
Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 5, 2016 03:20 AM
Msg. 281 of 367
I'm working on the campus's parking structure. I plan to use a groundmap for the flooring so it can look variable. The support pillars will likely be scenery (with invisiblefloating BSP 'filler' boxes to serve as collision\explosive prevention.) Here is what the map looks like so far: green = level boundaryand there is still more that I will add. Specifically, underground passages and a subway. I was originally going to add a train aboveground, but I might hit some kind of rendering limit that portals can't fix, so I figured it's safer to put that underground. Sightlines will be blocked by LOD-style buildings past the level-limit. I am excreting bricks at the thought of the poly count, but 3ds tells me I'm at 31731. I know the some textures seem repetitive, particularly the roofs, sidewalks, and river aqueduct, but that's only because I haven't truly finalized the design and placement of a lot of buildings. That is to say, I have the textures to add variety but I'll do that once I have a decent understanding of where I am with the poly limit and how much I can spare. Buildings themselves will get AC units and such on the walls, and I'll be placing trashbins, lightpoles, powerpoles, (ect) all around the streets. Edited by Jesse on Sep 5, 2016 at 03:49 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Sep 5, 2016 03:27 AM
Msg. 282 of 367
Never again shall the term campus be usable on halomaps without triggering half of the poor souls who were dragged into that mess of a project.
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OctaVinyl
Joined: Dec 8, 2015
¡Voy A comer tù corazon!
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Posted: Sep 5, 2016 05:37 AM
Msg. 283 of 367
Have to say, this map reminds me of Basrah's edge.
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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 5, 2016 08:12 AM
Msg. 284 of 367
Jesse mah esse. If I send you another 1911 model would you consider using that instead???
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 5, 2016 10:49 AM
Msg. 285 of 367
Quote: --- Original message by: Super Flanker Jesse mah esse. If I send you another 1911 model would you consider using that instead??? Sure, but what I really want are muffins. And animations. U got pix of 1911? I think I'd like to have about two of each weapon type. That is, two pistols, two shotguns, ect.
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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 5, 2016 10:58 AM
Msg. 286 of 367
Quote: --- Original message by: JesseQuote: --- Original message by: Super Flanker Jesse mah esse. If I send you another 1911 model would you consider using that instead??? Sure, but what I really want are muffins. And animations. U got pix of 1911? I think I'd like to have about two of each weapon type. That is, two pistols, two shotguns, ect. Recently got into ripping bf4 and bfh. So yeah...I'll send you some img's via your pm.
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Dontu
Joined: Oct 8, 2006
42
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Posted: Sep 5, 2016 11:33 AM
Msg. 287 of 367
This is looking better and better. The layout shot is awesome. Have you done any objective planning and pathing yet? It would be cool to see those mapped out
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 5, 2016 11:48 AM
Msg. 288 of 367
Quote: --- Original message by: Dontu This is looking better and better. The layout shot is awesome. Have you done any objective planning and pathing yet? It would be cool to see those mapped out Kirby and I have a list of stuff we want to achieve with this map: Quote: --- Original message by: Kirby & Jesse Goals The basic premise of the Red Light District project is that it will be a mix of Survivor Mode, Nazi Zombies, Halo’s Firefight, and something similar to Fallout’s post apocalyptic world where you encounter survivors and work with them, or not. The map will be far more extensive than anything that has ever been created in CE.
How to Win To be determined
What happens on Player Death On death, player is kicked from the server. Normal Difficulty: They can rejoin after one day of ingame time has passed, as a new character. Hard Difficulty: They cannot rejoin until the game has been won. The map will reset after 1 day of no players being in the server (Configurable time limit).
Sewer Area There will be an accessible rain run-off. You can enter the small tunnels through the street drains (through the manholes) and end up at the river.
Subway There will be an accessible subway train, entrances and exits to be determined. Destinations also to be determined.
Relationships SEE ROMANCE DOCUMENT Features (to be further categorized and added to) -Day\night cycle -Many interiors to explore -events and activities to participate in -swimming and underwater combat (see Sewer Area for details) -Varying AI behavior dependant on many variables -Infected survivors become mini-bosses -points system? Perhaps a seller like in the Resident Evil game where you can purchase\trade stuff- points can be acquired by trading found items, withdrawing from ATMs, ect. -Players can ‘date’ NPCs (see Romance document) Time of Day during light hours, they only respond to sound, and only have a 25% chance of noticing it. At night, they have a 100% chance of both visual and audio. Evening, 50% visual, 25 audio, and morning 25 visual, 50 audio.
Current List of Members Kirby Steam: kirby_422 Halomaps: kirby_422 Jesse Steam: jesse_7770 Halomaps: Jesse Dumb_AI Steam: lolwut1024 Halomaps: Dumb AI Supatrolol Steam: SupaTrolol Halomaps: SupaTrolol
We might also release a variant strictly for classic MP style gameplay, but that's later on once we refine what we want to do. I personally have always wanted a good urban themed MP map to play on. Edited by Jesse on Sep 5, 2016 at 11:49 AM
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Alex
Joined: Apr 22, 2016
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Posted: Sep 5, 2016 11:52 AM
Msg. 289 of 367
EDIT: Removed my images because it's not my thread. Check out the semi official gallery thread for my pics. Edited by Super Alex on Sep 6, 2016 at 01:04 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 5, 2016 12:12 PM
Msg. 290 of 367
I think you got the wrong thread, buddy.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 5, 2016 12:23 PM
Msg. 291 of 367
Quote: --- Original message by: Jesse I think you got the wrong thread, buddy. It's alex. we're just waiting on his ban to happen tbqh. Your map idea is awesome looking though, is it set up to MP then? Or rather, co-op judging from some of your ideas.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Sep 5, 2016 03:46 PM
Msg. 292 of 367
Is there by any chance a way to turn of pixel interpolation in halo custom edition? I really think that it looks awful with it turned on xD
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Alex
Joined: Apr 22, 2016
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Posted: Sep 6, 2016 02:54 AM
Msg. 293 of 367
EDIT: Yeah, sorry I have no idea what i'm doing. My internet is so slow and i mucking everything up. Edited by Super Alex on Sep 6, 2016 at 02:58 AM
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HyperLuke
Joined: May 5, 2016
csgosucks.org
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Posted: Sep 6, 2016 02:57 AM
Msg. 294 of 367
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Alex
Joined: Apr 22, 2016
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Posted: Sep 6, 2016 03:01 AM
Msg. 295 of 367
Quote: --- Original message by: HyperLukeGet your own thread. It was an accident, relax. Quote: It's alex. we're just waiting on his ban to happen tbqh. Listen, It ain't gunna happen. It would have happened a long time ago if Dennis was serious.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 6, 2016 04:15 AM
Msg. 296 of 367
Quote: --- Original message by: Super Alex It was an accident, relax. Here's an idea. Instead of apologizing, remove your images that are plastered over Jesse's thread.
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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 6, 2016 10:58 AM
Msg. 297 of 367
Quote: --- Original message by: Super Alex
Are you fvcking kidding me.
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Alex
Joined: Apr 22, 2016
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Posted: Sep 6, 2016 01:06 PM
Msg. 298 of 367
Quote: --- Original message by: Spartan314Quote: --- Original message by: Super Alex It was an accident, relax. Here's an idea. Instead of apologizing, remove your images that are plastered over Jesse's thread. Done. Sorry for posting images were they don't belong. My internet was horrible that night and was lagging so I could not remove images. The next night I posted that I was sorry. then I forgot to remove images. Spartan reminded me to remove them just today. I'm sorry for the inconvenience I caused and I publicly apologize to Jesse. He is a splendid map maker and that last thing I wanted to do was cause malicious harm. Edited by Super Alex on Sep 6, 2016 at 03:10 PMEdited by Super Alex on Sep 6, 2016 at 03:10 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 6, 2016 04:47 PM
Msg. 299 of 367
Quote: --- Original message by: Super AlexQuote: --- Original message by: Spartan314Quote: --- Original message by: Super Alex It was an accident, relax. Here's an idea. Instead of apologizing, remove your images that are plastered over Jesse's thread. Done. Sorry for posting images were they don't belong. My internet was horrible that night and was lagging so I could not remove images. The next night I posted that I was sorry. then I forgot to remove images. Spartan reminded me to remove them just today. I'm sorry for the inconvenience I caused and I publicly apologize to Jesse. He is a splendid map maker and that last thing I wanted to do was cause malicious harm. Edited by Super Alex on Sep 6, 2016 at 03:10 PMEdited by Super Alex on Sep 6, 2016 at 03:10 PM It's alright, I'm not mad. I have people to do that for me 
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 7, 2016 01:11 AM
Msg. 300 of 367
Quote: --- Original message by: Super Alex -snip- Thank you for having some integrity. I appreciate it. :)
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Sep 7, 2016 04:10 PM
Msg. 301 of 367
No idea if you know about that, but you should use filterforge for your textures, there are lots of bitmaps with bump AO and specular for free, and it's pretty good, I used it for bigass bases and a few things. And you could try to do like mootjuh suggested, using a blended shader to give more variations to the texture, like the ground maps. This way you could use one detail map for parts that are more worn off or were shot and use the rest somewhere else, + details for color etc on the main map. Rip bigass bases to know more (Hey, flagging my stuffz again !) https://www.filterforge.com/filters/category47-page1.html Edited by bourrin33 on Sep 7, 2016 at 04:57 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 7, 2016 07:01 PM
Msg. 302 of 367
Quote: --- Original message by: bourrin33No idea if you know about that, but you should use filterforge for your textures, there are lots of bitmaps with bump AO and specular for free, and it's pretty good, I used it for bigass bases and a few things. And you could try to do like mootjuh suggested, using a blended shader to give more variations to the texture, like the ground maps. This way you could use one detail map for parts that are more worn off or were shot and use the rest somewhere else, + details for color etc on the main map. Rip bigass bases to know more (Hey, flagging my stuffz again !) https://www.filterforge.com/filters/category47-page1.html Edited by bourrin33 on Sep 7, 2016 at 04:57 PM I checked it out and the site seems to have a lot of cool stuff. I'll be sure to use it for the more misc textures that I need. The main benefit of ripping textures from GTA V is that they're generally designed to work with each other, particularly the sidewalk and street bitmaps which flow into each other well. I'll be sure to use proper shader blending once the time comes. I haven't done it yet because the buildings are still moved from time to time, so i'll finalize any textures and groundmaps toward the end once the BSP is nearly finished, otherwise I'd be making changes to the textures every time I changed the model. If anyone is curious, the doorways are standardized to 44 units wide, 88 units high, and 4 units thick. Double-doorways are the same, but 88 units wide. The buildings are on increments of 50 units (so they go from 100, 150, 200,, ect) This is done so I can repeatedly use the same scenery object instead of making a variant for each building.
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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 8, 2016 06:19 AM
Msg. 303 of 367
@Jesse: [https://mega.nz/#F!McEHEK7R]BF4 Desert Eagle .50AE BF4 1911 .45The multipurpose channels are as follows. (I think) Red = Some form of spec or gloss that uses an inengine blend mode??? Green = Gloss Blue = Ambient Occlusion
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Sep 8, 2016 02:57 PM
Msg. 304 of 367
Quote: --- Original message by: Jesse Kirby and I have a list of stuff we want to achieve with this map: This basically sounds like magic, and if you can pull it off I will be super excite. Needs an SKS, though.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 8, 2016 07:19 PM
Msg. 305 of 367
Quote: --- Original message by: Echo77Quote: --- Original message by: Jesse Kirby and I have a list of stuff we want to achieve with this map: This basically sounds like magic, and if you can pull it off I will be super excite. Needs an SKS, though. As long as Kirby isn't kill, it should happen. If he were to disappear though, I'd have no choice but to either turn this into a firefight map, or a large MP map (how it will balance is anyone's guess). Also, if anyone is curious, I've been working on this for over two years now. I stopped for a long while here and there, but I've been fairly consistent lately. Once I finish the BSP and such, Kirby can take over (he can't do too much beforehand since too much will change and he'd have to move spawns, firing positions, ect.) Also, can someone/anyone/everyone post what they know are limits in the game? How many scenery objects can be used? How many AI? Do the device machine objects count toward the scenery object total? How wide/long/high can the BSP be before rendering issues occur? (3dsmax units) How much texture data? How many triangles for scenery? And yes, we'll at least be using OS, and likely more programs. Edited by Jesse on Sep 8, 2016 at 07:24 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: Sep 9, 2016 05:12 AM
Msg. 306 of 367
Quote: --- Original message by: Super Flanker@Jesse: [https://mega.nz/#F!McEHEK7R]BF4 Desert Eagle .50AE</a> BF4 1911 .45The multipurpose channels are as follows. (I think) Red = Some form of spec or gloss that uses an inengine blend mode??? Green = Gloss Blue = Ambient Occlusion Gr8 links skills jerk off. https://mega.nz/#F!IUMkjC5L https://mega.nz/#F!McEHEK7R
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Sep 9, 2016 06:55 AM
Msg. 307 of 367
It seems like the limit of all objects is 796. I might be wrong though, but through scripting I was unable to spawn more objects than that. This includes any type of object, it doesn't matter if it's scenery, biped or projectile.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 16, 2016 12:32 AM
Msg. 308 of 367
Quote: --- Original message by: altis94 It seems like the limit of all objects is 796. I might be wrong though, but through scripting I was unable to spawn more objects than that. This includes any type of object, it doesn't matter if it's scenery, biped or projectile. I wonder if that includes your character, and the equipped weapon(s). That number should be good enough anyway. I'm going to do some testing soon to check any rendering limits for scenery. I'll probably create some 10k poly cubes and place them all around the map in a sequential pattern and see how many cubes can be spawned before glitches occur. That said, I tried the GTA V car model I ripped (and you tagged) and that's about 12k polies, and I was able to spawn about 20 of them as vehicles with no problems at all.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 7, 2016 03:12 AM
Msg. 309 of 367
bumpity dump
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 7, 2016 03:15 AM
Msg. 310 of 367
It only took a few months, but I managed to get the parking lot in-game. I still have to add more details. I *was* going to make it 4 stories, but eh.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Nov 7, 2016 03:38 AM
Msg. 311 of 367
Damn this looks cool 3 stories looks just enough tbh
Do the shadows leak through the floors from vehicles above?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 7, 2016 04:29 AM
Msg. 312 of 367
Quote: --- Original message by: Spartan314 Damn this looks cool 3 stories looks just enough tbh
Do the shadows leak through the floors from vehicles above? Shadows seem to leak through, I'll see if there's anything that can be done about that. 
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 7, 2016 06:04 AM
Msg. 313 of 367
Are those GTA vehicles? Because if so they look mighty fine.
Awesome work as usual!
Btw is it just me or are some of the original posts pics not showing up? Edited by Super Flanker on Nov 7, 2016 at 06:05 AM
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Nickster5000
Joined: Dec 11, 2010
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Posted: Nov 16, 2016 02:08 PM
Msg. 314 of 367
I have a lamborghini reventon, lp640, dodge charger 1969, another BA desert buggy car, and a porsche 911 if you want them for your map Jesse. let me know if youre interested.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Nov 16, 2016 06:30 PM
Msg. 315 of 367
Quote: --- Original message by: Super Flanker Are those GTA vehicles? Because if so they look mighty fine.
Yes, they are GTA IV cars.
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