Disaster has contributed to 1381 posts out of 465278 total posts
(.30%) in 5,513 days (.25 posts per day).
20 Most recent posts:
That's a great start. Just keep on trucking man.
Look at references for the type of environment you wish to build. I can not stress this enough. Grab 10-15 pictures of the biome you are building and emulate them for you map. Try to envision the world in your mind and how it was shaped. Was it a river slowly carving out a canyon or coastal erosion?
Just remember, you can build anything you wish. Forget the guidelines for how it must be built and just build it. You can have intersecting geometry, glaring holes in geometry. Just get the shapes man. Once you have the shapes and the mood, then you can build proper topology. Be sure to look at modeling videos so you can learn the tools you have at your disposal to build shapes. There is no 'proper' way to model any geometry; quicker, maybe, but that doesn't matter.
Take a look at this: http://www.polycount.com/forum/showthread.php?t=74720
Notice how the environment was built? Very blocky representation and first and he slowly refines it. Take those same principles and build you environment. Edited by Disaster on Feb 27, 2013 at 01:22 AM Edited by Disaster on Feb 27, 2013 at 01:23 AM
The advice I can offer you is to break the entire map down into tiny sections. Build the map section by section. You just have to realize that complex geometry is formed by very basic shapes assembled in unique ways.
When building the sections, ignore Halo's geometry rules. Just get shapes down that mimic what you see in nature. Once you have that, you can address all of the errors and develop a working mesh.
Quote: --- Original message by: HiguyQuote: --- Original message by: Ki11erFTWAnyway, trying to get rid of all the crap posts. http://img14.imageshack.us/img14/5406/rebirthbeta.jpgOne of the bsp's I'm working on now. VERY large in scale. I'm gonna start tightening things up once I can makesure all the game play works. Again, structures are placeholders, trying to save time so I can only model what HAS to be modeled. Edited by Ki11erFTW on Feb 23, 2013 at 06:04 AM Well, it looks cool. How do you know if it will play well though? Have you done any play testing on rough iterations.. or?
That is the rough.
I've never made an attempt to but would it not be easier to create the alpha planes for the grass as non-colliding planes in the BSP or as large patches of scenery?
Quote: --- Original message by: Maniac1000
You are welcome. There are numerous ways to do this from the basic that i showed to realtime shaders in max. Edited by Maniac1000 on Dec 20, 2012 at 11:02 PM Realtime shaders are probably the easiest because you can have live feedback.
If you look at the Mk-23 I posted above, I used a reflection mask in the alpha of the diffuse to reflect a cubemap on the slide of the gun. Edited by Disaster on Dec 21, 2012 at 12:26 AM
Think it is done.
HK MK23 I started working on a long time ago but never took the time to finish until now.
 Need to tone down the grime on the grip but I think its getting there.
The mesh is sitting at about 3600 triangles. Edited by Disaster on Dec 19, 2012 at 03:43 AM
Quote: --- Original message by: Jesse Yes, I just leaked a great deal of information. /sarcasm
It would be cool if Zteam were able to complete their associated project, The Pit. Last I remember, it wasn't finished because of a lame untextured pelican but whatever. If it really wasn't finished because of an untextured pelican, hell, I'll finish it.
I think they shutdown the Microsoft Flight Simulator X servers.
Quote: --- Original message by: sshers1Quote: --- Original message by: Invader Veex No. He is not. He's Australian. People can sometimes be mistakenly, or intentionally, told to be the creator of something when it's really somebody else's work. (I experienced it in the past in the HaloPC modding community before it died and EVERYONE thought this popular item was made by someone else rather than me) Mmm is dano still around? Yeah he still is. He keeps a low profile though. Last I know is he was helping with some textures and assets for SPV3.
Quote: --- Original message by: sshers1 grass texture
http://i707.photobucket.com/albums/ww79/sshers1/Untitled-19.png
Isn't that Dano's texture from a long while back?
This is shaping up very nicely. Great work so far guys.
Some real time shaders allow you to use a bitmap as a light-map in 3ds.
The one by Laurens Corijn is particularly useful.
http://www.laurenscorijn.com/viewportshader
Quote: --- Original message by: Maniac1000
Someone started making this, it was someone from h3m, h3t or h3mt or someone who is not here anymore from around 2007, was it maybe Joshflighter?
Edited by Maniac1000 on Nov 16, 2012 at 11:45 PM It was Josh but I think he stopped working on it. Didn't get very far If I recall correctly.
I haven't used Gmax in a few years but the way I did it way back when was use chimp to export and then compile with tool. Then use a .gbx model importer to open up the mesh in 3ds.
Quit belittling each other guys. Do something productive rather than bicker.
Quote: --- Original message by: HiguyQuote: --- Original message by: master noobQuote: --- Original message by: The Lodeman You're not on the A-team because you can't offer them anything of value, let's keep it real man. you honestly cannot say that comment was not hateful It's not pure hate, its the harsh truth. It may or may not be the truth but it was stated in a hateful manner. It's a hateful gut punch at Masterz that is in no way justified. Why can't we all just get along and appreciate the fact that someone is actually attempting to breathe new life into a dated game? Edited by Disaster on Nov 10, 2012 at 09:04 PM
Jesus christ Lodex, chill out man. Whats with all the hate?
Man, I was a moron 5 years ago.
For the record, if you are a student, Autodesk offers free software for the period of your schooling.
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