View Full Version : YoyoV2 : Little Work in Progress + 2 pics
yoyorast
January 22nd, 2008, 11:23 PM
Hey friends, just wanted to let you know about the little progress.. and share with you the last changes I'm making on the model.. but more on the level design side..
First I want to tell you all I'm very glad to have a new parter working on all the stuff I not good (sapien, max uvw, portals..)
This guy is E3PO and he's replacing Skyline (Man thks so much for all your work on V2).. Well E3PO is really motivated, efficient, fast, talented and listening well to what I want (poor man, he's got a list of like 500 things to do lol).. Thks to him I can see the light at the end of the tunnel.. Alos D4NO told me my custom hog was like done textured and Matooba's working hard to finish the H3 ATV with help of Jay.. Thks you guys keep it up!
During our last test we noticed the Panic Room at the beach was not protecting enough someone inside when recieving a nade on the roof for example.. So I'm completly remodeling the Panic room to make it bigger.. but I also added one new thing I want to add since long.. There's now an exit inside it.. I mean , when you are inside whith the "shields on" (so nobody can enter) you can now take a path/corridor that goes under the ground/water and leads you to the baech base or a 2nd path to another place of the beach..
When i created the Panic ROom, I wanted it to be a place where you could hide in case of vulnerability but above all if you had the flag and when being in danger could hide in a little room/prison (lol) waiting for some help of your team.. But I thought lastly that there were very few chances people would use it when they had the flag cause when you catch it, the 2 teleporters brings you to ATV base or to a place you all know dosen't let you see the beach.. So from now, the "walk way" teleporter (not the one that teleport you to ATV) will bring you just next to the Panic room!
Also the other reason for this when you're taking the "walk way tele on the bases's roof.. I find the way to the flags too is easy and too short when comparing with tele bringing you to the ATV's.. So now that the ATV/hog way is even harder in V2 (with all the doors).. Well to balance this lets make the "walk way" out of teleporter harder by making you spawn just next to the PANIC ROOM..
Come on, 2 little pics to help you waiting a little more..
http://img253.imageshack.us/img253/1302/haloce2008012304583081ow3.th.jpg (http://img253.imageshack.us/my.php?image=haloce2008012304583081ow3.jpg)
http://img182.imageshack.us/img182/8895/haloce2008012305052990hn7.th.jpg (http://img182.imageshack.us/my.php?image=haloce2008012305052990hn7.jpg)
Or direct full size here --> http://www.yoyorast.com/forums/viewtopic.php?f=2&t=167
Sever
January 22nd, 2008, 11:35 PM
Quite an interesting change of concept, but I do believe it will make CTF much more challenging and fulfilling. I do believe that V2 has become quite more than just an 'update' to V1, with all of the doors, shields, new sniping options, and reconstructed interior paths. We're all watching and waiting!
Ki11a_FTW
January 22nd, 2008, 11:37 PM
Sweet Jesus! that looks great!!
n00b1n8R
January 23rd, 2008, 12:13 AM
pooky says he'll video himself cutting his own cock off then sucking it when this map comes out.
HURRY UP YOYO :D
t3h m00kz
January 23rd, 2008, 12:49 AM
SWEET JESUS D:> I can't wait
Jay2645
January 23rd, 2008, 01:04 AM
The ATV is tagged, but Matooba is reskinning the hull. When he's finished, he'll send it back to me for animation, then it'll be up to me to get it ingame.
Cortexian
January 23rd, 2008, 03:34 AM
pooky says he'll video himself cutting his own cock off then sucking it when this map comes out.
HURRY UP YOYO :D
You had to put the idea in my head didn't you.
Go die.
Also.
Yoyo, I want to test this when you get a build for me!
LlamaMaster
January 23rd, 2008, 09:19 AM
pooky says he'll video himself cutting his own cock off then sucking it when this map comes out.
HURRY UP YOYO :D
:gonk:
Also,
:awesome:
beele
January 23rd, 2008, 10:20 AM
yay, this looks so sweet, good job.
PlasbianX
January 23rd, 2008, 03:10 PM
Too bad the textures look bleh :|
SuperSunny
January 23rd, 2008, 03:55 PM
It will improve in time, I can guarantee
Apoc4lypse
January 24th, 2008, 12:36 PM
It will improve in time, I can guarantee
so wait ur gonna sex it up a bit? The shaders/textures I mean.
crap.. I dont want to have 5 fps tho... j/k... lol
I'm sure the map will look fine when its done. :cool: cant wait
StankBacon
January 24th, 2008, 08:39 PM
sunny is gonna make the map look weird :'(
SnaFuBAR
January 24th, 2008, 08:45 PM
probably gonna add a laser light show on the top of the bases or something
SuperSunny
January 24th, 2008, 08:49 PM
sunny is gonna make the map look weird :'(
No. The reasoning and understanding behind why my own maps look weird is because they are a test subject to the multitude of experiments I do with Halo. I play around. That's it. As children, playing around is how information is obtained when none is to be provided. Years later, people still do the same, when no information is provided (like shader creation, and lighting. It was limited).
Applying it reasonably and safely to a scenario where I am not in charge of the direction of the look, context, and design of the map, what will I screw up? What is there for me to screw up? Think reasonably. I have the sense to understand when there are too many lens flares, too many dynamic lights, too much shader detail, and too many colors. I'll keep what I do to my own work. Anyone else's work would conform to the details provided. I'm not an idiot, but I do enjoy experimenting in fields unknown. Considering how I have learned how to correctly adhere to, and use Halo's Radiosity and Dynamic Lights, it is simply not a chore for me to use them to enhance the feel of a map, which is, as it seems, very unused in the majority of those released. The ones that I have released, they are overdone, because they are prime examples of what can be done. Not what is to be done, or what will be done.
Also, who said I'm doing anything? I simply said it will look better. This will not go to waste, it's been worked on for quite long. If anyone would need my help, I would provide it. Why would I have to change it all myself and make it look weird?
If, for some reason, much of the community actually thinks that I like to make things look weird, and that's what I've been aiming for, then what the hell has been the point in the years of experimenting I have wasted my life upon, trying to get something out of this game that has just about zero support from anyone but the community itself? I'll work in my field, and keep the rest to others. My field does not involve screwing up, or popping in a bunch of kiddy special effects because they look awesome and cool. I'd like to continue finishing what I can, and documenting everything I have learned so that others may apply it to their own works in the future, as this whole field is generally wasted, as I said, in the majority of the maps released for Halo.
SnaFuBAR
January 24th, 2008, 09:01 PM
dang, sunny, don't get butthurt, we were kidding. we already know this and were just teasing :saddowns:
SuperSunny
January 24th, 2008, 09:04 PM
dang, sunny, don't get butthurt, we were kidding. we already know this and were just teasing :saddowns:
Bah I had to rant it. I understand your comment before was a joke, but I really am unsure if many do think that's what I really do, make things look weird.
Sel
January 24th, 2008, 11:04 PM
Bah I had to rant it. I understand your comment before was a joke, but I really am unsure if many do think that's what I really do, make things look weird.
Sunny is a lighting god, but it needs a little more fine tuning because I had to turn off a lot of my settings to run valkyrie.
I can see the occasional reflection, and shiny iffying of a map being pretty, but dont overdue it.
Not all of us have insanely powerful graphics cards like you. Keep at it though, if you can fine tune it awesomely, Im happy. :D
SuperSunny
January 24th, 2008, 11:49 PM
Sunny is a lighting god, but it needs a little more fine tuning because I had to turn off a lot of my settings to run valkyrie.
I can see the occasional reflection, and shiny iffying of a map being pretty, but dont overdue it.
Not all of us have insanely powerful graphics cards like you. Keep at it though, if you can fine tune it awesomely, Im happy. :D
I understand that, in fact my whole little rant was sort of directed towards that idea, and I have a terrible card. It runs fractionally better than my 3 year old x700 which fried. I have to run the game under the 1000+ res. It's usually 960x600. I bought it for 50 bucks cheap. If I go any higher my game dips in any map except Blood Gulch and Sidewinder, to be honest.
I've stated before, the only reason the FPS was so bad, was because the game was rendering everything at once. I had not used portaling. With all the shader effects and lighting now, that map runs dramatically better than damnation, with the FPS reaching the hundreds easily, with people. The use of cube maps in the map is generally standard compared to the rest of the Halo levels, with slight fluctuations, so I can't really tell what's shiny, except for maybe the dynamic mirrors. These "effects" don't even do that much harm. The modeling is low-poly, the effects are placed properly, and portals are added, and the map runs well.
This is a thread on Yoyo, not me, though, so lets end that here. I just want to make it clear that the purpose of all the fancy crap wasn't to make Halo look shiny or pretty, it was to do something with an old game to match it up with current technological trends in game design and graphical look, by taking advantage of what it has to offer. One map and one project doesn't define what I'm trying to do, but it does bring points to what the game can do.
Syuusuke
January 25th, 2008, 12:12 AM
Oh I'm sorry if I called you a Lens Flare hacker in HIV's (err HCEL's) server earlier =/
I went in some Yoyorast server and a lot of people were like "I've got the final betaz for v2" "I WANT BETA" and etc =/...
SuperSunny
January 25th, 2008, 12:55 AM
Oh I'm sorry if I called you a Lens Flare hacker in HIV's (err HCEL's) server earlier =/
I went in some Yoyorast server and a lot of people were like "I've got the final betaz for v2" "I WANT BETA" and etc =/...
I didn't even notice! :D
Ah it's still funny. (the Yoyo server thing) I remember when CE was new, and we didn't have lulznubs.
p0lar_bear
January 25th, 2008, 05:31 AM
I remember when CE was new, and we were* lulznubs.
ftfy. :v
Also, yoyo, great to see this progress, I can't wait. Unfortunately, you posted the thread wrong at your forums and it didn't go through to the CMS. :|
E3pO
January 27th, 2008, 12:38 PM
UPDATE
--- Original message by: Jay2645
Well, I may as well let you guys know a bit more about V2.
E3pO is doing an awesome job with finding shortcuts and stuff, he's got the same job as TheGhost did when he was working on V1 (Well, and a bit of V2).
Matooba had the ATV 95% skinned, he sent it to me and I tagged it (Put nodes and frames and stuff), then I sent it back to him to finish the textures. That was about a week ago, and Matooba's been known for disappearing for long periods of time.
When he DOES send it back, then I'm going to animate, then get it ingame.
The animations will be easy, but take the longest, and getting it ingame should be no problem for me.
Everything else is finished or near finished, I hear Sunny (Of Valkyrie fame) will be working on the lighting for V2, and once the Mongoose gets done, then it will be up to E3pO to find the bugs and fix them.
Yoyorast will have to have a massive beta right before it's released to find the remainder of the bugs (Just an FYI, there has been no real beta testing on V2 since I've been on the project, since nothing had really changed but the vehicles), and, once those are fixed, then it should be done.
It really is getting close to completion, soon to move in to what Bungie has dubbed "Crunch". I just need that model skinned.
Jay2645
January 27th, 2008, 11:09 PM
Oh hai my Halomaps post.
Bad Waffle
January 28th, 2008, 04:00 AM
you dont need the finished texture to start animating, so get to it!
malolo420
January 28th, 2008, 04:53 AM
Lookin good, keep it up.
Limited
January 28th, 2008, 05:22 AM
Isnt E3pO also working on Portal Multiplayer? :)
Hope all is going well and like WoL said you dont need the texture to animate as long as yo have the model, unless he is changing the model to fit texture (which why would he do that?)
Jay2645
January 28th, 2008, 03:12 PM
He's re-UVwing it, but I suppose as long as I keep the nodes and such the same, I can replace the hull.He's done another disappearing act, he hasn't come back from it yet.
Lateksi
January 28th, 2008, 04:14 PM
The tower and panicroom(?) look really cool, but I find the textures looking plain. Also, is there a grave underwater like in V1 or is it a wall?
Sever
January 28th, 2008, 04:55 PM
Its a wall, and the textures will look better after sunny does his magic with the lighting.
yoyorast
February 5th, 2008, 09:24 AM
Hey guys, after some testing with e3po and Matooba we saw the Panic room at the beach had a strong weak point : you could nade and kill someone hiding inside even when the protecting shields were on.. so I had to remodel the Panic room.. anyway I explained everything in the 1st post of this thread.. so the 2 corridors (from inside the panic room) leading underground to 2 diferent places are now done (you can see that on the pics).
(the green parts are the new/modified parts)
http://img171.imageshack.us/img171/4130/amapi2008020514551909vy9.jpg
Shot at 2008-02-05
http://img149.imageshack.us/img149/4260/amapi2008020514533181br9.jpg
Shot at 2008-02-05
http://img301.imageshack.us/img301/6726/amapi2008020514534565nn7.jpg
Shot at 2008-02-05
http://img509.imageshack.us/img509/5/amapi2008020514541514lw2.jpg
Shot at 2008-02-05
Also I couldn't help myself changing the place where there was "the spiral ramp" in v1 again (also known as the big camping place in v1).. this is the 2nd time I spent like 10 days on remodeling it.. why? 2 reasons : -esthetic reason : I wasn't happy with the old ramp and there's now more unity in the design.. 2nd gameplay reason : it will still be possible to camp there but it will more balanced cause there be now an option for those coming with hog from the tunnel under the camping place to let on guy leave the hog and pass trhough a little corridor + ladder to see if there's someone waiting/comping up there + there's now a protection in the middle of the ramp for the guys on hog..
http://img171.imageshack.us/img171/1264/amapi2008020514522096lf8.jpg
Shot at 2008-02-05
http://img352.imageshack.us/img352/5650/amapi2008020514515535nm8.jpg
Shot at 2008-02-05
http://img171.imageshack.us/img171/2467/amapi2008020514503104oe3.jpg
Shot at 2008-02-05
http://img170.imageshack.us/img170/5127/amapi2008020514474145sq2.jpg
Shot at 2008-02-05
K I won't change or add anything else on the model anymore, I sware.. I'm importing the new stuff int the max model right now.. E3po will have the model tonight and will fix the errors and make a build then.. then we'll be closer to the end even more lol.. keep the faith guys.. Thks for your support.
PS: Please DANO and Matooba, if you're reading this, I really need your stuff as soon as possible now.. thks guys!
Sever
February 5th, 2008, 09:45 AM
What is it with you and your great problem solving skills lol. That is one of the best changes I've seen yet. I can't type much right now, but I'll have more comments later. Also, I'll still be available to help with weapon and player spawn suggestions.
Reaper Man
February 5th, 2008, 09:47 AM
My only crit about the texturing job is that the map still looks kinda bland a low contrasty. Maybe use brown cliffs instead of grey to add more variety in colour... Oh, and I see that there's some edges that don't have smoothing.
yoyorast
February 12th, 2008, 08:54 AM
Anyone knows this problem? http://www.yoyorast.com/forums/viewtopic.php?f=2&t=167&p=1024#p1024
Limited
February 12th, 2008, 09:18 AM
Possible something to do with NTSC - PAL, although I didnt think there was that much difference in Halo.
Edit: Upon reflection, I doubt the region thing would make any difference, it only usually matters to DVDs as it is to do with refresh rates. Its possible your files some how became corrupt, has this happened on any other builds? The textures sort of look like one ones in H2V when radiosity hasnt fully been run.
Did you want another person with PAL to test? :O
Love De Lux
February 12th, 2008, 10:55 AM
Yoyo, do you have the French version of Halo CE ?
I have already experienced that kind of problems, with the CMT SP mod for example.
bitmaps.map and sounds.map aren't the same for all version of the game. Althouth, that should'nt be the problem. ( You can build a map with the default tag set ( aka the english one) and run the map just fine on a non-english Halo:CE)
This also explain why the font "change", the one in the PAL build (french and so on) got a font file with more characters, and also the "this is a problme I already found with some HaloPC mod or the yoyorast UI for example" part.
I'll explain :
If you build a HaloPC mod with the english tag set, bitmaps and sounds are referenced for this tagset. We know the position of the data in the bitmaps.map and sounds.map
BUT, if you try to load this mod in the french version of halo, for example, the same file ( ex : main logo of the ui) isn't at the same place in the bitmaps.map and sounds.map . So it'll load data yeah... but not the right data. Which explain the fubbared bitmaps and sounds problems.
You'll ask me : why are the files differents ? Simply because some bitmaps and sounds don't have the same height ( ex : bitmap in the menu, voice and all)
PS : Mon anglais n'est pas tip-top, si tu veux la même chose en français, demande XD
E3pO
February 12th, 2008, 02:44 PM
PS : Mon anglais n'est pas tip-top, si tu veux la même chose en français, demande XD
My English is not tip-top, if you want the same thing in french, demand
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