
S12Spark
Joined: Apr 25, 2015
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Posted: Jul 26, 2016 11:53 PM
Msg. 246 of 367
Looks nice, what exactly do you mean by model limit? Your personal polygon limit, or what the engine can handle?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 27, 2016 12:29 AM
Msg. 247 of 367
Quote: --- Original message by: S12Spark Looks nice, what exactly do you mean by model limit? Your personal polygon limit, or what the engine can handle? What the engine can handle. Because of the sheer size of this map, I have to limit the BSP polygons and delegate the higher poly stuff to scenery. I have two massive pieces of scenery that comprise all of the detail in the buildings. I'll be splitting them up into separately renderable pieces, but I hope I don't hit the scenery object limit, or any weird rendering issues (hopefully LODs help, but then I gotta deal with a model limit(?) Also, it looks ok in-game. Edited by Jesse on Jul 27, 2016 at 01:51 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 27, 2016 10:03 AM
Msg. 248 of 367
The HUD colour seems to whack out alot when overlaying brighter parts of a map.
Is there something you could do about that?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 27, 2016 02:55 PM
Msg. 249 of 367
Quote: --- Original message by: Super Flanker The HUD colour seems to whack out alot when overlaying brighter parts of a map.
Is there something you could do about that? I wish. See, halo has this thing about meters that it can't have any alpha opacity edits. If anything is brighter than the meter, it gets washed out completely. I could go in depth on some work-arounds but they still suck. A little dirt-concrete blend experiment. Edited by Jesse on Jul 27, 2016 at 11:41 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 28, 2016 09:39 AM
Msg. 250 of 367
Quote: --- Original message by: tarikjaQuote: --- Original message by: Super Flanker The HUD colour seems to whack out alot when overlaying brighter parts of a map.
Is there something you could do about that? No, I'm sorry. It is terminal. How long do they have? *sheds tear* Quote: --- Original message by: JesseQuote: --- Original message by: Super Flanker The HUD colour seems to whack out alot when overlaying brighter parts of a map.
Is there something you could do about that? I wish. See, halo has this thing about meters that it can't have any alpha opacity edits. If anything is brighter than the meter, it gets washed out completely. I could go in depth on some work-arounds but they still suck. http://oi67.tinypic.com/33ud506.jpg A little dirt-concrete blend experiment. Edited by Jesse on Jul 27, 2016 at 11:41 PM looks good apart from this part: Though it just looks like a bad uv.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 17, 2016 05:16 PM
Msg. 251 of 367
What could this possibly be for?
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StormUndBlackbird
Joined: Oct 27, 2011
https://youtube.com/StormUndBlackbird
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Posted: Aug 17, 2016 05:29 PM
Msg. 252 of 367
omg toten nacht reconfirmed :O
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Aug 17, 2016 05:40 PM
Msg. 253 of 367
An uncomfortable looking wiwndow.
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Horeb
Joined: Nov 27, 2013
bananakid
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Posted: Aug 17, 2016 09:08 PM
Msg. 254 of 367
Quote: --- Original message by: JesseSince this little urban map is no longer secret, I'll be posting regular updates. Fence mesh and poles for a water containment section. http://oi68.tinypic.com/2u9s9ok.jpg http://oi68.tinypic.com/3501hki.jpg http://oi64.tinypic.com/10ek8yq.jpg (I haven't distributed the new poles yet.) By no means is it super detailed, but it doesn't really need to be. I don't even know what my model limit for the whole map is, and so it's hard to budget detail to different objects. Edited by Jesse on Jul 26, 2016 at 11:42 PM how did you made those fences?
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Aug 17, 2016 10:00 PM
Msg. 255 of 367
Quote: --- Original message by: StormUndBlackbirdomg toten nacht reconfirmed :O Kino Der Toten please...
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 18, 2016 01:13 AM
Msg. 256 of 367
Quote: --- Original message by: StormUndBlackbirdomg toten nacht reconfirmed :O rip Rerout </3
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BipolarAurora
Joined: Aug 16, 2016
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Posted: Aug 18, 2016 03:01 PM
Msg. 257 of 367
Still got the things that CADie boy gave us a few years back?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 18, 2016 06:49 PM
Msg. 258 of 367
Quote: --- Original message by: BipolarAuroraStill got the things that CADie boy gave us a few years back? I haven't checked if there is anything related to these window types. So far it is just Kirby and I's work.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Aug 19, 2016 03:49 PM
Msg. 259 of 367
@flanker why not put a rock scenery over this, fixed.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 19, 2016 04:31 PM
Msg. 260 of 367
Quote: --- Original message by: bourrin33 @flanker why not put a rock scenery over this, fixed. 300 or so tris just to cover up 1 uv mistake? You've been with altis for too long.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Aug 19, 2016 08:47 PM
Msg. 261 of 367
Quote: --- Original message by: Super FlankerQuote: --- Original message by: bourrin33 @flanker why not put a rock scenery over this, fixed. 300 or so tris just to cover up 1 uv mistake? You've been with altis for too long. its worth it bruv
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 20, 2016 08:31 AM
Msg. 262 of 367
Quote: --- Original message by: Skidrow925Quote: --- Original message by: Super FlankerQuote: --- Original message by: bourrin33 @flanker why not put a rock scenery over this, fixed. 300 or so tris just to cover up 1 uv mistake? You've been with altis for too long. its worth it bruv Git back to baking my stuff!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 25, 2016 07:14 PM
Msg. 263 of 367
the next block is based off of something familiar... #lazydesigner It's going to be a college campus with the design of the Nazi Zombies map Der Riese from Call of Duty: World at War\Black Ops. All interiors will be explorable, but during the Zombies mode, the area will be cut off in the same way as in the real game. Edited by Jesse on Aug 25, 2016 at 07:51 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 26, 2016 10:36 AM
Msg. 264 of 367
Looking good but the forerunner arrow is a little out of place imo.
BTW the 1911 fp origin is a little off putting.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Aug 26, 2016 01:02 PM
Msg. 265 of 367
Quote: --- Original message by: Super Flanker BTW the 1911 fp origin is a little off putting. It looks like it's pointing at the crosshairs. Edited by Echo77 on Aug 26, 2016 at 01:03 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 26, 2016 01:18 PM
Msg. 266 of 367
Quote: --- Original message by: Echo77Quote: --- Original message by: Super Flanker BTW the 1911 fp origin is a little off putting. It looks like it's pointing at the crosshairs. Edited by Echo77 on Aug 26, 2016 at 01:03 PM I should have elaborated further. It's placement in relation to the hand that is holding it is too far to the right. IMO it should be closer to this: (I'm referencing the pistols position in the grip of the hand not the orientation of the fp setup it'self. Just the gun in the hand, not where ever the hand is pointing)
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Aug 26, 2016 01:32 PM
Msg. 267 of 367
Blame ImBrokeRU (at least I assume those are his animations).
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 26, 2016 02:34 PM
Msg. 268 of 367
The gun model is ripped from GTA V and it's proportions are a little weird... It's currently rigged to the CMT pistol animations. I'll look into replacing/fixing it soon.
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ThatGuyWhoLikesCats
Joined: Aug 3, 2015
"If God is love, then you can call me Cupid"
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Posted: Aug 26, 2016 08:10 PM
Msg. 269 of 367
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 27, 2016 05:40 PM
Msg. 270 of 367
Here's an old concept video of what we did before. I never had the video unlisted, but I forgot I even uploaded it (I spent a while looking for it on Kirby's channel thinking he had uploaded it) https://www.youtube.com/watch?v=WhSdG-HSNbo Now we will have a larger BSP that will allow us to take advantage of all the modding tools available to create a larger, more open world experience.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 27, 2016 05:47 PM
Msg. 271 of 367
Quote: --- Original message by: JesseHere's an old concept video of what we did before. I never had the video unlisted, but I forgot I even uploaded it (I spent a while looking for it on Kirby's channel thinking he had uploaded it) https://www.youtube.com/watch?v=WhSdG-HSNbo Now we will have a larger BSP that will allow us to take advantage of all the modding tools available to create a larger, more open world experience. Omg an open world map with no restrictions? :o Op will surely deliver let's wait and see!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 2, 2016 04:46 AM
Msg. 272 of 367
I made some progress. This is a bridge connecting two separate building areas Part of the Vehicle Maintenance garage: Added a little more detail. Will refine it later. 
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 2, 2016 05:47 AM
Msg. 273 of 367
That brick texture repeats a few too many times.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 2, 2016 12:45 PM
Msg. 274 of 367
Quote: --- Original message by: Super Flanker That brick texture repeats a few too many times. Oh put a brick in it.
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Dontu
Joined: Oct 8, 2006
42
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Posted: Sep 2, 2016 01:33 PM
Msg. 275 of 367
This is looking like it is headed in a really solid direction. I like the initial layout and the scaling for the interior spaces. Urban done right.
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Sep 3, 2016 06:09 AM
Msg. 276 of 367
If you want better looking bricks have the whole texture have the same brick color. Then use this as tiled detail map set to multiply(you can lower the resolutoon to 64x64 and set the mipmap type to nearest) This is the result. 
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 3, 2016 06:24 AM
Msg. 277 of 367
Quote: --- Original message by: MootjuhIf you want better looking bricks have the whole texture have the same brick color. Then use this as tiled detail map set to multiply(you can lower the resolutoon to 64x64 and set the mipmap type to nearest) https://puu.sh/jqtuT.jpg This is the result. https://puu.sh/jqtEy.png Nice tip moot! Thanks!!!
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The Master
Joined: Aug 8, 2014
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Posted: Sep 3, 2016 09:14 AM
Msg. 278 of 367
Quote: --- Original message by: MootjuhIf you want better looking bricks have the whole texture have the same brick color. Then use this as tiled detail map set to multiply(you can lower the resolutoon to 64x64 and set the mipmap type to nearest) https://puu.sh/jqtuT.jpg This is the result. https://puu.sh/jqtEy.png that's awesome.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 3, 2016 04:19 PM
Msg. 279 of 367
I'll consider using that brick tile for another one of the textures, but it seems to lose the worn bricks effect because it tiles so well. I modified the texture so that the tiling is less visible. New: Old: 
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 3, 2016 04:34 PM
Msg. 280 of 367
Not as good as mootjuh's result. But alot of the repetitiveness has been reduced.
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