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kid908
August 19th, 2008, 05:08 PM
i started this model around 10-11am central america time. this is what the city looks so far:

NOTE: model seen here is the one that is going to be used to make bitmaps for the game model.

format wip will be posted in:
date: month/day/year time(military)
details about image: tell you what has been updated
face count: the ammount of faces that is in the model when rendered.


date: 08/19/08 15:50
Details about image: area seen here are all above water.
face count: 9622
http://i113.photobucket.com/albums/n211/kid908/atlantis08-19-081550.png

date: 08/20/08 10:54
details about image: drone launcher has been added along with the center piece of the larger peers. the larger peers has more interior details with a minor adjustment to the outer parts and bridge between the two peers on the top of the image has been added.
face count: 18956
http://i113.photobucket.com/albums/n211/kid908/atlantis08-20-08105418956.png

date: 08/21/08 09:00
details about image: this update is mostly for "AAA" who wanted to see a wireframe... but added more depth to the peers with drone launchers(smaller peer attached to the larger size of the hexagon) and added connection between the arrows and the main peers and same goes for the 3rd peer which has no arrow(large peer attached at the small end of the hexagon)
face count: 22428
http://i113.photobucket.com/albums/n211/kid908/atlantis08-21-08090022428.png
wireframe:
http://i113.photobucket.com/albums/n211/kid908/atlantis08-21-08090022428wireframe.png

date: 08-22-08 22:21
details about image: added water bins and started the center of the larger piers. also added the item on the bridge. bins might have to be remade since they're 32 sided each...
face count: 94114
http://i113.photobucket.com/albums/n211/kid908/atlantis08-22-08222194114.png
wireframe:
http://i113.photobucket.com/albums/n211/kid908/atlantis08-22-08222194114wireframe.png

date: 08/24/08 15:45
details about image: i added the drone launcher and sensor pods. i also remade the filter looking things seen in the closeup image.
face count: 117686
http://i113.photobucket.com/albums/n211/kid908/atlantis08-24-081745117686.png
closeup:
http://i113.photobucket.com/albums/n211/kid908/atlantis08-24-081745117686closeup.png
more wip images coming soon =P

LinkandKvel
August 19th, 2008, 05:19 PM
Too bad you can't make it underwater though

ICEE
August 19th, 2008, 05:35 PM
Is there going to be an underwater section?

kid908
August 19th, 2008, 06:08 PM
can't you make it underwater?

and ye there will be underwater part... maybe not so much on game model...(since where atlantis is, it's several hundred feet down.

SnaFuBAR
August 19th, 2008, 07:11 PM
OK so nothing special so far. How about showing us your reference so we can get a feel for what you're trying to achieve?

LlamaMaster
August 19th, 2008, 07:17 PM
You can't have an underwater section, unless you want your tunnels full of fog, or the water fogless. AKA, it will look like crap.

Invader Veex
August 19th, 2008, 07:17 PM
OK so nothing special so far. How about showing us your reference so we can get a feel for what you're trying to achieve?

He's making it based off of the city of Atlantis in one of the Stargate spin-offs.

http://www.scifiontherock.com/images/Stargate-Atlantis.jpg

Corndogman
August 19th, 2008, 07:19 PM
Cant you add portals to the tunnels and only have the fog in the clusters outside of the tunnels?

LinkandKvel
August 19th, 2008, 07:32 PM
You can't have an underwater section, unless you want your tunnels full of fog, or the water fogless. AKA, it will look like crap.

And you'll still have the underwater effects which are gay like muffled shooting etc.
You cant shape the area where water fills. Anything below the plane is water no matter what.

Heathen
August 19th, 2008, 07:36 PM
Just realized, this thing is going to be HUGE!

Also, didn't he say

Details about image: area seen here are all above water.

Cortexian
August 19th, 2008, 07:38 PM
He's making it based off of the city of Atlantis in one of the Stargate TV series'.

http://www.scifiontherock.com/images/Stargate-Atlantis.jpg
FTFY.

Atlantis isn't a Spin-Off, it's just another branch of the story line that they couldn't possibly fit into SG-1 at the same time. Unless of course you're referring to the fact that the TV series' are spin-offs of the original movie... I believe they just continue the story beyond the movie, and I thought they had some reference to go off of for awhile (because SG-1 season 1 was awesome).

ANYWAY.

What exactly are you going to be doing with said model? Making it into a CE level? Or part of a CE level? What? Because you do realize that Atlantis is fucking huge right? Like, on-par with Hugeass/Coldsnap except built of buildings and such.

Malloy
August 19th, 2008, 07:42 PM
anyways... i cant see this being completed to a satisfactory level, it just looks too huge of a map to get looking good and functioning well ingame.

kid908
August 19th, 2008, 08:47 PM
everthing but the control tower will be a skymap. and the control tower will be the playable area. since i needed an atlantis backdrop to be seen out of windows and the "porch" of the towers =D. i might make several towers reachable through the "storage room" telly. ofcource a city the size of manhattan be playable would be really...wow XD.

anyways by the image detail. it means the part i have finished so far.

AAA
August 20th, 2008, 01:12 AM
It's going to be fucking huge...

If this is actually going to work...,

1. Make MC run much faster so it doesn't take so fucking long to get around.

2. Too many vehicles in the map will just be another huge contributor to the lag so keep that quantity on the low...

Malloy
August 20th, 2008, 06:50 AM
hmmm he did say that only te control tower would be the playable area... this may work if he just concerntrates on making a good playing area then filling in the depth and feel of atlantis with a custom sky.

kid908
August 20th, 2008, 11:04 AM
update:

date: 08/20/08 10:54
details about image: drone launcher has been added along with the center piece of the larger peers. the larger peers has more interior details with a minor adjustment to the outer parts and bridge between the two peers on the top of the image has been added.
face count: 18956
http://i113.photobucket.com/albums/n211/kid908/atlantis08-20-08105418956.png

SMASH
August 20th, 2008, 12:22 PM
um... dude, you dont have to update everytime you bridge two polygons. Keep working then come back with some picks of major change.

Zeph
August 20th, 2008, 01:23 PM
um... dude, you dont have to update everytime you bridge two polygons. Keep working then come back with some picks of major change.

Progress is progress. It's more than you see around here often nowadays.

kid908
August 20th, 2008, 02:03 PM
um... dude, you dont have to update everytime you bridge two polygons. Keep working then come back with some picks of major change.


-.- the face count double...i hardly thing that's 2 polygons and shit...if u pay attention to the face count u'll see that there's more work in it...

OpsY
August 20th, 2008, 02:14 PM
And you'll still have the underwater effects which are gay like muffled shooting etc.
You cant shape the area where water fills. Anything below the plane is water no matter what.



But you can decide how thick the fog is in each cluster( by using different fog palette). The whole thing seems WAY TOO HIGH poly so far though... As for underwater, well some sections are flooded, including the underwater launch bay and I think it's a must to have. I was wondering when someone would take the time to make Atlantis... Keep up the good work it looks great.

LinkandKvel
August 20th, 2008, 03:29 PM
But you can decide how thick the fog is in each cluster( by using different fog palette).Doesn't matter...you'll still have the effects of being underwater.

As for underwater, well some sections are flooded, including the underwater launch bay and I think it's a must to have.Read above. He can't make the whole level underwater because say he makes a water plane above the city. Even if he portals it with less fog you will still be underwater and thus nothing else will change. You will still have the underwater sounds, visual effects, and gameplay effects. He can't do both underwater AND flooded unless he makes the level where you can't look outside therefore seeming like your underwater. His best chance here is to make an undersea like skybox for best result.

kid908
August 20th, 2008, 03:47 PM
Doesn't matter...you'll still have the effects of being underwater.
Read above. He can't make the whole level underwater because say he makes a water plane above the city. Even if he portals it with less fog you will still be underwater and thus nothing else will change. You will still have the underwater sounds, visual effects, and gameplay effects. He can't do both underwater AND flooded unless he makes the level where you can't look outside therefore seeming like your underwater. His best chance here is to make an undersea like skybox for best result.


so if the sky box simulate underwater will the underwater effect carry over to the bsp? 'cause all i need is the look of underwater since atlantis's shield hold back the water, i wouldn't need the underwater effect since there's air inside the shield with no water.

LinkandKvel
August 20th, 2008, 04:03 PM
so if the sky box simulate underwater will the underwater effect carry over to the bsp? 'cause all i need is the look of underwater since atlantis's shield hold back the water, i wouldn't need the underwater effect since there's air inside the shield with no water.

No underwater effect will be carried over. Just make it like you would a regular skybox. Maybe if your good enough you can have it to look like an animated water surface if you look up.

kid908
August 20th, 2008, 04:27 PM
No underwater effect will be carried over. Just make it like you would a regular skybox. Maybe if your good enough you can have it to look like an animated water surface if you look up.

can't u have 2 plane? one facing downwards and one facing upwards for that effect? just curious.

AAA
August 20th, 2008, 06:05 PM
Could we see it in wire frame, please?

LinkandKvel
August 20th, 2008, 08:13 PM
can't u have 2 plane? one facing downwards and one facing upwards for that effect? just curious.

Nope. In Halo water is water. There's no "tricks" or "workarounds".

kid908
August 21st, 2008, 09:14 AM
update: here's a wireframe image(in spoiler tag)

date: 08/21/08 09:00
details about image: this update is mostly for "AAA" who wanted to see a wireframe... but added more depth to the peers with drone launchers(smaller peer attached to the larger size of the hexagon) and added connection between the arrows and the main peers and same goes for the 3rd peer which has no arrow(large peer attached at the small end of the hexagon)
face count: 22428
http://i113.photobucket.com/albums/n211/kid908/atlantis08-21-08090022428.png
wireframe:
http://i113.photobucket.com/albums/n211/kid908/atlantis08-21-08090022428wireframe.png

PenGuin1362
August 21st, 2008, 11:37 AM
That doesn't looks like it was properly modeled...

Zeph
August 21st, 2008, 11:51 AM
That doesn't looks like it was properly modeled...

There are many different school of thoughts on modeling. There are also different skill levels of modelers. I cant blame him for starting like that, and I probably would have done something similar myself so the model would be easy to slice up in the future. At least he's making progress. That's a big step in improving your skills.

PenGuin1362
August 21st, 2008, 06:02 PM
I meant more in terms of being game ready >_>. it's difficult to tel from that render, aside from the fact it lacks triangulation but it appears as though it may produce a large amount of errors. His method of modeling is not in question. I'm just saying by the looks of the wireframe there may a large amount of errors when trying to compile

kid908
August 21st, 2008, 06:40 PM
I meant more in terms of being game ready >_>. it's difficult to tel from that render, aside from the fact it lacks triangulation but it appears as though it may produce a large amount of errors. His method of modeling is not in question. I'm just saying by the looks of the wireframe there may a large amount of errors when trying to compile


read first post "NOTE:"

model you see right now is the one thats going to make the skin. and another hint that this exact model isn't going ingame is the fact that the percentage completed going along with the face count is too great of a ratio.

SMASH
August 21st, 2008, 08:58 PM
eh, still looks like a bunch of planes placed over the layout with a bunch of extrudes and insets put on it... doesn't look much like a city but then again i dont really know what atlantis looks like. Any other pics of what your aiming for?

PenGuin1362
August 21st, 2008, 09:20 PM
read first post "NOTE:"

model you see right now is the one thats going to make the skin. and another hint that this exact model isn't going ingame is the fact that the percentage completed going along with the face count is too great of a ratio.


....How is the model going to make the skin?...

SnaFuBAR
August 21st, 2008, 09:46 PM
....How is the model going to make the skin?...
^lol

yeah you're going to have to explain that one.

kid908
August 21st, 2008, 10:29 PM
basicly it's the same as making a bump/norm map from a really high poly model for a really low poly model. ie. you add as much details as u can get into it so it looks like the "real deal"(one from show).

u use seemless bitmaps on it to get details such as scratches on it and render diff views. of diff parts. aline them with the uv unwrap of the low poly model... im really bad at making texture from scratch by the way.

PenGuin1362
August 21st, 2008, 10:42 PM
........ /facepalm

Rentafence
August 21st, 2008, 11:57 PM
........ /facepalm

You're just angry because you don't know what normal maps are :haw:

SnaFuBAR
August 22nd, 2008, 03:30 AM
basicly it's the same as making a bump/norm map from a really high poly model for a really low poly model. ie. you add as much details as u can get into it so it looks like the "real deal"(one from show).

u use seemless bitmaps on it to get details such as scratches on it and render diff views. of diff parts. aline them with the uv unwrap of the low poly model... im really bad at making texture from scratch by the way.
what the hell are you smoking? i want some.

BobtheGreatII
August 22nd, 2008, 03:47 AM
what the hell are you smoking? i want some.

http://www.gearfuse.com/wp-content/uploads/2007/10/smoking.jpg

Gentlemen

SnaFuBAR
August 22nd, 2008, 03:58 AM
O__O

PenGuin1362
August 22nd, 2008, 07:31 AM
You're just angry because you don't know what normal maps are :haw:

you don't normal map your bsp using the same method as weapons >_<

kid908
August 22nd, 2008, 04:14 PM
i donno it was late and was in a hurry at typing. also i have things that just pop up in my head and sometimes it gets typed. like right now im thinking about a really large pancake and someone dieing at the same time.


besides the parts aren't going to be mesh, some such as uneccessary buildings will be planes at an angle and a rendered image applied. also im wondering, are those dishes in halo 3's standoff(i think that's the map...) mesh or plane?


edit: for those who can't get a good image of atlantis, this is one of the reference im using to make atlantis, this model comes in at around 2.4 million tris/1.1 million polygons. i'll also prob put up the latest update around 9pm.

http://i113.photobucket.com/albums/n211/kid908/Atlantis-Fin-02.jpg


update:

date: 08-22-08 22:21
details about image: added water bins and started the center of the larger piers. also added the item on the bridge. bins might have to be remade since they're 32 sided each...
face count: 94114
http://i113.photobucket.com/albums/n211/kid908/atlantis08-22-08222194114.png
wireframe:
http://i113.photobucket.com/albums/n211/kid908/atlantis08-22-08222194114wireframe.png

BobtheGreatII
August 22nd, 2008, 11:29 PM
So much Optimization <:saddowns:>

Good luck getting that in game...

LinkandKvel
August 23rd, 2008, 02:06 AM
http://i113.photobucket.com/albums/n211/kid908/Atlantis-Fin-02.jpgVote this for next assassin's creed[/offtopic] So how is this gonna work out for CE?

legionaire45
August 23rd, 2008, 02:50 AM
I'm a bit confused - are players going to be running around on the top part of this?

Because unless this map is being made as a portfolio piece I don't see the gameplay being particularly good.

Also, the satellite dishes in standoff are actual geometry (not planes with textures applied). However, do remember that Bungie can put a lot more polygons onscreen with Halo 3's engine then with Halo 1's.

Also, about your skybox issue - you can have water in skyboxes. Rip the skybox from A30 (the level "Halo") and take a look at how they pulled it off. You might want to do something similar with the skydome but just tint it blue in color or something to make it look like there is water outside the shield.

kid908
August 23rd, 2008, 09:40 AM
i'll check out a30's skybox. anyway i didn't have time yesterday to render and upload this. this is a closer look at stuff added in the last update. there's 40 water cans in total so 32 sided each may be a bit too much.

closer look.
http://i113.photobucket.com/albums/n211/kid908/atlantis08-23-08093494226bridgewire.png

rossmum
August 23rd, 2008, 10:57 AM
A bit!?

MMFSdjw
August 23rd, 2008, 12:15 PM
Umm.. So what's the playable area look like?

Kalub
August 23rd, 2008, 12:35 PM
God, I love to see things fail.
but the ninja in me doesn't

*This user has subscribed to this thread

Rentafence
August 23rd, 2008, 12:38 PM
I love me some Stargate, but I have the feeling this won't turn out well. +rep for the effort though.

LlamaMaster
August 23rd, 2008, 02:49 PM
You seriously expect this to get ingame?

Bastinka
August 23rd, 2008, 03:10 PM
Unlike LlamaEmo I'd like to see how this plays out. Looks very Star Wars: Battlefront-esque imo.

spartan463
August 24th, 2008, 01:07 AM
with this and the arora class ship, and maybe a SGC, BC-304, and some planets and you would have your self a fine stargate map pack or singleplayer

Con
August 24th, 2008, 01:32 AM
I agree with pengy, the renders dont show any detail. I dont get the impression that this is all sealed and game ready at all.

kid908
August 24th, 2008, 05:52 PM
date: 08/24/08 15:45
details about image: i added the drone launcher and sensor pods. i also remade the filter looking things seen in the closeup image.
face count: 117686
http://i113.photobucket.com/albums/n211/kid908/atlantis08-24-081745117686.png
closeup:
http://i113.photobucket.com/albums/n211/kid908/atlantis08-24-081745117686closeup.png

Choking Victim
August 24th, 2008, 05:56 PM
face count: 117686
must I explain?

kid908
August 24th, 2008, 06:03 PM
must I explain?


must i also explain this isn't the final game model? i'll optimize it when im done. also i need teh details since some of the parts of the final game model will be just a plain with an image rendered at a specific angle. prob the the details such as the sensor pods and that drone launcher. non of my references have enough details but at the wrong angle or isn't at the correct angle if it does have enough detail.

nick3d
August 24th, 2008, 06:16 PM
Im sorry for doing this but i see alot of detail which isnt needed what so ever,because it can be photoshopped, aswell it would take absolute ages to skin so iv pointed a little bit out but im sure you'll be able figure out where else, or what you want to do, the detail is ace but to be honest i think its not needed and also theres this extrusion here.............................................. .................................................. ...... \/ \/ \/
http://i289.photobucket.com/albums/ll208/fernn001/Untitledsasdf.jpg

Rentafence
August 24th, 2008, 06:33 PM
Why don't you model the playable areas first, then go from there?

kid908
August 24th, 2008, 06:51 PM
Why don't you model the playable areas first, then go from there?


cuz i can't find any refs for inside atlantis yet. u can help. im making parts that i have refs for. and just for the record. i am very horrible at photoshop. those parts will be fix.

Rentafence
August 24th, 2008, 07:07 PM
http://www.youtube.com/watch?v=K_TwsLKCHEM

Well theres a video of a Stargate Atlantis map someone made for Unreal Tournament, I think.

http://www.youtube.com/watch?v=JHg-0AmcNIY&feature=related

Another for CS1.6

Choking Victim
August 24th, 2008, 07:27 PM
must i also explain this isn't the final game model? i'll optimize it when im done. also i need teh details since some of the parts of the final game model will be just a plain with an image rendered at a specific angle. prob the the details such as the sensor pods and that drone launcher. non of my references have enough details but at the wrong angle or isn't at the correct angle if it does have enough detail.
That doesn't make much sense, considering the majority of the polycount seems to be going towards major details in the bsp. Think about it, you barely have any detail yet, you're already 100,000 polys over the recommended limit, and you haven't even modeled the major buildings and such. Frankly, I don't see any of this happening.

spartan463
August 24th, 2008, 10:29 PM
the atlantis in the unreal mod is not sized right and very undetailed, and the counter strike on could have had some more work on it. I hope your comes out better, then maybe we can get all those players in to halo CE.

Kalub
August 24th, 2008, 10:44 PM
Let me say it one more time.


THIS WILL NEVER GO INTO HALO CUSTOM EDITION

as in

THIS WILL NEVER MAKE IT THROUGH TOOL TO BE COMPILED INTO A MAP

once more:

NEVER, EVER, WILL THIS MODEL MAKE IT INGAME.


That is all.

MMFSdjw
August 24th, 2008, 10:52 PM
You have to condsider what will be visible.
Assuming this actually becomes a playable map, chances are good not even half of this will be visible in any way.

It's a really nice model, but will not be usefull for the purpose for which your making it.
For all the time and work you're putting into this you could have found reference of the interior, or just watched a few episodes.

I encourage you keep at this as a porfolio piece but I'm afraid it's not going to be as useful in halo as you think it will.

Rooster
August 25th, 2008, 10:53 AM
The model got very good. But, i think its something too big. Its too ambitious! Ur talking about getting a whole CITY ingame. Even if u did model the entire thing, all it would be is a very impressive model that u can add to ur portfolio. But, go ahead, prove us wrong.

spartan463
August 25th, 2008, 01:41 PM
hey Kalub
YOUR NEVER GOING TO MAKE IT THROUGH LIFE, SO STFU AND GIVE UP NOW.

anyway people have done somethings in halo CE that people thought we never could make, hey I bet when the person that made hugeass told everyoen he was, they all probably say its too big its not going to work, well look it did. I do know that this has a good chance of not working (and its good of you guys to tell him), but convince him that it isnt going to work cause then it wont cause it never got finished.

SMASH
August 25th, 2008, 01:56 PM
Wow, I vote to ban this guy ^. Kalub is a FAR more experienced member than you and was giving kid a reality check and I agree with him.

sdavis117
August 25th, 2008, 02:00 PM
hey Kalub
:words:

anyway people have done somethings in halo CE that people thought we never could make, hey I bet when the person that made hugeass told everyoen he was, they all probably say its too big its not going to work, well look it did. I do know that this has a good chance of not working (and its good of you guys to tell him), but convince him that it isnt going to work cause then it wont cause it never got finished.


Thing is, Hugeass wasn't that good of a map. I don't have it in my mapfolder, and I know most people here probably are on the same boat (the not having hugeass in your mapfolder boat, it's actually a great boat).

Also Kalub is right. This model is not going to be in the game. Kid should just throw it out. You don't actually need an outside for this map. Just make the windows non-transperant and say its the tint, and watch as noone complains. I think you should be spending your time on making a rough sketch on how this map will play, what the actual map will look like, where the weapons will be (and what the weapons will be like if you are going to do custom Stargate weapons), and things like that.

And don't get me wrong, I love this idea. Stargate SG-1 was my favorite show before those studio asses decided to cancel it (damn you MGM), but you don't need to work so hard on things that won't even be that important to the map.

PenGuin1362
August 25th, 2008, 02:42 PM
hey Kalub
YOUR NEVER GOING TO MAKE IT THROUGH LIFE, SO STFU AND GIVE UP NOW.

anyway people have done somethings in halo CE that people thought we never could make, hey I bet when the person that made hugeass told everyoen he was, they all probably say its too big its not going to work, well look it did. I do know that this has a good chance of not working (and its good of you guys to tell him), but convince him that it isnt going to work cause then it wont cause it never got finished.


No you stupid fuck. It has nothing to do with the size. Just because people have done some interesting things with the games engine that doesn't mean you can completely ignore the laws of the games engine. THIS MODEL WILL NOT WORK IN TOOL. Plain and simple, not because it's too big, because it does not follow the sealed world rule. So before you go running your mouth you dumb fuck, how about you actually learn a thing or two about the development kit.

Rentafence
August 25th, 2008, 02:48 PM
Oh wow... What a tool

Spartan463, I suggest going here

http://i29.photobucket.com/albums/c251/CN3089/Emoticons/eventhorizon.gif

http://forum.halomaps.org/

SnaFuBAR
August 25th, 2008, 02:51 PM
omfg event horizon was awesome.

You like stargate atlantis. We get that. Your passion to model out each detail isn't going to carry it through the HEK.

Bastinka
August 25th, 2008, 07:19 PM
anyway people have done somethings in halo CE that people thought we never could make, hey I bet when the person that made hugeass told everyoen he was, they all probably say its too big its not going to work, well look it did. I do know that this has a good chance of not working (and its good of you guys to tell him), but convince him that it isnt going to work cause then it wont cause it never got finished.
It took me about 3 times to almost understand what you just posted. Use commas properly please :gonk:.

Also, you are allowed to state opinions. To retort to his opinion in the way you did kind of makes you look like a...

Anyway I'd like to see how this played out, if he wants to do it well then fucking let him!
EDIT:

Im sorry for doing this but i see alot of detail which isnt needed what so ever,because it can be photoshopped, aswell it would take absolute ages to skin so iv pointed a little bit out but im sure you'll be able figure out where else, or what you want to do, the detail is ace but to be honest i think its not needed and also theres this extrusion here.............................................. .................................................. ...... \/ \/ \/
What the hell are you talking about? Yet another post I can't understand.

EDIT 2:

omfg event horizon was awesome.

You like stargate atlantis. We get that. Your passion to model out each detail isn't going to carry it through the HEK.
Why would it not be carried through HEK? I've made a map similar to this, it was floating rocks in a skybox. Lag helped me make a giant fan/propeller for it. I still don't get why it wouldn't work? Is it not sealed properly?

PenGuin1362
August 25th, 2008, 07:29 PM
Is it not sealed properly?

ding ding ding

Bastinka
August 25th, 2008, 07:31 PM
Oh well I was about to say everything that's displayed would work if it was sealed off.

Corndogman
August 25th, 2008, 07:32 PM
erm, how do you know its not sealed? Looks sealed to me.

PlasbianX
August 25th, 2008, 09:13 PM
erm, how do you know its not sealed? Looks sealed to me.

Cause you can tell he has planes intersecting each other.

Party_Grunt
August 25th, 2008, 09:56 PM
Correct me if im wrong, as i've never made a map.

Couldn't a very basic textured version of the bottom that wouldn't break the sealed world rule be put into the map (made as though it were the ground) with bump maps to take care of the minute details (can they be done for large textures?)

If the building where the action is going to happen is high enough up, you shouldn't even be expected to see any real details anyway.

legionaire45
August 25th, 2008, 10:31 PM
Alright, I understand what he is trying to do.

Yeah, if the building is really that high up then all he has to do is make a bitmap with the city part and then maybe throw some box props in there to approximate the other smaller buildings and other things. Then for the water - shield thingy just make the skydome as usual, give it a shield impact type of material, clone it, make it larger and paint it a watery blue. Hell, maybe even animate some fishies off in the distance.

Kalub
August 26th, 2008, 12:20 AM
hey Kalub
YOUR NEVER GOING TO MAKE IT THROUGH LIFE, SO STFU AND GIVE UP NOW.

anyway people have done somethings in halo CE that people thought we never could make, hey I bet when the person that made hugeass told everyoen he was, they all probably say its too big its not going to work, well look it did. I do know that this has a good chance of not working (and its good of you guys to tell him), but convince him that it isnt going to work cause then it wont cause it never got finished.

Hey guess what Rtard, I worked with Tiamat on Hugeass/Coldsnap, I know more about the limitations of the engine that you could ever imagine. But, go ahead prove me wrong, but when you fail I will be there to rub it in your face. :)

Con
August 26th, 2008, 12:25 AM
As long as the model is rendered and used in a sky panoramic that's fine. Also, stop with the arguing--I'm told its bad and such :0

Kalub
August 26th, 2008, 12:29 AM
Yes mom :(



Just saying, at this point in time I think that the model is no longer Halo:CE. More of a high poly portfolio item. Do what you want, but even with a few years of optimization that will never go into the Blam! engine.

Corndogman
August 26th, 2008, 07:45 PM
Cause you can tell he has planes intersecting each other.

Yeah, I didnt see a few of the closeup pics, but I see the instanced geometry now.


As long as the model is rendered and used in a sky panoramic that's fine. Also, stop with the arguing--I'm told its bad and such :0

Isn't that what the model is for anyways? why are we arguing?

Rentafence
August 26th, 2008, 07:52 PM
Isn't that what the model is for anyways? why are we arguing?

Because this is Modacity :v:

LinkandKvel
August 26th, 2008, 09:29 PM
Because this is Modacity :v:

Did you miss this thread? It's Mod-a-city :eng101:

Bastinka
August 26th, 2008, 11:32 PM
Because this is Modacity :v: http://www.threadbombing.com/data/media/2/sparta_smiley.gif
Exactly what I was thinking.

kid908
August 28th, 2008, 09:34 PM
As long as the model is rendered and used in a sky panoramic that's fine.


basicly that's it and school started so updates may be slower now. >.< blah i don't like school.

Heathen
August 28th, 2008, 10:10 PM
I just hate to see it when you have to come in here and say

":( Guys. It didnt work."

Kalub
August 28th, 2008, 11:03 PM
*Will be there for that

Choking Victim
August 29th, 2008, 03:43 PM
I just hate to see it when you have to come in here and say

":( Guys. It didnt work."
It's the reason I look at this thread.

ItsMeTerror
August 31st, 2008, 12:43 PM
This will never make it in-game, although it still would be good for some rendered mechamania in 3ds. After you of course get it textured and whatnot. Have fun. :D

iMobius
September 5th, 2008, 03:54 PM
I think it will be amazing:iia:

TeeKup
September 5th, 2008, 09:01 PM
hey Kalub
YOUR NEVER GOING TO MAKE IT THROUGH LIFE, SO STFU AND GIVE UP NOW.

anyway people have done somethings in halo CE that people thought we never could make, hey I bet when the person that made hugeass told everyoen he was, they all probably say its too big its not going to work, well look it did. I do know that this has a good chance of not working (and its good of you guys to tell him), but convince him that it isnt going to work cause then it wont cause it never got finished.

Wow. Yeah just go ahead and try and insult a senior member of our community who is highly respected and has a good amount of intellect on the game engine. Cause we TOTALLY tolerate that.

the1
September 7th, 2008, 07:15 PM
... ouch... Kalub and i go way back. and yeah. he's probably 1 of the stronger intelects for ce.
yeah good times. i gotta get back into ce again once i re install xp on my new sata hard drive.
but yeah. me im good with, model's animations, textures, physics, user interfaces
*doubbly awesome with scripts* gotta bring back my vehicle pick up script with pelican's.
the only thing i could never work out were huds :S...
but yeah from what i can tell the model is turning out fine.

kid908
November 16th, 2008, 02:38 PM
I finally have time to work on atlantis again. anyways here's an update...i hate skool projects cuz that's all i've been doing since school started. and it's basicly for every class. ok for naow. just think of this model of a render model. how the skybox comes out will be seen when im done with this model.
date: 11/14/08 22:44
details about image: details on the drone piers.
face count: 142936
http://i113.photobucket.com/albums/n211/kid908/atlantis11-14-082244142936.png
closeup:
http://i113.photobucket.com/albums/n211/kid908/atlantis11-14-082248142936buildingw.png

image from last time i forgot to add:
Kid908's Portfolio | (http://kid908.webs.com/apps/photos/photo.jsp?photoID=17743102&prev=1)

mech
November 16th, 2008, 03:08 PM
Did you even think for a second about how you're supposed to play this?

BobtheGreatII
November 16th, 2008, 03:09 PM
Did you even think for a second about how you're supposed to play this?


Hey, learn to read.

He said that he's just using the model for rendering now. So let it go.

mech
November 16th, 2008, 04:06 PM
I can read completely fine.


how the skybox comes out will be seen when im done with this model.


Ugh, if you bothered to read you would've seen that. Usually when you speak about skyboxes, it's to put it ingame.

Kalub
November 16th, 2008, 04:09 PM
I thought we were over this failure.



Move along, nothing to see here.