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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »If it looks like this you are doing it wrong.

Author Topic: If it looks like this you are doing it wrong. (7 messages, Page 1 of 1)
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Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 23, 2014 11:46 PM    Msg. 1 of 7       

Advice for new people.


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Dec 24, 2014 12:15 AM    Msg. 2 of 7       
topology of the year


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Dec 24, 2014 04:57 AM    Msg. 3 of 7       
SEEMS FINE TO ME.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Dec 24, 2014 01:53 PM    Msg. 4 of 7       
looks fine to me


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Dec 26, 2014 06:18 AM    Msg. 5 of 7       
Quote: --- Original message by: Mootjuh
That's clearly a render model and thus can have Zbuffers.
give me h2 elite FP PR anime :p
Edited by SGT Arroyo on Dec 26, 2014 at 06:20 AM don't actually give me its just a joke but eh
Edited by SGT Arroyo on Dec 26, 2014 at 06:21 AM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 26, 2014 09:26 AM    Msg. 6 of 7       
Quote: --- Original message by: sparky

I see that there are a lot of triangles in that, and that the model is not a singular object. While it could be optimized and modeled better, which is probably your point about it being wrong, it is possible to do this kind of modeling technique while using a simpler collision model. Using a separate collision model and visible model is more difficult to manage, though, especially when working with complex creative situations involving machines, like the simpler doors or elevators, coinciding with custom level terrains. The process of testing and modifying custom animations for these models and their collision models is more of a hassle, since you still might want to change markers and nodes, resulting in the need to modify them [just the nodes] of both the model and the collision model separately; it can get confusing unless you have experience with the requirements of each kind of model data. It would be easier to just make a single model that has itself as the collision model, so you can just make the one change there and be done with it. The modeling and animating process of objects (obje, I'm not using that term loosely) is supposed to be seamless and integrated with the level terrain. First, you make the biped, then you make the vehicles that the biped uses, then you make the level around that biped and its vehicles, and then you make the machines around that level. We have standardized bipeds and vehicles, so we just make the level and then make the machines around that level. That means a full scene right there for you to use for custom animations, such as walking around the level and coordinating camera tracks, physics, etc. It means putting the game into 3DS Max first, then putting the game into the game engine. That's how Bungie decided for it to be developed. It's an important point for users new to the HEK, but I don't think the HEK tutorial mentions it specifically.
Edited by sparky on Dec 25, 2014 at 03:37 AM


I... what? Firstly, the scene has a lot of different models, and secondly, the pictured model and accompanying geometry are absolute crap. Thusly, they were redone. I just hadn't noticed how bad the geometry had gotten at first, then I did and took this image.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 27, 2014 07:15 AM    Msg. 7 of 7       
QUADRI-FI

 

 
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