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SuperSunny
December 19th, 2007, 09:23 PM
So I got an 8500gt for 50 bucks. I can finally work on things again.

This has very little geometrical change, it's more of changing shaders and placements of objects. I'm upping my entire development system and style. My old modeling style makes it difficult for me to add anything to Valkryie, but I'll do what I can as to not restart this, because I love the way it looks. I think Halo Devs will appreciate the strength of the shaders and the lighting added to this now. It plays very well, and has 2 portals. That's it. 50+ can be added to this map.

Once I fix up problems I'll post the beta.
BETA (http://hce.halomaps.org/index.cfm?pg=3&fid=3429)

December 18th-19th

http://i5.tinypic.com/8b8uavl.jpg
http://i13.tinypic.com/81740gw.jpg
http://i16.tinypic.com/6l91j6c.jpg
http://i15.tinypic.com/85olnpz.jpg
http://i5.tinypic.com/6jx4fmu.jpg

Emitting Dynamic Light from standard Specular Light Sources
http://i16.tinypic.com/6ufzpqe.jpg

Coronas and Flares Extended Like the Sun (NEED to be tweaked) from Specular Light Sources
http://i3.tinypic.com/6upv3wn.jpg

Dynamic Lighting at every source Thursday, Dec 20th

http://i10.tinypic.com/6ytxylf.jpg

http://i7.tinypic.com/6k75j6a.jpg

http://i10.tinypic.com/86s0ple.jpg

http://i2.tinypic.com/6o2h7id.jpg

http://i14.tinypic.com/7wykz10.jpg

http://i17.tinypic.com/6k6wi2q.jpg

December 21st

http://i2.tinypic.com/86pjuhd.jpg

http://i8.tinypic.com/8eqyge8.jpg

http://i12.tinypic.com/8a3q4jb.jpg

http://www.youtube.com/watch?v=RomAO-M59Tg

Jan 1st 2008

http://i18.tinypic.com/8ayk01i.jpg
http://i18.tinypic.com/82ijzx3.jpg
http://i15.tinypic.com/71zjjvb.jpg
http://i19.tinypic.com/7xl4sy9.jpg
http://i17.tinypic.com/6q9pwna.jpghttp://i19.tinypic.com/6kfz1gk.jpghttp://i4.tinypic.com/72hmg0p.jpg
http://i11.tinypic.com/6yb8uox.jpg
http://i11.tinypic.com/7w8yjxx.jpg

http://www.youtube.com/watch?v=oRGjRMp7x84

LlamaMaster
December 19th, 2007, 09:26 PM
I always love how you make everything shiny. :)

SuperSunny
December 19th, 2007, 09:29 PM
I always love how you make everything shiny. :)

To make up for the fact that Halo 1 can't do light-map based bump-mapping. It has that option but it doesn't work sadly :(

Speaking of which, I have been gone for a while. Was a tool ever released for 3ds - to - Halo Lightmap Baking? (I think Jahrain was working on the Halo 1 version?)

Syuusuke
December 19th, 2007, 09:54 PM
You know, I still have the H2V version of Valkryie... =)

SuperSunny
December 19th, 2007, 10:07 PM
You know, I still have the H2V version of Valkryie... =)

The one that died eh :P It's too hard to work on it!

Sel
December 19th, 2007, 10:15 PM
I luv you.

Shiny makes me happy.

n00b1n8R
December 19th, 2007, 10:59 PM
Bow chicka bow wow :awesome:

t3h m00kz
December 19th, 2007, 11:58 PM
Holy fuck, it's amazing what you can do with the engine 0_o +rep :D

SuperSunny
December 20th, 2007, 12:05 AM
:D

Some more screenies on the top. I'm going to add in more light amounts of dynamic lighting for increased bumpage.

Botolf
December 20th, 2007, 02:33 AM
:awesome:

Shiiiiiiiiiiiiiiiiiiiiiiineh

Terror(NO)More
December 20th, 2007, 05:52 AM
Where is the DBZ map you worked on a while back I wish you would release it its very nice ^^ SHINEY

SuperSunny
December 20th, 2007, 06:49 AM
More Updates on the First Page

Terror(NO)More
December 20th, 2007, 06:52 AM
Nice Nice keep going at it.

SuperSunny
December 20th, 2007, 06:25 PM
Even more updates on the first page.

I'm embedding dynamic lighting into every light source, with each dynamic light sized, colored, and suited for that specific region only. For now, there is a universal dynamic light placed in all the light sources to test how the chief works with it. Some bugs, but it looks brilliant and runs decent! (I have to add portalling!)

http://i7.tinypic.com/6k75j6a.jpg

Disaster
December 20th, 2007, 06:32 PM
looks pretty good but the real question is does it lag like Crowpaths map?

Sel
December 20th, 2007, 06:37 PM
Say, why is your AR so far forward O_o

SuperSunny
December 20th, 2007, 06:40 PM
looks pretty good but the real question is does it lag like Crowpaths map?

Yes, and no.

Yes if your PC and Video Card can't handle this well. My 9600xt could handle this (during my old testing days) with very minimum FPS loss. My 8500gt can work it fine.

It has significantly less dynamic lighting then Church. Although I can't really achieve that graphical look Church has, I'm not aiming to. I'm aiming to combine all the best that Halo can pump out into a map in terms of graphics, and hopefully, eventually in terms of game play.

My AR is very forward because this map has a FOV ranging from 90-100. Right now it's on 90. Widescreen works thanks to Yelo, and I wish the game had that built it. It looks so much better wide.

The release of beta 1 I believe had an FOV built-in at 100. Anyone who played it automatically had it set to 100 without any tools. I prefer a longer FOV because you can see much more in the game. It doesn't feel that close up in your face, and overall looks so much clearer/nicer. The default FOV gives it a bland look in terms of depth.

TPE
December 20th, 2007, 06:51 PM
A 90 FOV I think is standard with most PC games. 70 For console (or halo ports D: ).

I remember criticizing it for not having that much open space in it. To the point where you would be nade spammed to death. I played it on H2V and it was a really fun map. I don't think I ever got around to playing it on HCE. The reflection on the textures looks so :awesome:.

SuperSunny
December 20th, 2007, 06:53 PM
A 90 FOV I think is standard with most PC games. 70 For console (or halo ports D: ).

I remember criticizing it for not having that much open space in it. To the point where you would be nade spammed to death. I played it on H2V and it was a really fun map. I don't think I ever got around to playing it on HCE. The reflection on the textures looks so :awesome:.

Yep, it was really small. In some ways it still is, it has been slightly expanded than before, though (idk if you can tell by the screenies). Room seems to be optimum now.
The CE version is MUCH better than the H2V version :D If that was fun I hope to hell this is even better haha!

{SYS}sarge
December 22nd, 2007, 04:58 PM
Say, why is your AR so far forward O_o
i think he used the program third person and FOV for halo by Dave(Racer_S) and Shaun(bitterbanana)

t3h m00kz
December 22nd, 2007, 07:13 PM
Requesting sauce of the music in the youtube video ;o

Also, very nice improvements since the first release >D

SuperSunny
December 22nd, 2007, 07:36 PM
Look up Boards of Canada

t3h m00kz
December 22nd, 2007, 08:15 PM
Oh, sweet, I've heard of them >D Really mellow electroinca from what I understand..

Thanks ;)

SuperSunny
December 26th, 2007, 10:55 PM
Here is Beta 2. http://upload50.com/get/Valkryie_Beta2.zip
(http://upload50.com/get/Valkryie_Beta2.zip)

Author: Sunny Sharma (SuperSunny, Sunny)
E-Mail: SunnySharma@gmail.com

---------------

This is beta 2 of Valkryie. No geometrical changes, but MANY shader and lighting changes. The next beta, probably in the next month, will incorperate numerous geometrical changes, UV fixes, and bug fixes.

---------------

Bugs:

UV Errors
Real-Time Mirrors Reflect Lower Floor on Top Floor
Dynamic Lighting Errors
No Zooming on Pistol

---------------

Credits:

Backpack Weapons - CtrlAltDestroy / [ZMT] L33T
Lower Floor - Bungie
Music - Boards of Canada - Dayvan Cowboy
Everything Else - MeThis is best played on a widescreen resolution (Yelo plugin), but looks fine on standard.

http://i4.tinypic.com/6pzqvlw.jpg

http://i7.tinypic.com/71ph5oy.jpg

ExAm
December 27th, 2007, 01:25 AM
Best lighted map ever. Downloading now.

TPE
December 27th, 2007, 01:30 AM
Jesus christ. Could you pick a site with more adds. It seriously crashed firefux.

Also its a 7z file. No idea if its supposed to wipe my ass or be a map. Downloading anyway. Too awesome not to.

SuperSunny
December 27th, 2007, 01:37 AM
Jesus christ. Could you pick a site with more adds. It seriously crashed firefux.

Also its a 7z file. No idea if its supposed to wipe my ass or be a map. Downloading anyway. Too awesome not to.

Sorry :P Temporary upload, I'll find a better place if you wish. FileFront?

7z is strong compression. WinRar opens it fine, so does 7zip. Common applications.

TPE
December 27th, 2007, 02:06 AM
I though winace extracted 7z, but it doesn't :v

File front is fine.

Sever
December 27th, 2007, 02:11 AM
While looking around this visually stunning map, I stumbled upon an overshield... imagine that! Nicely played, SS, nicely played.

ExAm
December 27th, 2007, 02:18 AM
Jesus christ. Could you pick a site with more adds. It seriously crashed firefux.

Also its a 7z file. No idea if its supposed to wipe my ass or be a map. Downloading anyway. Too awesome not to.Open it with 7Zip, google it.

SuperSunny
December 31st, 2007, 02:32 AM
I've begun geometrical changes to the map, a lot is coming. I also just portaled the map with some basic exact portals, and the FPS shot WAY up.

This here is not part of the level, but I'm experimenting with higher resolution cube-maps, bump-maps, and better dynamic lighting. This part here, with the gun shooting and everything rendering, gets around 100 FPS on my system. As long as everything is portaled, as is being added in Valkryie which is already graphically intensive, FPS should not be an issue.

http://i17.tinypic.com/82sfmeq.jpg

There has not been a tutorial on cube-maps yet, so I think I'll make one. It's pretty easy, and requires 3ds Max with a special script, or just Sapien if you're daring and want to stitch your own cube seams from the 6 shots.

TPE
December 31st, 2007, 03:56 AM
I would love to see some better texture tutorials around. There is not really much.

SuperSunny
January 1st, 2008, 08:15 AM
http://i5.tinypic.com/71ozih1.jpg

Second Floor replacement

DaneO'Roo
January 1st, 2008, 08:20 AM
Fucking WOW.

Love De Lux
January 1st, 2008, 11:08 AM
Awesome :D

SuperSunny
January 1st, 2008, 11:12 AM
http://i18.tinypic.com/8ayk01i.jpg

FPS is actually becoming an issue. This really needs to be portaled, but it renders well for an old game!.

The ground shader contains a 1024x1024 bump-map and a 128x128 square sized cubemap. Dynamic lighting is everywhere. I really need to fix the UV's on this they are terrible.

http://i14.tinypic.com/8eg0rd4.jpg

The way the ground shader is set up, when you walk it actually shimmers in set distances.

Botolf
January 1st, 2008, 11:40 AM
:awesome:

In some places, it kind of reminds me of that Bunker level in Goldeneye.

Syuusuke
January 1st, 2008, 12:22 PM
Bring in the shotguns.

SuperSunny
January 1st, 2008, 12:38 PM
http://i11.tinypic.com/6lwtl47.jpg
http://i14.tinypic.com/6lk9n47.jpg
http://i19.tinypic.com/7xl4sy9.jpg
http://i11.tinypic.com/8evh6kp.jpg

Restored the shadows as well. No idea how, but they work again.
http://i10.tinypic.com/89l26p2.jpg
Fixed the reflective mirror glitch, where it shows a lower floor.
http://i6.tinypic.com/6xjt21h.jpg

Syuusuke
January 1st, 2008, 01:53 PM
Good Lord...

How come using -vidmode on my CE does not work (tried to use 1152,720,75 <--that is not entirely a weird widescreen resolution but I used an even weirder one before, based on the 16:9 ratio and that worked...awhile ago...something with 800x640 I think)

SuperSunny
January 1st, 2008, 01:56 PM
Good Lord...

How come using -vidmode on my CE does not work (tried to use 1152,720,75 <--that is not entirely a weird widescreen resolution but I used an even weirder one before, based on the 16:9 ratio and that worked...awhile ago...something with 800x640 I think)

Does the resolution appear, or do you mean how my game doesn't distort in widescreen? Yelo fixes that.

Syuusuke
January 1st, 2008, 02:07 PM
The resolution doesn't appear.

But I changed it to 1024x576 and it worked =(

LlamaMaster
January 1st, 2008, 04:16 PM
http://i14.tinypic.com/8eg0rd4.jpg

Those are some awesome bumps you got there. That looks absolutely amazing for halo. Props to you! :D

n00b1n8R
January 1st, 2008, 08:34 PM
http://i19.tinypic.com/7xl4sy9.jpg

he looks.. different.. in a very good way btw.

also :o @ everything.

ExAm
January 2nd, 2008, 04:28 AM
Wow. Fucking wow. That, Sunny, is absolutely amazing.

Timo
January 2nd, 2008, 04:36 AM
Good Lord...

How come using -vidmode on my CE does not work (tried to use 1152,720,75 <--that is not entirely a weird widescreen resolution but I used an even weirder one before, based on the 16:9 ratio and that worked...awhile ago...something with 800x640 I think)
If 1152 is the width of your screen and you're wanting to run in -window it won't work. Take one or two pixels off it and you should be sweet. :-)

SuperSunny
January 2nd, 2008, 07:06 PM
Improvement in the rendering of the dynamic lights

http://i15.tinypic.com/71zjjvb.jpg
http://i18.tinypic.com/82ijzx3.jpg

DaneO'Roo
January 2nd, 2008, 10:40 PM
O i c wut u did thar :o

SuperSunny
January 3rd, 2008, 03:46 PM
O i c wut u did thar :o

Explain what I did :P

http://i17.tinypic.com/6q9pwna.jpg
http://i15.tinypic.com/72tr3nl.jpg
http://i19.tinypic.com/6kfz1gk.jpg
http://i4.tinypic.com/72hmg0p.jpg
http://i4.tinypic.com/6ltliix.jpg
http://i18.tinypic.com/6opb0uq.jpghttp://i11.tinypic.com/6yb8uox.jpg

LlamaMaster
January 3rd, 2008, 03:50 PM
OMG. ***creams***

Patrickssj6
January 3rd, 2008, 03:56 PM
Last pic is :awesome:

SuperSunny
January 3rd, 2008, 03:57 PM
Last pic is :awesome:

Runs smoother than Church too!

Sever
January 3rd, 2008, 07:02 PM
I love what you are doing with all of this, but I do hope that you are putting at least some time into your map layout, as to promote your map as more than a graphic wonder. A great example of a map that failed at this was Church - It looked quite amazing at some areas (nowhere near what you have done, though), but the level design was (in my opinion) terrible. I do hope that you are giving proper attention to this important aspect of your map. Just looking at your latest pictures, everything looks flat. Even if the hallways are on different levels, there is no direct interaction between the different playing areas. I would suggest looking at the layouts of some of the stock maps (H1, H2 & H3), and more specifically, how each region relates to all of the others, to get a better feel for level design (it has helped me greatly). I'm not trying to put you down at all, I'm just trying to help you with your mission to 'revive it'. If you need any help with layout suggestions, feel free to contact me.

SuperSunny
January 3rd, 2008, 07:06 PM
I love what you are doing with all of this, but I do hope that you are putting at least some time into your map layout, as to promote your map as more than a graphic wonder. A great example of a map that failed at this was Church - It looked quite amazing at some areas (nowhere near what you have done, though), but the level design was (in my opinion) terrible. I do hope that you are giving proper attention to this important aspect of your map. Just looking at your latest pictures, everything looks flat. Even if the hallways are on different levels, there is no direct interaction between the different playing areas. I would suggest looking at the layouts of some of the stock maps (H1, H2 & H3), and more specifically, how each region relates to all of the others, to get a better feel for level design (it has helped me greatly). I'm not trying to put you down at all, I'm just trying to help you with your mission to 'revive it'. If you need any help with layout suggestions, feel free to contact me.

Thanks! I'm trying my best to add in layout at this point, as I've gotten everything else down that needs to be done graphically. The rest is to make the map balanced, fair, and structured.

I'll let ya know if I need any help on the layout soon

Patrickssj6
January 3rd, 2008, 07:06 PM
Can you get HD shot of that? 1280x960 would be fine but if you could take higher res in the first place that would be even better. :awesome:

SuperSunny
January 3rd, 2008, 07:23 PM
1280x960

http://i6.tinypic.com/7xnhhy0.jpg

http://i12.tinypic.com/832wufr.jpg

http://i17.tinypic.com/6l31uf8.jpg

Patrickssj6
January 3rd, 2008, 08:18 PM
<33333

+rep :awesome:

This doesn't get any better:
http://img295.imageshack.us/img295/2549/wallpaperfq0.png

n00b1n8R
January 3rd, 2008, 08:53 PM
any chance of a 1440 x 900 on that first one? (the one in patrick's post)?

otherwise I'll just stretch it the 1280x960 :p

Patrickssj6
January 3rd, 2008, 08:56 PM
Just center it and make some cinematic_enable-style-bars at the top and bottom :awesome:

Also, me has more reps than you. Mouha.

Botolf
January 3rd, 2008, 08:57 PM
The hallway screenshot is very pretty, even stretched to 1440x900 :p

DrunkenSamus
January 3rd, 2008, 09:02 PM
...Wow, I hate my Nvidia Geforce MX 4000.

Patrickssj6
January 3rd, 2008, 09:08 PM
...Wow, I hate my Nvidia Geforce MX 4000.
I have a BFG GeForce 7600 GT SE lying right next to me...I don't use it anymore. Life's unfair, isn't it? :)

Terror(NO)More
January 4th, 2008, 01:34 AM
Sunny you know Ive seen you more as a texture maker and a, shader maker... Whatever you call it lol.... But you could have a gimmic for modelign I mean your great at it as it is even if it may be some basic other not. But if you worked you would be a great modeler.

TPE
January 4th, 2008, 01:44 AM
:smithicide:

The map is great. Maybe spend 5 minutes downloading it you would under stand that.

n00b1n8R
January 4th, 2008, 05:46 AM
haha 5 min downloads.

fuck Australia :smith:

also, you planning on doing something to the window so you can't see inside the lower level for the next version?

SuperSunny
January 4th, 2008, 05:49 AM
haha 5 min downloads.

fuck Australia :smith:

also, you planning on doing something to the window so you can't see inside the lower level for the next version?

The window is gone, the area has been replaced

DaneO'Roo
January 4th, 2008, 06:21 AM
Would your cool effects work on an outdoors map? I'd like to show the bumps on the cliffs and what not without having to be up close with the flashlight.

SuperSunny
January 4th, 2008, 06:34 AM
Would your cool effects work on an outdoors map? I'd like to show the bumps on the cliffs and what not without having to be up close with the flashlight.

Yes, dynamic lighting can work on an outdoor map. It depends on the lightmap as well. It can't be completely bright, but dim enough that the dynamic light can do justice. In fact, one of the additions of this map is a cliff area that isn't inside, and showcases dynamic lighting with normal bumps sculpted and baked with mudbox.

Bad Waffle
January 5th, 2008, 03:23 AM
Ahh mudbox. Wonderful tool. Sunny, me and you should do a map with dano.

DaneO'Roo
January 5th, 2008, 11:18 AM
Or Sunny could help light the current map I'm working on ;D

Also what Wave O said :P

LlamaMaster
January 5th, 2008, 11:46 AM
Zbrush > Mudbox

Sorry, I had to say it. I've been using Zbrush lately, and it's one of the most amazing programs I've ever seen. I haven't used Mudbox, but from the pics/videos I've seen of it, Zbrush is clearly the winner. Of course, this could just be another pointless maya > max debate. (coughmaxftwcough)[/pointless off topic rant]

SuperSunny
January 5th, 2008, 11:51 AM
Zbrush > Mudbox

Sorry, I had to say it. I've been using Zbrush lately, and it's one of the most amazing programs I've ever seen. I haven't used Mudbox, but from the pics/videos I've seen of it, Zbrush is clearly the winner. Of course, this could just be another pointless maya > max debate. (coughmaxftwcough)[/pointless off topic rant]

It's more of the interface. Mudbox works similar to 3ds Max, and is quick/easy to learn. ZBrush has many more features, but has a little harder learning curve.

demonmaster3k
January 5th, 2008, 12:44 PM
zbrush3 isn't that hard to learn but it is confusing at first .
key distinctions:
UI's different (NO DUH)
you don't rotate the camera, you rotate the object
more powerful tools
how the hell do you zoom in?

if you have zbrush 3 make sure you get the 3.1 update

SuperSunny
January 5th, 2008, 02:38 PM
http://www.youtube.com/watch?v=oRGjRMp7x84

A little video of some changes.

LlamaMaster
January 5th, 2008, 02:47 PM
zbrush3 isn't that hard to learn but it is confusing at first .
key distinctions:
UI's different (NO DUH)
you don't rotate the camera, you rotate the object
more powerful tools
how the hell do you zoom in?

if you have zbrush 3 make sure you get the 3.1 update
Yah, the controls are VERY awkward at first. For instance, to zoom you have to first hold down alt and click, then while clicking unpress alt, then while still clicking move the mouse up and down. It's so utterly different then max, but easy once you get the hang of it. Watching a DVD of it helps enormously.

@ sunny: Hot.

n00b1n8R
January 5th, 2008, 08:10 PM
http://www.youtube.com/watch?v=oRGjRMp7x84

A little video of some changes.
use patrick's flythrough app tbh. it's the shit.

also :O!
one thing that's always confuzzled me is those holes in the rock. shouldn't there be a tiney tunnel there instead of suddenly being sky as though the outer rock folds back at a really tight angle from the holes?

Botolf
January 6th, 2008, 01:56 AM
Wholesome helping of hotness!

The level's looking like it's really starting to flesh out, gameplay wise :)

Gwunty
January 6th, 2008, 04:09 PM
A nother reason to suicide my gfx card and get a new one

DrunkenSamus
January 6th, 2008, 05:12 PM
A nother reason to suicide my gfx card and get a new one

What's stopping you? Are you going to miss the horrible graphics that plagued your games?

Gwunty
January 6th, 2008, 06:39 PM
money is :\

SuperSunny
January 6th, 2008, 08:54 PM
If you have around 50 bucks, an 8500gt can run many games fine.