View Full Version : YOYO V2 : Why is it taking so long!
yoyorast
December 27th, 2007, 07:52 PM
Hey guys, Despite all my efforts the map won't be release this year.. Some of you seem to be impatient or frustrated, but believe me guys the most frustrated and impatient is me.. and this makes me sleep very bad (when I'm actually sleeping and not spending my nights on the map).
Ok now why isn't the map done yet? What is the trouble? Well there's a lot of answers :
1st I'm testing the builds alone or with Skyline so we use to find new shortcuts like every 2 weeks.. And every time I think the model is done, here is a new shortcut coming from nowhere.. and then I have to remodel or create new stuff from scratch to fix the problems, this is taking time sometimes I have to erase stuff I spent nights on (this hurts)..
Other than the shortcut problems, I spent A LOT of time reworking everything to make the poly number down (cause there was this clipping problem cause of too many polys visible at the same time. And I'm reducing the poly number with any kind of automatic script but by hand polygons by polygons trying to keep the structures with a good design.
So now the model is 100% done, I won't retouch it.. Let's hope we won't find anymore shortcuts in the final beta, I'm crossing my crossing fingers..
2ndly, the guys helping me have not necessarly as much time as me to put in the project. Skyline is the most active, every time I change something in the model he makes a new build + I spend a lot of time making schemes showing the changes or things to do for him and others (one more thing that takes time cause its like spending 2 times the time to do the stuff as I'm not working in sapien myself). Skyline is also taking the time to achieve a performent portaling system (witch is very hard on this map).. CtrlAlt made a wonderfull job with the scripts for the doors and shields' doors but changing or adding things takes time..
3rd I spent a lot of times on UVing strips textures (its a real nightmare) , also is sky on the general textures.. there's still work to do on the cliff texture.
I'm not mentioning every little technical problems we had but we had so many (sound tags, vehicles, textures..) (takes time again)
Now Basically the map is done I'm only waiting for Matooba's ATV and for DANO to finish my custom hog texturing.. then the final beta can begin! so for now, it's not in my hands anymore, I'm only waiting and coordonating things.. if you see these 2 guys you can motivate/boost them please (come on guys!).
You guys say HaloCE is dying, just wait a little more, hang on my friends, I mean it : it's going to reborn!
Yoyorast
FireDragon04
December 27th, 2007, 07:55 PM
No little teaser picture...thats very yoyo...haha
Well it sounds like its going good/ok. So thats good. Looking forward to hearing more about it, especially seeing it. :eek:
Thanks for the info though!
Kalub
December 27th, 2007, 07:59 PM
Sounds like tits, I'm in. :)
LlamaMaster
December 27th, 2007, 08:14 PM
It always take much longer then expected to finish. Keep going at it dude.
n00b1n8R
December 27th, 2007, 09:09 PM
matooba's not dead?
cool.
also fingers crossed :x
Sel
December 27th, 2007, 11:11 PM
Cant waits :D
Andrew_b
December 28th, 2007, 12:17 AM
matooba is alive and on msn atm.
I am looking foreward to this map also.
Jay2645
December 28th, 2007, 05:19 AM
I'll keep my 99% complete (Still needs a little tweaking, the wheels don't want to blur for some reason) on standby in case Matooba dies again.
But looking forward to this, keep it up!
Phobias
December 28th, 2007, 07:13 AM
Sounds good. v1 still confuses the hell out of me, wtf am I going to do with v2 :|
You guys say HaloCE is dying, just wait a little more, hang on my friends, I mean it : it's going to reborn!
Yoyorast
Hope...is a wonderful thing.
Patrickssj6
December 28th, 2007, 07:51 AM
Skyline? :lmao:
"don't reply to this not coming back; done halo; done programming; done life." - Skyline
Sounds promising though. ^^
Reaper Man
December 28th, 2007, 07:54 AM
Awesome news. I hope it's textured more interestingly than the previous one. *Looks at Dane.*
DaneO'Roo
December 28th, 2007, 08:31 AM
Well hate to be a spoilsport but last build i played it had the exact same textures as the first one :X
yoyorast
December 28th, 2007, 02:12 PM
Well hate to be a spoilsport but last build i played it had the exact same textures as the first one :X
It was perfect as it was excpet for one little detail you on the front sides (dane knows what Im talking about).. it's just a matter of readjusting some textures cause I mofified the model slightly since the first build.. keep it up Dane!
SuperSunny
December 28th, 2007, 02:13 PM
If you need me to help with the shaders before a release let me know.
Love De Lux
December 28th, 2007, 02:28 PM
Ah, Yoyo n'est pas mort, qui l'eu cru :p
Nice to see that this project is still living ! :)
yoyorast
December 28th, 2007, 07:08 PM
If you need me to help with the shaders before a release let me know.
Thks man, I'll contact you..
STLRamsFan
December 28th, 2007, 07:38 PM
Hey Yoyo, remember one of the last few betas Ghost had that one invisible wall near the end of the track and it would make you fall down to the water. Haha, good times man. Keep up the good work, we should bring back the old times with one of the last few betas. :)
Limited
December 28th, 2007, 08:15 PM
100% Done? Promise? Heh...Good to hear its not dead, cant wait to play.
Did you have a nice time on holiday in Japan or where ever you went?
Ki11a_FTW
December 28th, 2007, 09:54 PM
damn, im very excited
if theres anything i can do, just be sure to let me know.
Reaper Man
December 28th, 2007, 10:09 PM
Well hate to be a spoilsport but last build i played it had the exact same textures as the first one :X
D: But the roads etc were so plain.
yoyorast
December 29th, 2007, 07:16 PM
100% Done? Promise? Heh...Good to hear its not dead, cant wait to play.
Did you have a nice time on holiday in Japan or where ever you went?
Model is 100% done for sure, as I said, just waiting hog from dano and ATV from Matooba + some UV to fix + test the musics and custom horns once again + make a good radio and its done..
One more thing to fix Skyline found an error that prevent to move stuff in sapien.. Maybe someone here knows this error and can help.. thks guys!
12.22.07 12:58:31 sapien pc 01.00.00.0609 ----------------------------------------------
12.22.07 12:58:31 reference function: _write_to_error_file
12.22.07 12:58:31 reference address: 401b13
12.22.07 12:58:31 Couldn't read map file './sapienbeta.map'
12.22.07 12:58:31 CreateDevice succeeded with refresh rate = 0
12.22.07 12:58:32 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
12.22.07 12:58:32 Increasing sound decompression buffer size to 1048576 bytes
12.22.07 12:58:33 WARNING: 4 clusters in structure_bsp levels\test\yoyov2\yoyov2 have no background sound or sound environment.
12.22.07 12:58:33 local player 0, weapon (0x0), deleted unexpectedly
12.22.07 12:58:56 EAX: 0x00000000
12.22.07 12:58:56 EBX: 0x00000000
12.22.07 12:58:56 ECX: 0x77E04AAE
12.22.07 12:58:56 EDX: 0x01D6F978
12.22.07 12:58:56 EDI: 0x77E909B8
12.22.07 12:58:56 ESI: 0x77E04994
12.22.07 12:58:56 EBP: 0x0012EB28
12.22.07 12:58:56 ESP: 0x0012EAB8
12.22.07 12:58:56 EIP: 0x002511DB, D9 00 83 EC ?????
12.22.07 12:58:56 00641F64 ?????
12.22.07 12:58:56 10003B21 ?????
12.22.07 12:58:56 EXCEPTION_ACCESS_VIOLATION
Jay2645
December 29th, 2007, 08:08 PM
Model is 100% done for sure, as I said, just waiting hog from dano and ATV from Matooba + some UV to fix + test the musics and custom horns once again + make a good radio and its done..
One more thing to fix Skyline found an error that prevent to move stuff in sapien.. Maybe someone here knows this error and can help.. thks guys!
12.22.07 12:58:31 sapien pc 01.00.00.0609 ----------------------------------------------
12.22.07 12:58:31 reference function: _write_to_error_file
12.22.07 12:58:31 reference address: 401b13
12.22.07 12:58:31 Couldn't read map file './sapienbeta.map'
12.22.07 12:58:31 CreateDevice succeeded with refresh rate = 0
12.22.07 12:58:32 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
12.22.07 12:58:32 Increasing sound decompression buffer size to 1048576 bytes
12.22.07 12:58:33 WARNING: 4 clusters in structure_bsp levels\test\yoyov2\yoyov2 have no background sound or sound environment.
12.22.07 12:58:33 local player 0, weapon (0x0), deleted unexpectedly
12.22.07 12:58:56 EAX: 0x00000000
12.22.07 12:58:56 EBX: 0x00000000
12.22.07 12:58:56 ECX: 0x77E04AAE
12.22.07 12:58:56 EDX: 0x01D6F978
12.22.07 12:58:56 EDI: 0x77E909B8
12.22.07 12:58:56 ESI: 0x77E04994
12.22.07 12:58:56 EBP: 0x0012EB28
12.22.07 12:58:56 ESP: 0x0012EAB8
12.22.07 12:58:56 EIP: 0x002511DB, D9 00 83 EC ?????
12.22.07 12:58:56 00641F64 ?????
12.22.07 12:58:56 10003B21 ?????
12.22.07 12:58:56 EXCEPTION_ACCESS_VIOLATION
That's funny, you only get Exception_access_violation on the campaign maps if you have an outdated HEK+.
Did something get messed up and you had to rip the stuff from the old build? If you did, try the newest version of the HEK+ (http://hce.halomaps.org/index.cfm?fid=2289). Also, double-check and make sure the type in the .scenario is set to Multiplayer.
If neither one of those two work, you may have to try to rip the last working build again using the latest version of HEK+.
StankBacon
December 30th, 2007, 06:40 PM
looks like the files are read-only...
Matooba
January 19th, 2008, 09:42 PM
Working on it yoyorast.
http://www.moddercentral.com/images/mongoose.png
Ki11a_FTW
January 19th, 2008, 10:58 PM
^ noice
STLRamsFan
January 19th, 2008, 11:04 PM
Looking good man.
n00b1n8R
January 19th, 2008, 11:13 PM
hawsome. so is it going to be a 2 seater?
FRain
January 19th, 2008, 11:14 PM
Awesome! I'd love to drive around in that in Yoyorast.
How about we have another Yoyorast competition race?
Con
January 20th, 2008, 01:40 PM
yeah, so I can win again :-3
Corndogman
January 20th, 2008, 01:48 PM
glad to see your still working on it matooba. it looks great.
hows progress on your vehicle tut btw?
TheGhost
January 20th, 2008, 01:52 PM
Yoyo, make sure to toss me one of the final betas so I can get in on it. I put a lot of time into this map ;p
demonmaster3k
January 20th, 2008, 02:01 PM
Working on it yoyorast.
http://www.moddercentral.com/images/mongoose.png
reminds me of my deadgoose! LMAFO (i still have it as unfinished as it is, just lost the patience, and have to redo a lot on it)
good work guyies keep it up
for those of you who didn't understand the reference
http://img167.imageshack.us/img167/901/alittleextraworkpb6.jpg
the rear chassis is a pain, i'm having a hard time with the passenger seat and i sux at wheels
Jay2645
January 20th, 2008, 04:55 PM
Oh, and to clear up a common misconception, I AM still working on the ATV. Matooba's doing the model and skin, and I'm animating it, tagging it, and getting it ingame.
Matooba
January 20th, 2008, 05:41 PM
Jay, Where can i send this to you? PM me ok.
yoyorast
January 20th, 2008, 06:46 PM
Yoyo, make sure to toss me one of the final betas so I can get in on it. I put a lot of time into this map ;p
Don't Worry Ghost, you'll have a place of honnor along with all the guys that gave time and energy on V2.. (in no particular order) : CtrlAltDestroy, Skyline, E3PO, Arteen, D4NO, Baturkin..
And Ye it looks very good Matooba.. Congrats! But remind me, is it skined yet or does it still need to be skined and do you have someone taking care of this afterall?
And D4NO, if you're reading this, I'm still wating for the Hog man ;) thks
Just to let you know guys that Skyline cannot help anymore on the map because of life and school stuff.. I now have E3PO as a partner.. He is Over motivated and things are going very fast.. it's really near the end now.. so please guys in charge of vehicles don't let us wait.. keep it up THks so much.. and THks everybody for your patience.. well for those of you that are still waiting lol ;)
{XF}Lowsy
January 20th, 2008, 07:29 PM
[blows the dust off my CE icon]
Ready and waiting... Keep up the good-n-hard work. It certainly will be appreciated.
Pyong Kawaguchi
January 21st, 2008, 09:40 AM
Hm..
[prepairs to switch to xp] This is looking nice man :) Also, that mongoose model is sweet :)
Sever
January 21st, 2008, 09:58 AM
Yohan, just wondering: Do you have all of the weapon/power-up/player spawns already laid out? I've become quite proficient at determining good spawn locations and have also become very fond of Yoyorast Island (I want it to be as good a map as possible). I'd noticed on your latest population layout (which has probably changed) that there weren't any weapons located to either side of the Active Camouflage window (where the Assault Rifle and Pistol are in v1). I'd also noticed that you didn't have a Plasma Pistol on the map anywhere. While these might be minor issues, a lot of minor issues can build up and bring down the map a good deal. I'm definitely not asking to beta test, nor to be in charge of population, but just having a look and giving some suggestions would be cool. I trust in your judgment, but I also know it is good to have an additional opinion. I hope all goes well with the completion of the project!
yoyorast
January 21st, 2008, 07:12 PM
Yohan, just wondering: Do you have all of the weapon/power-up/player spawns already laid out? I've become quite proficient at determining good spawn locations and have also become very fond of Yoyorast Island (I want it to be as good a map as possible). I'd noticed on your latest population layout (which has probably changed) that there weren't any weapons located to either side of the Active Camouflage window (where the Assault Rifle and Pistol are in v1). I'd also noticed that you didn't have a Plasma Pistol on the map anywhere. While these might be minor issues, a lot of minor issues can build up and bring down the map a good deal. I'm definitely not asking to beta test, nor to be in charge of population, but just having a look and giving some suggestions would be cool. I trust in your judgment, but I also know it is good to have an additional opinion. I hope all goes well with the completion of the project!
Nice to see such a demonstration of interest.. Yes the population as changed a bit since what you saw on yoyorast.com ..Where is this active camouflage window? I can't locate it... Now about the plasam pistol, I always thought this weapon is too weak.. (maybe I don't know how to use it corectly..) ..But Im not against putting one, (maybe a modded one) .. going to think bout it..
and you're completly right bout the minor issues... I want the map to be the closest to the perfection.. I 'll care bout your opinion, I'll contact you in the right time..
Jay2645
January 21st, 2008, 07:46 PM
The Plasma Pistol is a handy weapon to have next to a full-auto weapon such as, say, an Assault Rifle. You bring down the shields with the Plasma Pistol, and then kill them with the Assault Rifle.
Matooba
February 15th, 2008, 08:36 AM
Sgt. Botley Is doing the skinning seeing how mine was quite frightful. He's also doing another poly reduction on it. Rigging and testing should be quick and easy. Ive done so many now, I understand the tags very well. Anyways, just an update on my end. Peace....
Disaster
February 15th, 2008, 08:52 AM
Hey Matooba, I've noticed that you need to increase the diameter of the wheels on the mongoose. Those wheels are really small. The Halo 3 Mongoose wheels are really big compared to yours. Just an idea.
yoyorast
February 15th, 2008, 03:11 PM
Hey Matooba, I've noticed that you need to increase the diameter of the wheels on the mongoose. Those wheels are really small. The Halo 3 Mongoose wheels are really big compared to yours. Just an idea.
Yeh Maybe you're right about the wheels issue.. Anyway , nice to see it's coming along nicely.. keep it up guys!
On my side I've been working hard on my "pinups" these past 20 days.. Let me explain lol..
Since pepole used to get a bit lost in V1 (at least for those descovering the map) and since V2 will be even more "complicated".. I thought it would be a good thing to add some "Meeting Points" , I mean named places like "PANIC ROOM" or "GARAGE" etc... this will prevent for someone to say to his teammates : "hey meet me under the jump" -witch jump ? the one near the hill or the one...?" . They'll be able to use "Meeting points" names...
I'm not sure if everybody will like the style I choose to give to these new "signs" but I really want to put these in.. Yeh Pinups (by the famous Gil Elvgren)... some us navy boats or air force planes in the 50th 60th used to be styled with this kind of pinups... I mean It's WAR and Sexy style.. I like that, hope you guys will like it too.. And this will give a nice little style to the map aswell..
I just finished everything today, now E3PO is going to put add them to the model since he just leaved hospital and is now safe and back on the map! O ye he ate some bad chinese food lol!
http://img293.imageshack.us/img293/634/allpinupsreducedzs2.png
Shot at 2008-02-15
http://img301.imageshack.us/img301/4329/maptopviewnamesreducedzh7.png
Shot at 2008-02-15
Ki11a_FTW
February 15th, 2008, 05:34 PM
looks awesome yoyo keep it up!
Lateksi
February 15th, 2008, 05:43 PM
Haha, I really like that pinup idea. Other than that I would imagine some futuristic simplified signs, but I like it when people make their work look personal.
n00b1n8R
February 15th, 2008, 06:06 PM
It's an interesting idea. tbqh, I think it'd fit better in TF2 then a CE map, especially one in your style, but whatever. At least they catch your attention (and make shooting 12 year olds so much easier).
STLRamsFan
February 15th, 2008, 06:18 PM
Haha I like the signs. Two ideas I have for the map:
- Beach ball for oddball. I think it would be pretty cool considering it's an island and there is a beach. Shouldn't be hard at all to do.
- A thank you list somewhere in the map. I think it would be pretty cool considering the last version had it (except it was hidden). Just make sure to keep the Rams suck sign out of it. ;)
Just some ideas that I thought would be pretty cool.
Jay2645
February 15th, 2008, 07:00 PM
Sgt. Botley Is doing the skinning seeing how mine was quite frightful. He's also doing another poly reduction on it. Rigging and testing should be quick and easy. Ive done so many now, I understand the tags very well. Anyways, just an update on my end. Peace....
Oh hai Matooba. Send me it when it's done so I can actually FINISH this puppy.
Yeh Maybe you're right about the wheels issue.. Anyway , nice to see it's coming along nicely.. keep it up guys!
On my side I've been working hard on my "pinups" these past 20 days.. Let me explain lol..
Since pepole used to get a bit lost in V1 (at least for those descovering the map) and since V2 will be even more "complicated".. I thought it would be a good thing to add some "Meeting Points" , I mean named places like "PANIC ROOM" or "GARAGE" etc... this will prevent for someone to say to his teammates : "hey meet me under the jump" -witch jump ? the one near the hill or the one...?" . They'll be able to use "Meeting points" names...
I'm not sure if everybody will like the style I choose to give to these new "signs" but I really want to put these in.. Yeh Pinups (by the famous Gil Elvgren)... some us navy boats or air force planes in the 50th 60th used to be styled with this kind of pinups... I mean It's WAR and Sexy style.. I like that, hope you guys will like it too.. And this will give a nice little style to the map aswell..
I just finished everything today, now E3PO is going to put add them to the model since he just leaved hospital and is now safe and back on the map! O ye he ate some bad chinese food lol!
http://img293.imageshack.us/img293/634/allpinupsreducedzs2.png
Shot at 2008-02-15
http://img301.imageshack.us/img301/4329/maptopviewnamesreducedzh7.png
Shot at 2008-02-15
Meh, I would have like V1-style signs better, but oh well.
Haha I like the signs. Two ideas I have for the map:
- Beach ball for oddball. I think it would be pretty cool considering it's an island and there is a beach. Shouldn't be hard at all to do.
- A thank you list somewhere in the map. I think it would be pretty cool considering the last version had it (except it was hidden). Just make sure to keep the Rams suck sign out of it. ;)
Just some ideas that I thought would be pretty cool.
I liked the Rams Suck sign...
AAA
February 16th, 2008, 12:49 AM
- Beach ball for oddball. I think it would be pretty cool considering it's an island and there is a beach. Shouldn't be hard at all to do.
I slightly support this idea, but...I don't know if it will make the map look like a bit of a joke or just an even more creative map...
Sever
February 16th, 2008, 01:12 AM
Any possible way to attach these 'pinup' location images to something similar to a night/day bsp-switching script? The idea is great for helping the new members find their way around, but I would honestly prefer a clean-cut map without any distractions detracting from its atmosphere.
Botolf
February 16th, 2008, 02:25 AM
Any possible way to attach these 'pinup' location images to something similar to a night/day bsp-switching script? The idea is great for helping the new members find their way around, but I would honestly prefer a clean-cut map without any distractions detracting from its atmosphere.
This.
I'd like to play this map while the sun is still up ;)
yoyorast
February 16th, 2008, 08:52 AM
Haha I like the signs. Two ideas I have for the map:
- Beach ball for oddball. I think it would be pretty cool considering it's an island and there is a beach. Shouldn't be hard at all to do.
- A thank you list somewhere in the map. I think it would be pretty cool considering the last version had it (except it was hidden). Just make sure to keep the Rams suck sign out of it. ;)
Just some ideas that I thought would be pretty cool.
yo rams.
Beach ball would be fun but would be better for a fun map only... I mean it would participate to distract people from the gameplay..
If yoo look at the "Credit Room" pinup , she's holding a piece of paper with the list on it.
Sever
February 16th, 2008, 09:49 AM
This.
I'd like to play this map while the sun is still up ;)
You don't get it. I'm saying that the only things to undergo any switching when the player selects to do so would be the activity/inactivity of the room names. Nothing about the time of day. Ok?
Botolf
February 16th, 2008, 03:37 PM
You don't get it. I'm saying that the only things to undergo any switching when the player selects to do so would be the activity/inactivity of the room names. Nothing about the time of day. Ok?
Uh, I do. What I meant was me being able to play the map, me, before it got dark out and people go to bed ;).
Sever
February 16th, 2008, 03:44 PM
Aah, gotya. It'll still take a good deal of time for Yohan to finalize plenty of things with the map, and possibly make some important last-minute changes, even though he said that the model was complete. As far as I know, sceneryand weapon/player/vehicle spawns still need to be placed.
Boba
February 16th, 2008, 04:52 PM
So is yoyorast island... on earth?
n00b1n8R
February 16th, 2008, 04:57 PM
no, it's on yoyorast island, in the sea of water on the planet of round. :downs:
yoyorast
February 16th, 2008, 06:45 PM
Aah, gotya. It'll still take a good deal of time for Yohan to finalize plenty of things with the map, and possibly make some important last-minute changes, even though he said that the model was complete. As far as I know, sceneryand weapon/player/vehicle spawns still need to be placed.
All the gametypes, spawn vehilces , weapons are ready
STLRamsFan
February 16th, 2008, 07:12 PM
Hey Yoyorast did you ever consider having a custom sky for the map? As I've always thought that would have made a nice touch to the map.
yoyorast
February 16th, 2008, 08:01 PM
Any possible way to attach these 'pinup' location images to something similar to a night/day bsp-switching script? The idea is great for helping the new members find their way around, but I would honestly prefer a clean-cut map without any distractions detracting from its atmosphere.
I know what you mean, but I don't think these girls will be so visible I you can think.. there are 15 , but the map is vast they're not so big...
Jay2645
February 16th, 2008, 11:50 PM
Just HOW secret is the credits room? In other words, is it hidden like the old secret room teleporter, or like the top-of-the-map teleporter?
Or is it something INSANELY complex that requires multiple trigger volumes, jumping 5 times, zooming in, and using your flashlight to be teleported?
I think I prefer the 3rd one, actually, it would be fairly easy to script ("(volume_test_object <trigger_volume> <object>), (unit_get_current_flashlight_state <unit>), (player_action_test_jump), etc.") though then we would have people going on treks throughout the map during gameplay, jumping all over things...
Syuusuke
February 16th, 2008, 11:58 PM
Or it should be available only on a certain specific gametype...
Reaper Man
February 17th, 2008, 12:44 AM
Or you could just put credits in the readme, geez.
Jay2645
February 17th, 2008, 12:46 AM
No one reads the readmes, Dennis doesn't always post them with the download, and I like my name being in the map. :v
Reaper Man
February 17th, 2008, 12:51 AM
Write in the sky, with clouds :awesome:
n00b1n8R
February 17th, 2008, 12:53 AM
IMO, he can do 1 of 2 things.
1 is put it in an obvious place that would be incredibly stupid to hang around in (the hog tunnel at the joint base is a good example) or,
2 put it in a place that can only be reached by devcam and isn't big enough to tele too.
E: oh hi credit room
Lateksi
February 17th, 2008, 06:14 AM
IMO, he can do 1 of 2 things.
1 is put it in an obvious place that would be incredibly stupid to hang around in (the hog tunnel at the joint base is a good example)
Yes, I'd like this one... But meh... I really liked to search the secrets those days. Also, day-and-night system would be pure awesomeness: this map in daylight and in sunset! Just.. please think about it :)
TeeKup
February 17th, 2008, 01:58 PM
Yeah how about no secret room this time around.
Limited
February 17th, 2008, 02:27 PM
I know what you mean, but I don't think these girls will be so visible I you can think.. there are 15 , but the map is vast they're not so big...
:D I love the idea, gives more spice to the signs.
I am a little worried about the camping spot area, is that the same from first map? I remember people just killing the people who spawn, I thought you did fix that issue but you still have a "camping area" on your drawn up map.
Custom sky would be great but only if it was done well, to me the current one in first map looks great, its perfect for an island, sure its a bit generic and used all the time but we do want this map out before we all die.
:D
Sever
February 17th, 2008, 02:36 PM
The 'camping spot' is the smaller corkscrew ramp from V1 that had 2 Health Packs, 4 Plasma Grenades and a Rocket Launcher/Fuel Rod Gun (pending the gametype). That area now has an additional ladder leading up to it from the passage below, allowing two methods of ascent, and cover has been added in the middle of the ramp, which is no longer corkscrew-shaped.
yoyorast
February 17th, 2008, 05:12 PM
Can't belive I still have to say there won't be anything secret in V2... NO WAY.
and sever said it all about the camping spot.. it's still a camping place like in v1 but harder to camp..
I wont put any day / night switch sorry.. this is one more thing that don't participate to / or can disturb the gampeplay.
Matooba
March 20th, 2008, 01:08 PM
ok, uv'ing is just about done on H3 goose.
http://www.moddercentral.com/images/finishedUVWrender.png
Hunter
March 20th, 2008, 01:33 PM
That model looks amazing. And the polys are very neat and well placed.
Geo
March 20th, 2008, 06:13 PM
Jay gave me the model so that I could skin the hull for you, Matooba. I guess you can make the skin or I can start over, whatever is good.
Note: The shine is in the skin, not the render. Also the under belly is not done, including the bars, its just fuxed for the time being.
http://upload.pxspot.com/PX/source/u_20080320181800_upclose_for_amy.jpg
Matooba
March 20th, 2008, 06:13 PM
Begining of skinning process.......Thanks anyways but I got Sgt Botley taking care of the skinning. Also the model has change a bit and polys have been reduced to relieve any possible lag concerns. Jay if you read this , I really didnt like the fact of you passing out the model to someone else without my permission. Please dont do this again. No offense GeometricGeek (http://www.h2vista.net/forums/member.php?u=2238), its a matter of respect.
http://www.moddercentral.com/images/sofar.png
n00b1n8R
March 20th, 2008, 06:15 PM
SKIN BATTLE
Geo
March 20th, 2008, 06:27 PM
Its fine Matooba, I will even delete the model if you wish. Its in safe hands. That skin is further along than mine anyway.
Mabye I could use it in my map threshold since I tried? :D No its not flat, just the clay render made it look like that.
http://upload.pxspot.com/PX/0/300/357/source/u_20080319132216_with_ramp.jpg
Sorry yoyorast if you didn't want this here.
Sel
March 20th, 2008, 06:32 PM
This one had better have good not shitty physics.
Hunter
March 20th, 2008, 07:57 PM
Add a bit more detail to that skin, (I know it isn't finished)
Something like the detail map from the Halo 1 Pelican will make it look more Halo3 style.
Matooba
March 20th, 2008, 09:28 PM
Yet another update:
The seat needs to be redone, more detail added to the rear wheel guards.
Its only been one day of skinning.
Sgt Botley is doing it rather quickly. The detail maps will get added.
Warlord is doing the Shaders and Cubemaps. He has shown me great things with his shader and cube tests. He will be doing a Bonus hidden version. Its known as the Golden Goose. You will have to find it. Its coming together really fast now and the team has gotten quite productive. Yoyorast (what I gathered from our chats) is ready for beta tests as soon as im ready. I myself am updating my new computer I had built. I have a quad core, with 4 gb ddr2 ram, 2 sli 8800 gts with an additional slot for a 3rd card sli, what im saying is modeling and the such go really fast. ie....a 1000 frame render in HD Wide, 10 minutes. I have got physics and animations + collisions down pat. If anyone would like to try out the vehicle test beta feel to get it from here (http://moddercentral.com/joomla/index.php?option=com_fireboard&Itemid=27&func=view&catid=7&id=74#74)
The vehicles in these 2 maps are purly test vehicles. They are not perfect and i will tell you know have there issues. But all are what taught me to rig and get vehicles ingame and working right. Well Ledhedgn really help get the ball rolling. <<<<----- your credit mofo :P
@GeometricGeek, Its nothing personal man. I did however ask him not to give it to anyone else. It really doesnt matter what level skill anyone has either. I had the guy i was making a map with get a pissy fit and released my map early and incomplete. In short, I got leaked. When that happens you worry about everything.
http://www.moddercentral.com/images/sofaratmunder.png
http://www.moddercentral.com/images/sofaratm.png
Jay2645
March 20th, 2008, 09:32 PM
Yeah, I'm really sorry about that, Matooba. You disappeared for a LONG time, and I didn't think you were coming back this time, so I used him as a back-up plan.
And don't worry, this one won't have shitty physics. If I HAVE to, I'll borrow the Hog's. The problem with the ATV is that Halo 1 computes the physics based on size, so if I use the actual ATV model for the physics, they will be shitty again.
Hunter
March 20th, 2008, 09:37 PM
Looking good but try what i said about the detail.
http://www.supercheats.com/xbox360/guides/halo3/images/level4-mongoose.jpg
http://www.moddercentral.com/images/sofaratm.png
AAA
March 21st, 2008, 12:21 AM
What WMHunterTLS said, it looks too clean....expecially for battle on an island, make it look more scarred and dirty like the H3 Mongoose.
Other than that, looks pretty hot.
p0lar_bear
March 21st, 2008, 05:35 AM
What WMHunterTLS said, it looks too clean....expecially for battle on an island, make it look more scarred and dirty like the H3 Mongoose.
Other than that, looks pretty hot.
Detail map + multipurpose specular map + cubemap :v
Matooba
March 21st, 2008, 11:06 AM
Detail map + multipurpose specular map + cubemap :v
My point exactly, ty.
Also good shader adjustments.
Longtime no hear btw.
http://www.moddercentral.com/images/topview.png
SgtBotley
March 22nd, 2008, 10:01 PM
Things on my skinning to do list:
Re- UVWwrap the rear wheel guards as theres a random error :confused2:, but oh well...
Find an inative design that works for the Goose's seat
Add detail to Engine
Add beaten up details all round (to appease the masses:p)
UVWwrap the hydrolics, steering joist and tires
Skin the hydrolics, steering joist and tires
Fiddle about with random stuff until i am happylooking at a week mb? ( i have college, work and my addiction to skateboarding so yeh )
Con
March 22nd, 2008, 10:09 PM
Very nice work, +rep
SgtBotley
March 23rd, 2008, 07:01 PM
meh, got that error fixed :D
minor update: http://img524.imageshack.us/my.php?image=sofarfininf1.png
yeh... starting to UVWwrap the tires now hopefully another update in a couple of days time.
Matooba
March 23rd, 2008, 07:17 PM
I host it for yah!
http://www.moddercentral.com/images/Sofarfini.png
Sel
March 23rd, 2008, 07:37 PM
You never instilled ensurance in me, that this would have good physics.
n00b1n8R
March 23rd, 2008, 08:01 PM
Good physics?
It'l have AWESOME PHYSICS!!
Better?
Sel
March 23rd, 2008, 08:32 PM
Good physics?
It's have AWESOME PHYSICS!!
Better?
Not really instilling confidence, due to bad grammatical structuring :(
n00b1n8R
March 23rd, 2008, 09:18 PM
I had the wrong word in my head ok?
gosh. :saddowns:
Matooba
March 23rd, 2008, 11:09 PM
I guess you'll have wait and see for yourself right? Is it the physics really or the drivers? Besides im not concerned about something thats way to easy to adjust like physics, its the animations and mc's animations i will concern most of my time into. Physics, lol, have you ever even driven any of my test vehicles? Try the Hogfoot or the Ravhog.
StankBacon
March 24th, 2008, 01:10 AM
making physics for a small wheeld vehicle like that is very hard to get right.
you dont want to end up with a shittily drivable atv like in yoyov1.
and you cant just modify the hogs physics, because you will have an invisible collision and thats no good either.
Jay2645
March 24th, 2008, 07:08 AM
I'll make custom physics and do some tweaking then.
Matooba
March 24th, 2008, 11:51 AM
I make everything from scratch. It will mostly be how the mass points are made and set in max. Like i said, Ive played with many variations of physics and actually got a skateboard to do some stuff but no one wanted a skateboard in halo. LOL, anyways guys, I guess when you take it for a ride you will gladly give me some rep too.
Also, already working on it Jay.
SgtBotley
March 24th, 2008, 09:02 PM
Minor Update on the Mongoose:
Wheels UVW'd with placeholder textures (Matooba will be hosting for me shortly so hold tight),
Just need to really...
UVWwrap and texture the Hydrolics and Steering Bars
Add loads of detail to overall compensate for its 'plain-ness' and touch up on a few minor 'uglies' in the texture.
Design detail maps and specular maps for the textures ready for compilation :D
Matooba
March 24th, 2008, 09:23 PM
Hosted :P
http://www,moddercentral.com/images/new_update_2.pnghttp://www.moddercentral.com/images/new_update_2.png
http://www.moddercentral.com/images/new_update_2
Ki11a_FTW
March 24th, 2008, 11:56 PM
sweet jesus, that is supa sexy, ill +rep you tommorow, i used all mine up today :-<
yoyorast
March 25th, 2008, 09:12 AM
Sounds very promising guys! Keep up the good work Mat and Botley!
Slow progress on my side, I sent CtrlAlt the map one month ago, to fix some big problems we had.. + fixing UV, errors and correcting some stuff I wanted.. So, it's slow but he's doing the job well.. but I got no news from one week now.. so Ctrl , if you're reading this, please gimme some news on AIM or by PM..
After i get the new build from him, I still will have to add/correct some LAST stuff to the model and in sapien.. if Ctrlalt does not have time anymore I'll look for someone else.. maybe E3po again, if he has time to give..
After these modifs, assuming the Matooba's quad and my Custom hog (still waiting the new skinned version from D4NO) are ready, here we'll have the FINAL BETA READY for the big last test!
Thks for your -can we call it patience lol- .. I still believe it's going to BLOW you all!
E3pO
March 25th, 2008, 06:26 PM
maybe E3po again, if he has time to give..
I'm getting my system back sometime this week with my fresh install of xp\haloce like i did when i first started on yoyo. Hopefully all will come out nice :)..
Talk to ya more later yoyo.
-E3
Limited
March 25th, 2008, 08:01 PM
Yoyo, it better, if I dont get blown soon I'm going to have to call in a hooker.
Glad to see things are still in production, although its slow its something at least.
Corndogman
March 25th, 2008, 08:05 PM
The map is gonna blow us? Sweet! Now I'm even more excited!
Great work Yoyo and company.
ledhedgn
March 25th, 2008, 08:22 PM
hey yoyo, toobs told me about the bsp having ghost geometry, geometry/collission that isnt visible in halo nor max, couple of things that can help with that is saving the max file as something else and use that, cloning the entire bsp element, then creating new max file and merging the cloned bsp element into the new scene, and use that one
yoyorast
March 26th, 2008, 05:02 AM
hey yoyo, toobs told me about the bsp having ghost geometry, geometry/collission that isnt visible in halo nor max, couple of things that can help with that is saving the max file as something else and use that, cloning the entire bsp element, then creating new max file and merging the cloned bsp element into the new scene, and use that one
O thank you so much man, there are in effect , some invisible walls in the builds... we'll use your tip , thks..
SnaFuBAR
March 26th, 2008, 05:30 AM
Hosted :P
http://www,moddercentral.com/images/new_update_2.pnghttp://www.moddercentral.com/images/new_update_2.png
http://www.moddercentral.com/images/new_update_2
texture needs more definition. all of the textures look the same, just different colors. you really need to work on base materials. not to mention they're very cloudy and low res looking. it's almost like you took screenshots of the mongoose and spliced em up onto your uv map.
SgtBotley
March 26th, 2008, 09:49 AM
ha, im a noob at skinning so i approached it with the ethos of 1) get base colours down with minimal detail 2)enchance later.
im following tuts all the time to make different materials ... anyone know any good sites that will help with photoshop skinning?
Everthing was made from scratch and am honoured that you think i spliced details from the screenshots.
Edit: i need good scratch effect brushes, anyone know of a good site, google just brings me useless ones.
CrAsHOvErRide
March 26th, 2008, 09:58 AM
How about you release the UW map and let other people get a shot at it? :P
SgtBotley
March 26th, 2008, 10:06 AM
im not sure people will like my UVWmap as i suited it for my convenience... but if Yoyorast is not happy once ive finished the texture i'll be glad to release it.
The textures arent final on any of the renders, they're just to re-assure Yoyo that there is progress happening, placeholders if you will. So chill out people.
This is an excersise for me and i think with determination i can make a Halo worthy skin :D
Matooba
March 26th, 2008, 12:23 PM
I think its great progress. You've only really been on it for the last week or so due to me. Sorry i took so long with my end. And for f'ing the uv's.
SgtBotley
March 26th, 2008, 12:46 PM
ha, no worries man.
i got a shit load of college work to do and photography over the next week so updates on the goose will be more distant.
SnaFuBAR
March 26th, 2008, 04:26 PM
Everthing was made from scratch and am honoured that you think i spliced details from the screenshots.
that wasn't a compliment. I should've elaborated a little more and said that it looked like a low res image was spliced up and so the .jpeg quality deteriorated more, hence the "fuzzy" look to your texture.
as for the brushes.... www.google.com (http://www.google.com) and search for "grunge brushes".
SgtBotley
March 26th, 2008, 04:31 PM
cheers old bean - I added blur to some parts to make it less dominant ingame.
Apoc4lypse
March 26th, 2008, 04:40 PM
it's almost like you took screenshots of the mongoose and spliced em up onto your uv map.
hey hey hey...
thats my method :p don't tell ppl secrets...
I agree though, the texture is lacking detail, and its foggy. Its relatively good though it just looks like I'm viewing it on low texture settings. It needs more definition, like it needs to be sharpened (altho i wudnt just sharpen it in Photoshop who knows what that'll do yikes).
I'm not very good with texturing though, and my textures always have the same problems tho.. (foggy and such) plus I haven't tried texturing in quite a while.
ha, no worries man.
i got a shit load of college work to do and photography over the next week so updates on the goose will be more distant.
hmm, if your into photography I might suggest you try to build a brush library. I have a friend who's really good with photoshop (well to me he is, and hes done some texturing but its not his thing, hes mostly good with advertisement type things and collage type stuff) but his big thing is that he takes alot of photos, and he takes almost all of his photos and scours over them for elements that can be made into photoshop brushes. He has like a gigantic brush library he uses for his photoshop work. What this does tho is it helps him give texture to what ever hes making and to make it seem more realistic and less bland. So if your into photography I'd suggest trying this out, get photos and cut them apart in photoshop, and turn various elements into brushes. (stuff like concrete texture and surfaces that have detail, cracks and what not, get creative) what ever you can find that might be of help when texturing, make it into a brush so you can use it to your advantage. It'll make the texture more rich. when you overlay it with these brushes. Theres many methods you can use, just experiment.
Thats my advice anyway... I'm not too good at texturing but its just an idea, its something I've been meaning to try...
of course if your lazy, you can google for brush sets... tbh I think thats cheating, and its similar to ripping if you don't give the creator of the brushes credit... but thats a whole other can of worms that shouldn't be opened, especially in this community XD.
SgtBotley
March 26th, 2008, 04:54 PM
yeh, thats a great idea.
i have thought about it, but havent really got round to doing it :D
SnaFuBAR
March 26th, 2008, 05:00 PM
also, try to not paint on highlights and such. that's an old crappy counterstrike 1.6 thing since it didn't really handle shaders or ingame lighting very well. use shaders and such to your advantage.
SgtBotley
March 26th, 2008, 06:11 PM
Yeh im gonna go over the whole 'Hull' texture and make it more detailed. Regarding your statement Snaf I'll leave out highlights for the shader/cubemap guy to deal with.
Also, whenever i take Halo 3 screenshots the detail is really vague.. so i sort of compensated with blurring it. Seriously, the only detailed references are the renders from Bungie, i'll study those over the week and hopefully bring you guys a rewarding update.
yoyorast
March 27th, 2008, 07:29 AM
Nice to see you're going to improve the textures Botley.. good luck!
Hmm, Matooba, do you need to wait the ATV to be fully skinned to start animating the bipeds? If not, I'd suggest you start it as soon as you can, cause I guess this is a big task that could take a lot of time..
On my side, I'm still waiting for CtrlAlt build, in the mean time I've been trying to reduce a little bit more the poly number by removing some useless stuff + I added a new corridor that will allow to reach the "Panic hill" (sort of panic room but inside the central hill) from inside.. lol I guess its not very clear but you'll see, its a bit like the same system I added to the Panic room allowing to give some hurt attack to someone hiding inside the panic room.. anyway, all the stuff is ready to be implemented in the last model, so CtrlAlt plz hurry up man Thks!
Matooba
March 27th, 2008, 01:01 PM
No, i'm already working on it. I can just merge the new model to my rig and it will be fine. Already doing tests with mass points size and location to get the physics to behave nicely and still have good collisions.
Heathen
March 27th, 2008, 08:28 PM
So I'm not the only one that thinks it seems like its cell shaded or something? It looks too cartooney...idk what I'm trying to say...
Con
March 27th, 2008, 10:07 PM
Is it me or do the wheels look a tad small?
yoyorast
March 28th, 2008, 06:54 AM
Is it me or do the wheels look a tad small?
I was wondering the same.. is it late to change this a little bit?
O and good to know you're already on the bipeds MAt!
Matooba
March 28th, 2008, 12:56 PM
No i already had plans to adjust the wheel size. I believe we talked about that already Yoyorast. Also, Before anyone comments on skin anymore, please wait for in game screens. A lot of other details will go into the skin. The actual skin being turned into a bitmap at the moment. When it gets completely onto it, then adjustments to its textures can be made. I'm sure Botley will make necessary changes to the textures once its laid out. I think the handle bars was what was left to do. I'm on the other hand having some issues due to max 2008 not having decent exporters. I have reverted back to max 7 because of its great compatibility.
Ok, quick update for those wanting a 360 degree look at it so far.
Click Link: http://www.moddercentral.com/video/360_goose_vid/360_goose_vid.html
SgtBotley
March 31st, 2008, 08:39 PM
looks quite good ingame atm:
http://img384.imageshack.us/img384/1399/gooseingamexu3.jpg
Textures will be improved and that was the wrong bitmap compiled so the wheel guards look errored to death but theyre fine so d/w
credit to Matooba for compiling ( its a scenery model so dont ask about suspension and physics yet )
just a taster of ingame render :P
AAA
March 31st, 2008, 08:52 PM
I don't want to get my hopes up...But, can you reassure that it's going to have scar-like damages to the textures when you're done with it?
or are you keeping that out?
EDIT: Very accurate btw.
Awesome work :)
SgtBotley
March 31st, 2008, 08:55 PM
hmm well in Halo 3 the mongooses are , at the beginning of a game, in near factory condition = no scratches...
i guess destructable LOD's are an option, i'll have to mull it over with Matooba first. I dont really know about that jazz but if its possible thn sure i'll definitley put in damage details.
JDMFSeanP
March 31st, 2008, 09:03 PM
TBQH, the model is ugly...
Its much too round as well as teh wheels are too small. Look at real mongoose shots to get better proportions.
front end is much too large, as well as window is too tall.
Heathen
March 31st, 2008, 09:11 PM
too big?
SgtBotley
March 31st, 2008, 09:12 PM
I prefer your version Sean.
oh wait....
(no beef yeh, just felt that i had to be defensive as the wheel size has been previously discussed and can easily be changed for the final build..., also the model was done using perpendicular reference shots from Halo 3 and cant see how you can say the windshield is too tall without assuming you're being picky for the sake of it. Its not an exact replica of the Halo 3 edition Mongoose anyway so let your imagination flow a little and cheer up :D )
blind
March 31st, 2008, 10:11 PM
YOYO
hook me up with a beta if this ever gets released.. or I'll tell everyone about your petit bite :)
Matooba
April 1st, 2008, 12:14 AM
http://www.moddercentral.com/images/ingame_update.jpgwith a detail map
n00b1n8R
April 1st, 2008, 02:58 AM
Hawt.
Never having played H3, IDK how close it is, but that hardly matters. Great job guys, keep it up and with any luck we'll see yoyo2 out by the end of the month :D
SgtBotley
April 1st, 2008, 04:12 AM
is that a detail map?, i dont remember skinning that jazz.
DaneO'Roo
April 1st, 2008, 06:10 AM
bleh, standard halo detail map.
and no, that is not hot.
Also, Yoyo just reminded me to fix up the hog, I'll get on that soon, but I'm am very stretched out with time at the moment. Christ you wouldn't believe. Video, Illustrator, 3D Modelling and animation, Flash animation, Compositing in Nuke, Mudbox, Cinema 4D, stop frame clay animation and etc etc is just CHEWING up my time. Fucking college.
Bodzilla
April 1st, 2008, 07:30 AM
COllege my ass, you've been home playing Crysis or having sex with Rosie and you know it >:P
looking forward to what ever it is your doing dano :)
DaneO'Roo
April 1st, 2008, 07:59 AM
pssh, you can say that again mister Zilra >:D
But seriously, fucking christ. I forgot to mention web design and dev too.
Sel
April 1st, 2008, 09:51 AM
Nice.
Matooba
April 2nd, 2008, 12:36 PM
with A detail map didnt say
with THE detail mapOnly did this so some ppl realize the difference between with & without.
It took a long time to do this model. Easy guys:eyesroll:
Geo
April 2nd, 2008, 04:08 PM
Looks good. But please, don't use that detail map. It looks like someone took pig shit (its corrosive) and dumped it on there, then let it sit for 3 years then removed the shit with a chainsaw. Make a new detail map and its good.
SgtBotley
April 2nd, 2008, 04:15 PM
ha, good description :P...
that detail map is most obviously a placeholder test... as it wasnt specified that it was near finished. I've still got to go over the textures and refine them , then make a custom detail map, which will be more subtle than the example one.
Jay2645
April 2nd, 2008, 06:16 PM
hmm well in Halo 3 the mongooses are , at the beginning of a game, in near factory condition = no scratches...
i guess destructable LOD's are an option, i'll have to mull it over with Matooba first. I dont really know about that jazz but if its possible thn sure i'll definitley put in damage details.
I can do destructible LODs, that would fall under my job anyway. I'm working on this thing, too, you know.
SgtBotley
April 2nd, 2008, 07:22 PM
Its been 'mulled' and is thought to create too much lag ingame.. i guess we can run some tests to support that theory and if so im sure Matooba will be in contact with you.
yoyorast
April 3rd, 2008, 06:18 AM
Not sure if you guys are talking about damage on the ATV like it would break in multiple pieces when completly broken, but this wouldn't be a good idea for yoyoV2 cause all the vehicles have to behave the same way.. (not sure it's correctly said but you got the point i guess)..
+ there's no need for more stuff causing lag, V2 is already too complex and heavy..
Sever
April 3rd, 2008, 09:33 AM
Fully agreed - the awesomeness that will be Yoyorast Island Version Two doesn't need anything that could detract from gameplay or cause unforeseen bugs.
I for one think we'd all like a quick check-up as to what/who else is still hindering you from compiling the beta-test build, and thus the release, so we can pester those people to no end. lol.
El Lobo
April 3rd, 2008, 10:39 AM
Neeeeeeeeeeeeeeeeeeeeeeeeeeeeed beta.
:lobo:
Heathen
April 3rd, 2008, 04:39 PM
Still looks good.
Matooba
April 4th, 2008, 04:55 PM
So we going to ever see a few screens of the Warthog? Hows that going?
yoyorast
April 4th, 2008, 05:35 PM
So we going to ever see a few screens of the Warthog? Hows that going?
Still in D4NO hands... Dane, up to you man!
But don't expect too much change.. won't be very different from the old one.. just an update of the skins after I remodeled it a little bit..
Heathen
April 5th, 2008, 09:42 PM
is it still a 50765+ seater?
Matooba
April 6th, 2008, 11:27 PM
A look at some of the Beta Testing. Just a first test, not even suspension yet.
Anyways heres a look:
http://www.moddercentral.com/video/mongoose_beta.wmv
http://www.moddercentral.com/video/mongoose_beta_2.wmv
Sever
April 7th, 2008, 12:01 AM
Sadly, it looks, sounds, and even rides like a remote controlled car. Get the suspension working properly, make the body more utilitarian and sleek, and just use YIv1's mongoose engine noise.
SgtBotley
April 7th, 2008, 05:26 PM
i quite like it... definitely needs the suspension done :P aswell as the driving/passenger animations. Looks like they're driving around on broke back mountain atm...
keeping the origional sounds from the first yoyorast would be cool aswell... but im guessin Toobs was doing this as a test so anything we really say is obsolete as this isn't the final product.
Pooky
April 7th, 2008, 05:27 PM
YOYO
hook me up with a beta if this ever gets released.. or I'll tell everyone about your petit bite :)
Matooba
April 7th, 2008, 06:16 PM
These are really just updates on where im at. Im trying to keep people up to date about what im working on now. I havent seen anything else from anyone else here on what there doing. Does anyone else have an update on something there working on for Yoyorast Island v2?
blind
April 7th, 2008, 06:19 PM
YOYO
hook me up with a beta if this ever gets released.. or I'll tell everyone about your petit bite :)
stfu! you dont know shit!
Ralex123
April 7th, 2008, 07:38 PM
I think you should take your time for the while, but I'm as anxious for it to come out as is everyone else. I hope you can do it!
yoyorast
April 7th, 2008, 08:36 PM
CtrlAltDestrioy has not finished his part yet.. We got a relativ big error and he is trying to find where it comes from..
and I'm still waiting D4NO to finish reskin of the 5 seat custom hog..
That's it , I can't work any further til ctrl has not finished..
Noone else is preparing anything more apart from you Mat. ;)
By the way, glad to see the baby ingame, sounds very promising.. good luck for what's left to be done!
Sel
April 7th, 2008, 08:50 PM
:awesome:
I hope you removed that boring looking giant forerunner errection that was close to the beach, or atleast made it more interesting.
EDIT: Fix those shitty mongoose physics D:
Yoyov1's mongooses were shit, dont let these ones suck too D:
blind
April 7th, 2008, 08:58 PM
I just hope that I get blown real hard, keep it up broskiiiiiiiiiiiiiiiiiiiiis
yoyorast
April 7th, 2008, 09:01 PM
:awesome:
I hope you removed that boring looking giant forerunner errection that was close to the beach, or atleast made it more interesting.
:
Are you talking bout the beah base?
I wouldn't say it was uninteresent in V1.. Anyway, It's still there in V2 hehe..
But its now very very interesting : - you can now enter/hide inside trough 4 diferent entrance. - when inside there's a sitch that controls the door let you or not have access to the insland track from the beach (in hog).. so it's now a very strategic place.. + it has an entrance/exit to the underground corridors leading to the panic room of the beach ;) + It let's you go up the ramp to the ATV base (now you can use vehicles easily).
AAA
April 7th, 2008, 10:35 PM
1. Make the Driver slouch over the glass so his back isn't going through the vehicle's bar for the backseat and it helps them not get headshotted from an attempt at a head-on collision with any weapon capable of headshots.
2. Make the passenger seat sort of stand on the back instead of relaxing with one leg hangin' out, it looks lazy...We want the feel as though we have to be on our toes. We're in war, help MC project that...
3. Help the passenger side have a 360 Field of view as far as aiming goes.
4. Can the passenger seat even zoom?...
5. May want to make the Mongoose slightly faster.
and 6.
Like everyone's been saying: Change the vehicle's sounds to be a little more rough and mess with the physics a little more, we know they're imperfect right now, but you'll get it ;)
yoyorast
April 8th, 2008, 05:08 AM
1. Make the Driver slouch over the glass so his back isn't going through the vehicle's bar for the backseat and it helps them not get headshotted from an attempt at a head-on collision with any weapon capable of headshots.
2. Make the passenger seat sort of stand on the back instead of relaxing with one leg hangin' out, it looks lazy...We want the feel as though we have to be on our toes. We're in war, help MC project that...
3. Help the passenger side have a 360 Field of view as far as aiming goes.
4. Can the passenger seat even zoom?...
5. May want to make the Mongoose slightly faster.
and 6.
Like everyone's been saying: Change the vehicle's sounds to be a little more rough and mess with the physics a little more, we know they're imperfect right now, but you'll get it ;)
2- Wait isn't the passenger supposed to be standing up.
3- I'm not sure this is possible nor necessary.
4- He could zoom if he was in 1st view not in 3rd..
5- It could be any faster you want when Mat will release it for everybody, but it hasn't to be faster than a hog in V2 cause all the jumps and everything is set for this velocity.. (would be too superior with it).
6- I wasn't against an electric sound (come on, in these times, every vehicles will run with electric motor) .. If it was me ,in this perspective, I even would get rid of the 2 little mufflers (even more less polys).
SgtBotley
April 8th, 2008, 08:49 AM
omfg... its a an update of it ingame... i dont see how people can comment on it yet as it is obvious that its not finished unless Matooba says : " This is the finished mongoose so far... please give crit so we can improve it" but as he hasent.. im pretty sure all of the animations are going to be fixed...:confused:
SgtBotley
April 8th, 2008, 08:55 AM
edit: mufflers = pwn :P...
if you look at the model it isnt an exact H3 Mongoose... the petrol tank isnt in teh middle where teh driver sits and the wheel guards are wider than the H3 one... so i was going along the basis of that this mongoose model was the prototype for the UNCS so the mufflers sort of add to the origin of that principle.
IMO... this mongey is two proto's before the H3 edition mongey.
ffs... please could a mod copy n paste this into my previous post as an edit im obviously clueless...
thank you :P
yoyorast
April 8th, 2008, 09:38 AM
omfg... its a an update of it ingame... i dont see how people can comment on it yet as it is obvious that its not finished unless Matooba says : " This is the finished mongoose so far... please give crit so we can improve it" but as he hasent.. im pretty sure all of the animations are going to be fixed...:confused:
I sure of that aswell and I'm well aware that this beta version and that Mat knows were he goes.. I was just answering AAA.
Keep it up the good work guys!
D4NO is almost done with the custom hog skinning.. :cool:
Matooba
April 8th, 2008, 05:57 PM
FOR THE MILLIONTH TIME. IM ONLY KEEPING YOU GUYS UP TO DATE OF WHERE IM AT. THATS IT>>>>>>>>>>PERIOD!!!!!
Enough flaming already, holy shit.
@ Selentic, say something worth readin for christ sakes.
Ki11a_FTW
April 8th, 2008, 06:26 PM
why is the passenger using shade turret anims :-/
SgtBotley
April 8th, 2008, 06:28 PM
lol, read above post...
Heathen
April 8th, 2008, 06:52 PM
why is the passenger using shade turret anims :-/
Well, if you'd look closely, the driver is using ghost anims....they obviously haven't gotten there yet :/
ZeRk`
April 8th, 2008, 06:59 PM
ATV's looking good so far. (:
And I like reading what Selentic has to say.
Sel
April 8th, 2008, 07:39 PM
ATV's looking good so far. (:
And I like reading what Selentic has to say.
<3
http://img253.imageshack.us/img253/1302/haloce2008012304583081ow3.jpg
Thats the giant forerunner errection Im talking about, But yeah, its really boring as is, so itd be :D if you made it more interesting.
Matooba
April 8th, 2008, 09:22 PM
Ok now just another update, :eyesroll:
Worked on the turning and suspension. More <<<<< to do. But i think youll like this better than the last taste i left in your mouth:pervert:
www.moddercentral.com/video/goose_2/goose_2.html
Updated link, try now....
Sel
April 8th, 2008, 09:28 PM
Yes for missing plugin!
yoyorast
April 9th, 2008, 05:04 AM
Vid does not work for me.. :(
Matooba
April 9th, 2008, 06:35 AM
try this yoyo, www.moddercentral.com/video/goose_2/goose_2.html
Sel
April 9th, 2008, 09:42 AM
Much Better.
Lateksi
April 9th, 2008, 09:47 AM
What sounds are you going to use for the mongoose?
Roth
April 9th, 2008, 12:55 PM
Give it nos... it needs nos dammit.
ultama121
April 9th, 2008, 02:28 PM
That mongoose wins.
p0lar_bear
April 9th, 2008, 05:51 PM
Oh shit son, nice.
Pooky
April 9th, 2008, 08:31 PM
Unfortunately since I've heard so much of Halo's warthog sound effects I won't be impressed until it has sounds D:
I'm completely sick of the warthog sounds
Jay2645
April 9th, 2008, 10:10 PM
I seem to have been cut out of the loop here.
Meh, oh well. At least I managed to tag it, unless Matooba's decided to completely scrap everything I did. ;P
Matooba
April 10th, 2008, 12:13 PM
I seem to have been cut out of the loop here.
Meh, oh well. At least I managed to tag it, unless Matooba's decided to completely scrap everything I did. ;P
and why was you tagging it?:eek:
Tags? What tags? Ive made evrything from scratch, you lost me......
Hunter
April 10th, 2008, 01:33 PM
The mongoose flips to easily. Needs to be heavier.
Matooba
April 10th, 2008, 05:25 PM
It barely flips at all! What video you watching?
try this one: http://www.moddercentral.com/video/goose_2/goose_2.html
AAA
April 10th, 2008, 06:26 PM
2- Wait isn't the passenger supposed to be standing up.
3- I'm not sure this is possible nor necessary.
4- He could zoom if he was in 1st view not in 3rd..
5- It could be any faster you want when Mat will release it for everybody, but it hasn't to be faster than a hog in V2 cause all the jumps and everything is set for this velocity.. (would be too superior with it).
6- I wasn't against an electric sound (come on, in these times, every vehicles will run with electric motor) .. If it was me ,in this perspective, I even would get rid of the 2 little mufflers (even more less polys).
2. I meant, make MC on the back of the mongoose stand up. In your test video he had one leg hanging out the side and he was sitting there like it was his day off...
3. It is possible. It's an H3 Mongoose, correct? Than it should have the ability to aim in all directions no matter what position the Mongoose is in.
- I'm sorry I didn't make those two more clear.
Sel
April 10th, 2008, 09:42 PM
I liked being able to shoot from them, like the ones in yoyov1
n00b1n8R
April 11th, 2008, 12:09 AM
I liked being able to shoot from them, like the ones in yoyov1
I didn't.
The limited aiming radius was really annoying. Vehicles shouldn't have mouse aimed fireing seats in halo unless there's some way to turn where your looking in a 360 without moving the vehicle (turning the vehicle or it's turret is ok though). It was less useful than the hog's passenger seat IMO.
p0lar_bear
April 11th, 2008, 02:04 AM
I didn't.
The limited aiming radius was really annoying. Vehicles shouldn't have mouse aimed fireing seats in halo unless there's some way to turn where your looking in a 360 without moving the vehicle (turning the vehicle or it's turret is ok though). It was less useful than the hog's passenger seat IMO.
Unless you had a rocket.
I LOVED spinning off that beach ramp and rocketing someone behind me when they least expected it. :haw:
n00b1n8R
April 11th, 2008, 02:52 AM
Unless you had a rocket.
I LOVED spinning off that beach ramp and rocketing someone behind me when they least expected it. :haw:
Or a fail rod, but that's not the point.
Sel
April 11th, 2008, 08:02 AM
Or a fail rod, but that's not the point.
It was damn near useless but still fucking fun :D
Reaper Man
April 11th, 2008, 08:33 AM
Give it nos... it needs nos dammit.
Why the hell would anyone put nos on a fucking ATV? http://www.squareforums.com/images/smilies/facepalm.gif
=sw=warlord
April 11th, 2008, 09:27 AM
Looking mighty fine there matooba.
Il try to find a solution around the "problem" we've got when i get the chance.
paladin
April 11th, 2008, 04:07 PM
Sweeeeet.
Jay2645
April 11th, 2008, 08:57 PM
and why was you tagging it?:eek:
Tags? What tags? Ive made evrything from scratch, you lost me......
Yes, I was, remember? I had the nodes and everything ready to go, I sent it to you for skinning, then you disappeared for about 2 months, and show up with this.
Matooba
April 11th, 2008, 10:00 PM
p0lar bear, you still have that dll fix for ogg sounds. I need it for the gooses sound permutations.
p0lar_bear
April 12th, 2008, 12:06 AM
Halomaps, dude. I'd get you a direct link but I'm too goddamned lazy busy.
=sw=warlord
April 12th, 2008, 05:48 AM
Matooba try this. (http://www.vorbis.com/)
Matooba
April 12th, 2008, 08:49 AM
Thanks Warlord! Also wondering if anyone has a tut someplace for adding the animations for mc
Never mind i got it.....
SgtBotley
April 14th, 2008, 09:17 PM
http://img89.imageshack.us/img89/6091/headlongspoof2ii7.png
Headlong Spoof?
Heathen
April 14th, 2008, 10:04 PM
ROFL at the tagline lol.
Matooba
April 14th, 2008, 11:32 PM
Pooky (http://www.modacity.net/forums/member.php?u=2417)
Knowledge is power.
http://www.modacity.net/forums/images/customavatars/avatar2417_3.gif (http://www.modacity.net/forums/member.php?u=2417)
Join Date: Apr 2008 Posts: 189
http://www.modacity.net/forums/images/reputation/reputation_pos.gif
Unfortunately since I've heard so much of Halo's warthog sound effects I won't be impressed until it has sounds D:
I'm completely sick of the warthog sounds
Sound update for those that want to know.
http://www.moddercentral.com/video/goose_4.wmv
Pooky
April 15th, 2008, 07:16 AM
Pretty cool. I think the engine pitch needs to increase a little more when it hits full speed though.
SgtBotley
April 15th, 2008, 07:22 AM
higher pitch than that?!!
you lookin for chipmunk engine?
Pooky
April 15th, 2008, 07:25 AM
From what I heard in the video it just didn't sound right at full speed :S
Like it sounded exactly the same as when it first took off.
SgtBotley
April 15th, 2008, 07:34 AM
so you want more contrast.. doesnt have to be higher, god no..:P
Excal
April 15th, 2008, 02:38 PM
I remember when I took a stab at this map. Didn't know it was still kicking, though.
Cool.
Choking Victim
April 15th, 2008, 03:32 PM
:( i don't like the sound, it sounds like mc's got a bad stomach ache or something. just modify the existing warthog sounds pitch, thats what killa did for his mongoose in the first yoyorast island.
SgtBotley
April 15th, 2008, 03:57 PM
would you guys be happy if i got a clear crisp recording of teh official Halo 3 Mongoose's engine sounds?
Pooky
April 15th, 2008, 04:11 PM
would you guys be happy if i got a clear crisp recording of teh official Halo 3 Mongoose's engine sounds?
Whatever sounds good. Needs something meaty, all Halo 1's vehicle sounds were whiny. (except for the tank)
Heathen
April 16th, 2008, 05:04 PM
would you guys be happy if i got a clear crisp recording of teh official Halo 3 Mongoose's engine sounds?
No. keep in the spirit of CUSTOM....make something original.
Stay on the track your on. Its getting better. Improve upon the base with suggestions. This community is full of them. I like the way its starting to come out.
yoyorast
April 17th, 2008, 10:44 AM
getting better and better Matooba! Keep it up!
I just want to let everybody know the good news : CtrlAlt finnaly found/fix the error we had in V2! Bravo Man, it took time but you made it! thks to him, we're now going to be able to get back to work and finish this damn map!
p0lar_bear
April 17th, 2008, 12:20 PM
Oh yeah, yoyo, next time you post news on the yoyorast forums, make sure you actually select a news category to put it in while posting. >.<
SoulD3stroyer
April 20th, 2008, 05:38 PM
yoyorast V2???
SgtBotley
April 20th, 2008, 06:23 PM
stfu.
nah i kid.
it'l be done when its done.
Matooba
April 29th, 2008, 12:20 PM
Ummm, yoyo? Whats going on? Any news or updates? :confused:
*tumble weed rolls through*
teh lag
April 29th, 2008, 02:53 PM
Ummm, yoyo? Whats going on? Any news or updates? :confused:
*tumble weed rolls through*
When will everyone learn that updates are only posted when there's something new worth posting about?
Matooba
April 29th, 2008, 05:21 PM
When will everyone learn that updates are only posted when there's something new worth posting about?
Only posted that because he told me last week that the main problems were fixed.....
yoyorast
April 29th, 2008, 05:24 PM
I'd love to make some big update to say that V2 is ready and all.. Unfortunatly, I have to stay silent cause there's nothing new since my last message. I'm still waiting the V2 stuff back from CtrlAlt.. it's 2 month and a half now.. It's now 10 days I have zero news.. As I said, he fixed a big error that was puting the project on hold.. then he had to make some stuff I wanted.. but as I said, I got no news from him.. I guess he is busy with school or other stuff.. I don't want to blame him, cause he made (long time ago) the entire script system for the doors/switchs and that is a big part of V2.. + correcting the big error + other stuff.. but believe me, I'm the 1st to be totally frustrated by this wait.. I asked him to send back the stuff, once he does so, I'll finish the map with e3po helping and things should go fast again... til then, it's stuck :(
And what about the Quad Mat? Progressing well?
mcwesalot
April 30th, 2008, 06:40 PM
so is there gonna be custom weapons
or classic weapons
at least put a battle rifle in
please:saddowns:
p.s.
it looks really good
AAA
April 30th, 2008, 10:28 PM
at least put a battle rifle in
I fully disagree with this idea. I'm not going to tell him off like all the others have to do to everyone other supposedly called "noob" everyday because I don't feel like being the beat down.
Let Yoyorast do his thing though, dude. I don't think he's in a position to be taking anymore add-on comments because he's already near the phase of release. Thanks for the contribution though...
n00b1n8R
May 1st, 2008, 12:12 AM
The only custom content going into V2 is the 4(5?) seater hog and the ATV.
StankBacon
May 1st, 2008, 12:17 AM
so is there gonna be custom weapons
or classic weapons
at least put a battle rifle in
please:saddowns:
p.s.
it looks really good
fuck no.
classic weapons only.
Lateksi
May 1st, 2008, 05:13 AM
Fuck you, your pic is hot.
mcwesalot
May 1st, 2008, 03:42 PM
fuck no.
classic weapons only.
well i didn't mean like load the damn thing up with custom weapons like the retards made maps like hugeass and extinction
because thats just ridiculous and annoying
im just talking about remodeling the old ones to look better
because thats the only problem i have with classic weapons...they look like butt
but i guess your right it is a little late in the game to be making requests
Heathen
May 2nd, 2008, 12:41 AM
Fuck you, your pic is hot.
I second that motion.
Disaster
May 2nd, 2008, 01:01 AM
I third that motion.
n00b1n8R
May 2nd, 2008, 02:16 AM
Fuck you, your pic is hot.
I second that motion.
I third that motion.
:fail:
Roth
May 2nd, 2008, 07:52 AM
A 4 seater hog? Like driver, passenger, gunner and what a sitting passenger on the rear bumper?
yoyorast
May 2nd, 2008, 08:07 AM
A 4 seater hog? Like driver, passenger, gunner and what a sitting passenger on the rear bumper?
...a five seats custom hog...
http://img443.imageshack.us/img443/467/yoyov2hog1tc91ir1.jpg
http://img156.imageshack.us/img156/5852/yoyov2hog2ga91fr1.jpg
http://img443.imageshack.us/img443/3643/yoyov2hog3dy21cq5.jpg
http://img363.imageshack.us/img363/386/haloce2007061922223854oc7.jpg
Sel
May 2nd, 2008, 08:10 AM
Yoyo, that looks amazing.
yoyorast
May 2nd, 2008, 08:14 AM
Yoyo, that looks amazing.
Hehe, thanks man, but these pics are pretty old, thought you saw that long time ago.. anyway, the final one will be a little different : I remodeled it a bit to modify some things + D4NO retouched some textures.. it's still in D4NO's hands for now but it's like done.
O and bout the credits : Concept and modeling : yoyo :p ; textures by D4NO ; ingame process by Baturkin (Bacon)
for those who never saw it, MORE OLD INGAME PICS HERE : http://www.modacity.net/forums/showthread.php?t=3285&highlight=custom+hog+yoyorast&page=7
SgtBotley
May 2nd, 2008, 08:32 AM
Delicious.
do you want the Mongoose's texture to match that texture or just keep it green?
yoyorast
May 2nd, 2008, 08:36 AM
Delicious.
do you want the Mongoose's texture to match that texture or just keep it green?
Green is ok for me but if you wanna try something else.. you're the boss man.. thks
mcwesalot
May 2nd, 2008, 08:45 AM
i think the hog and mongoose should match
Sel
May 2nd, 2008, 10:38 AM
i think the hog and mongoose should match
No, seeing the same colour of object over and over gets boring fast, variety is awesome.
yoyorast
May 2nd, 2008, 10:55 AM
No, seeing the same colour of object over and over gets boring fast, variety is awesome.
I tend to agree with that.. + the default hogs are not matching eachother..
Matooba
May 2nd, 2008, 12:24 PM
I don't think it should be forest ranger greenish though. This is after all a island and should be more of a islandy skin. Is that a dirt devil handle on there , LOL
Is that really you Yohan? That's good shit man.
mcwesalot
May 2nd, 2008, 02:05 PM
ok well i don't really care as long as its not that nasty orange
i just doesn't go with the map at all in my opinion
Roth
May 2nd, 2008, 02:33 PM
So how will the vehicles be placed on the map 3 ghosts at ghost base and 2 reg hogs, 2 rocket hogs and 2 5 seater hogs in the base hangar?
yoyorast
May 2nd, 2008, 05:32 PM
So how will the vehicles be placed on the map 3 ghosts at ghost base and 2 reg hogs, 2 rocket hogs and 2 5 seater hogs in the base hangar?
2 custom hogs + 2 rocket hogs + 2 chain gun hogs in the garage (in that order) - 2 H3 ATVs in the atv base.. 2 ghosts in a new place called "Ghost place" (near the place where there was the tiny sniper tower in V1). this popualtion goes for all gametypes except for Race mode.
In race mode it's all the same than before except that there are no more ATVs at ATV base but they are on top of the garage (where the ghosts standed in V1), also in race mode all the players will spawn on the 2 bases only.
Another thing to note: there'll be one banshee near the sniper tower in Slayer and team slayer mode. (maybe in KOTH also, I'm still thinking bout that).
n00b1n8R
May 3rd, 2008, 12:33 AM
When you re-modeled the hog, did you put something the passengers could hold onto to brace themselves with?
yoyorast
May 3rd, 2008, 08:35 AM
When you re-modeled the hog, did you put something the passengers could hold onto to brace themselves with?
Yeh, if you look close at some pics you'll see that.. like on the scorpion.
mcwesalot
May 3rd, 2008, 01:18 PM
ok this is kinda random but is there gonna be a loopty loop
Sever
May 3rd, 2008, 01:30 PM
No.
mcwesalot
May 3rd, 2008, 01:31 PM
aw damnit all
Sel
May 3rd, 2008, 01:42 PM
ok this is kinda random but is there gonna be a loopty loop
That would be stupid.
mcwesalot
May 3rd, 2008, 02:10 PM
i think it would be pretty interesting
itszutak
May 3rd, 2008, 02:41 PM
I think that it would not work with the physics engine.
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