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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »So whose still making maps

Author Topic: So whose still making maps (11 messages, Page 1 of 1)
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mapzy18
Joined: Jul 18, 2010

Sup.


Posted: Aug 21, 2015 06:32 AM    Msg. 1 of 11       
Hey I haven't been here in a while, was messing around the other day and installed the old dev environment. I thought id see who is interested on working on some maps?? I am think maybe a campaign mission of sorts. Also I was the lead on the Windfall map for a while, so you can check that out if you'd like to see my work. Anyway Pm me.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Aug 21, 2015 08:07 AM    Msg. 2 of 11       
Quote: --- Original message by: mapzy18
Hey I haven't been here in a while, was messing around the other day and installed the old dev environment. I thought id see who is interested on working on some maps?? I am think maybe a campaign mission of sorts. Also I was the lead on the Windfall map for a while, so you can check that out if you'd like to see my work. Anyway Pm me.


Sup bro, I can model bsps, make scenery objects and port stuff from Halo Reach and Halo 4// I'm the guy who translated all tutorials to Spanish back in 2010 and early 2011//I prefer outdoors environments but I can model indoor maps Human, Forerunner and Covenant Themed// You can find some of my work on the forum as well as my Miasma map on the HaloMaps CE database//


mapzy18
Joined: Jul 18, 2010

Sup.


Posted: Aug 21, 2015 10:05 AM    Msg. 3 of 11       
PRPatxi :
Had a look at your map, its alright. Not sure what I intend to do at the moment but would be cool to put something together in my free time. PM me and I'll find a good IM we can chat on as xfire seems to have died since I used to do this.

Alex21788 :
The AI battles look fun man, I used to do a little scripting back in the day but I have forgot all that. Ever way I could pick that back up, though I guess I have less need of that if you're willing to help there. PM me also and I will try get something sorted out to work on. I was messing around on some parts for a map. If I can find someone who can make real nice custom textures we're on.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Aug 27, 2015 06:45 AM    Msg. 4 of 11       
EDIT wrong thread lol
Edited by rododoonceagain on Aug 27, 2015 at 06:47 AM


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Aug 27, 2015 06:50 AM    Msg. 5 of 11       
Quote: --- Original message by: mapzy18
Hey I haven't been here in a while, was messing around the other day and installed the old dev environment. I thought id see who is interested on working on some maps?? I am think maybe a campaign mission of sorts. Also I was the lead on the Windfall map for a while, so you can check that out if you'd like to see my work. Anyway Pm me.
I would help but I don t make halo maps. or my maps are not based on halo


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Aug 27, 2015 02:06 PM    Msg. 6 of 11       
Quote: --- Original message by: Alex21788
Have you realeased your reach tags to the puplic?


Not yet. But I will do it once I'm sure that my tags are nothing less than perfect; and, believe me, I will. Along with the files I've been working on, of course, so that everybody can toy with them as they please. As for now, I have completed Reach marines with all permutations, some Reach scenery and stuff.

The release I'm working on will have everything worth mentioning I have ever made; now I'm tagging new effects, because the ones made by ZTeam were just plain ugly, and same goes for many used in TSC:E (sorry guys, but truth is truth: I've never liked your effects, except the liquid plasma grenade, which was a 10\10). I have revamped some old particles, generated some others using Reach's method, brutally ripped some others from CEA and generated some of my own from scratch. Release will come when I will have revamped the contrails of space banshee and both in-atmosphere and space seraph, and made some better effect for the supercombine of the needler. The in-atmosphere seraph may take a while, though, because the way its flaming contrail was made in Reach is a pain in the ass to replicate in Halo CE (basically, it is made of two parts: one is always present, while the other part of the contrail, once generated, stand still until it suddenly disappears when the seraph has travelled like 20 meters or so. At high speed it disappears and is generated back a lot of times per second, which generates a flame-like effect nice, though hard to replicate through the functions available in Halo CE).

However, as a proof of my good will to release things, I will gift you all with a revamped, and animating, smoke c generic, in black and white for you to recolor both via tag or via photoshop. This is the most used particle in Halo, present in all plasma weapons, fire emitters and some other stuff. Convert the png to tif, compile it, set the distribution radius to 1/3 of particle radius, rotation rate from -30 to 30 degrees and enjoy your new, high-quality fire.


Edited by rododoonceagain on Aug 27, 2015 at 03:23 PM
Edited by rododoonceagain on Aug 27, 2015 at 06:24 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Aug 27, 2015 03:37 PM    Msg. 7 of 11       
No offence but way too many bitmap blocks.


Overall the sprite is gr8 but should be cut down for practical use.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Aug 27, 2015 04:42 PM    Msg. 8 of 11       
Quote: --- Original message by: SS Flanker
No offence but way too many bitmap blocks.


Overall the sprite is gr8 but should be cut down for practical use.


Feel free to do that whenever you want, I uploaded the tiff and not the tag precisely for this reason: you have the complete set, so feel free to use it as you wish. You can either

1) Compile only one permutation, which, on its own, wouldn't be much heavier than the stock smoke c generic (while still being a lot better)
2) Cut some of the last frames, which are almost empty but I included anyway for the sake of a smoother transition.

I personally use it as it is. It doesn't create performance problems, but I have yet to test it in wide battles. Still, with OS, the engine can handle at least 50 of these particles at once with no problems (tested with Wraith projectiles, which spawn 30 of it each second. Damn it, that flaming fireball is damn sexy, you should try it out)
Edited by rododoonceagain on Aug 27, 2015 at 06:52 PM


lolslayer
Joined: Mar 21, 2015

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


Posted: Aug 28, 2015 04:49 AM    Msg. 9 of 11       
I make maps, but not in halo ce, but still halo maps ;)

But plz, don't expect anything from me, my maps are pretty crap and the poly count is like 2000-3000

But I do make maps though ;)


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Aug 28, 2015 07:12 AM    Msg. 10 of 11       
Quote: --- Original message by: rododoonceagain

Quote: --- Original message by: Alex21788
Have you realeased your reach tags to the puplic?


Not yet. But I will do it once I'm sure that my tags are nothing less than perfect; and, believe me, I will. Along with the files I've been working on, of course, so that everybody can toy with them as they please. As for now, I have completed Reach marines with all permutations, some Reach scenery and stuff.

The release I'm working on will have everything worth mentioning I have ever made; now I'm tagging new effects, because the ones made by ZTeam were just plain ugly, and same goes for many used in TSC:E (sorry guys, but truth is truth: I've never liked your effects, except the liquid plasma grenade, which was a 10\10). I have revamped some old particles, generated some others using Reach's method, brutally ripped some others from CEA and generated some of my own from scratch. Release will come when I will have revamped the contrails of space banshee and both in-atmosphere and space seraph, and made some better effect for the supercombine of the needler. The in-atmosphere seraph may take a while, though, because the way its flaming contrail was made in Reach is a pain in the ass to replicate in Halo CE (basically, it is made of two parts: one is always present, while the other part of the contrail, once generated, stand still until it suddenly disappears when the seraph has travelled like 20 meters or so. At high speed it disappears and is generated back a lot of times per second, which generates a flame-like effect nice, though hard to replicate through the functions available in Halo CE).

However, as a proof of my good will to release things, I will gift you all with a revamped, and animating, smoke c generic, in black and white for you to recolor both via tag or via photoshop. This is the most used particle in Halo, present in all plasma weapons, fire emitters and some other stuff. Convert the png to tif, compile it, set the distribution radius to 1/3 of particle radius, rotation rate from -30 to 30 degrees and enjoy your new, high-quality fire.

https://i.imgur.com/DjyOu3p.png
Edited by rododoonceagain on Aug 27, 2015 at 03:23 PM
Edited by rododoonceagain on Aug 27, 2015 at 06:24 PM


Using it, thank you!


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Aug 28, 2015 07:42 AM    Msg. 11 of 11       
Quote: --- Original message by: SOI_7
Using it, thank you!


I hoped you were lurking around, when I posted that particle. I'm glad I was not disappointed; make good use of it.

 

 
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