavior seen in h3+ whereby grunts run around with armed plasma grenades and try to commit suicide with them. we have no such grunts.


raphaelBLOOD WAR
Joined: Dec 4, 2012

I wipe your maps with your own blood!


Posted: Dec 22, 2014 08:33 PM    Msg. 927 of 1967       
Ahhh come on no grunts to rush up behind u with grenades to make u jump until your chest hurts?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 22, 2014 08:41 PM    Msg. 928 of 1967       
Quote: --- Original message by: raphaelBLOOD WAR
Ahhh come on no grunts to rush up behind u with grenades to make u jump until your chest hurts?

No.


teh lag
Joined: May 6, 2008


Posted: Dec 22, 2014 11:55 PM    Msg. 929 of 1967       


all bsps have complete lightmap uvs. the worst part of the lighting process is behind us! now, we just wait...


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Dec 23, 2014 01:57 AM    Msg. 930 of 1967       
Quote: --- Original message by: Mootjuh
I was always wondering how one UV's faces using a shader that should have self-illumination.


uh
wat

(No seriously, explain please.)


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Dec 23, 2014 07:44 AM    Msg. 931 of 1967       
Quote: --- Original message by: Mootjuh
I was always wondering how one UV's faces using a shader that should have self-illumination. Re-UV those same faces to the texture, give it a new material with the self-illumination mask?
do you even English?


Darkzealotx
Joined: Jun 15, 2014


Posted: Dec 23, 2014 07:49 AM    Msg. 932 of 1967       
Quote: --- Original message by: Mootjuh
I was always wondering how one UV's faces using a shader that should have self-illumination. Re-UV those same faces to the texture, give it a new material with the self-illumination mask?
Lolwut?


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Dec 23, 2014 07:50 AM    Msg. 933 of 1967       
Quote: --- Original message by: Darkzealotx
Quote: --- Original message by: Mootjuh
I was always wondering how one UV's faces using a shader that should have self-illumination. Re-UV those same faces to the texture, give it a new material with the self-illumination mask?
Lolwut?
exactly


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Dec 23, 2014 08:02 AM    Msg. 934 of 1967       
Quote: --- Original message by: Mootjuh
Well, when importing the lightmap BSP, one has to completely Re-UV the BSP.

If there are triangles that should emit light, one would have to give them a separate light-emitting material in 3ds max. My question is how will they tackle in doing that, as the lightmap BSP doesn't have the same UVs as the original BSP.

Let's use an example. I have here a H3 BSP with some panels that should emit light through a self-illumination bitmap.

http://puu.sh/dGmdR/0d22466997.jpg

They can take those surfaces and Re-UV them exactly as the original BSP so the self-illumination bitmap can do its thing.

http://puu.sh/dGmeo/634b93e5fe.jpg

Or the could just light up the whole surface and not worry about exact precision of the light that's emit from the surface.

http://puu.sh/dGmeI/a65ea41333.jpg

There is also an alternative to bake the lightmaps one the original BSP and use the projection modifier to bake the lightmaps from the original BSP to the lightmap BSP(The same way how one would bake a normal map from a high-poly model to a low-poly one). Though I have not tested this out and thus don't know how well it would work. I think this would be the best method if it does work though.
thank you for explaining *teleports to new high charity*


The Kingx
Joined: Mar 16, 2014

ᕙ༼ ಠ益ಠ༽ᕗ


Posted: Dec 23, 2014 11:36 AM    Msg. 935 of 1967       
are you going to make a new thread when it releases


Danger_zone_98
Joined: Nov 26, 2012


Posted: Dec 23, 2014 11:38 AM    Msg. 936 of 1967       
Quote: --- Original message by: The Kingx
are you going to make a new thread when it releases

They should, right?


Juzo
Joined: Jul 1, 2014


Posted: Dec 23, 2014 11:47 AM    Msg. 937 of 1967       
Quote: --- Original message by: teh lag
https://dl.dropboxusercontent.com/u/10778064/wip/B30_BSP_Progress_Chart_No_Spoilers.jpg

all bsps have complete lightmap uvs. the worst part of the lighting process is behind us! now, we just wait...
Alright... now it's just a waiting game now right?


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: Dec 23, 2014 11:53 AM    Msg. 938 of 1967       

Quote: --- Original message by: Infinite Guardian
Alright... now it's just a waiting game now right?


This is essentially correct. We do have to rerender individual lightmaps from each set as we find and fix errors. However, the bulk of the unwrapping is now done, so anything past this should be very small tweaks. Ideally the renders will be perfect but that rarely happens on the first try. Bsps 5 and 7 have been rather difficult to nail down but they are close.

Edit:

Quote: --- Original message by: Mootjuh
Well, when importing the lightmap BSP, one has to completely Re-UV the BSP.

If there are triangles that should emit light, one would have to give them a separate light-emitting material in 3ds max. My question is how will they tackle in doing that, as the lightmap BSP doesn't have the same UVs as the original BSP.

Let's use an example. I have here a H3 BSP with some panels that should emit light through a self-illumination bitmap.

http://puu.sh/dGmdR/0d22466997.jpg

They can take those surfaces and Re-UV them exactly as the original BSP so the self-illumination bitmap can do its thing.


We are not using light emitting surfaces, as I could not get them to cooperate to my satisfaction. All lights are replicated using omnis. For some strip lights that means there are 12k lights in a scene. It does allow me to control every single light source very precisely, which is great, but it has led to some rather laggy files. Old aether used projection to bake the lighting, the new setup uses a single mesh set with a second layer of uvs on top. The render only materials/lightmap are hidden or set to not case shadows.

Edited by slashrat on Dec 23, 2014 at 12:05 PM


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: Dec 23, 2014 12:39 PM    Msg. 939 of 1967       
Quote: --- Original message by: Mootjuh
I didn't even consider having omnis for everything. I guess that's why it takes so long to render everything. What renderer are you guys using? Vray? Mental Ray?


I gave mental ray a shot but something about it when interacting with the baking resulted in horrible looking blotchy and ugly renders. Light was ignoring walls and illuminating the next room, etc. My small experience with vray seemed to imply absurd render times, so in the end I went with the standard scanline renderer with light tracer activated.


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: Dec 23, 2014 01:11 PM    Msg. 940 of 1967       
Quote: --- Original message by: Mootjuh

Ouch, that explains so much. I personally use Mental Ray, but all I'm doing is baking AO maps and thus no light other than a skylight usually.

Btw, does the new OS upgrade the lightmap memory limit? Pretty sure I couldn't compile my maps if the total lightmaps size surpassed 20 MB or something.
Edited by Mootjuh on Dec 23, 2014 at 12:48 PM


Yeah if mental ray has worked then the renders would go much faster, but this seems to have been our only option that we could find that served our purpose.

As for the lightmap limit, tbh our map limit means we have to keep our lightmaps as low res as we can, but at a balance with quality. As a result we haven't stress tested super hires lightmaps. I don't believe that limit was upgraded though.


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Dec 23, 2014 04:49 PM    Msg. 941 of 1967       
Meep?


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: Dec 23, 2014 06:16 PM    Msg. 942 of 1967       
Quote: --- Original message by: Mootjuh
Don't know how much clusters you guys have per BSP, I'm assuming alot. But I couldn't get 20 lightmaps with all a 1024x1024 resolution.


Some of our bsps have upwards of 70 lightmaps.


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Dec 23, 2014 06:29 PM    Msg. 943 of 1967       
^Good god... I'm excited.


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Dec 23, 2014 07:22 PM    Msg. 944 of 1967       
So close yet so far...................


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Dec 23, 2014 07:47 PM    Msg. 945 of 1967       
Quote: --- Original message by: YSlayer12
Meep?


I am astounded by this question. Never before have I thought to ponder such clear, meaningful ideas. Truly Sir, you have brought light to my once clouded eyes. I thank you.

praise jesús

 
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