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MetKiller Joe
October 18th, 2008, 06:39 AM
BiMyrrha, or two mineral in latin, is a multiplayer map for Halo CE.

Context:
The central idea is that this is a forerunner mining facility on Onyx which mines two minerals (one red and one blue), then shoots them up somewhere to be processed in put into production for sentinels. This map is a pillar with waterfalls on all sides. It is in a very large pit.


Contributors:

MetKiller Joe - Hard Surface Modeler & Project Lead
T1xAnton - Organic Surface Modeler & Project Co-Lead

Pictures:

http://i31.photobucket.com/albums/c369/theone2kill/01.jpg

http://i31.photobucket.com/albums/c369/theone2kill/02.jpg

http://i31.photobucket.com/albums/c369/theone2kill/03.jpg

http://i31.photobucket.com/albums/c369/theone2kill/04.jpg

http://i31.photobucket.com/albums/c369/theone2kill/05.jpg

http://i31.photobucket.com/albums/c369/theone2kill/06.jpg

http://i31.photobucket.com/albums/c369/theone2kill/07.jpg

http://i31.photobucket.com/albums/c369/theone2kill/08.jpg

http://i31.photobucket.com/albums/c369/theone2kill/09.jpg

http://i31.photobucket.com/albums/c369/theone2kill/10.jpg

http://i31.photobucket.com/albums/c369/theone2kill/11.jpg

http://i31.photobucket.com/albums/c369/theone2kill/12.jpg

http://i31.photobucket.com/albums/c369/theone2kill/13.jpg

http://i31.photobucket.com/albums/c369/theone2kill/14.jpg

Triangle Count: 23140

Anton and I plan to put this into the UT3 engine after we are done in Halo CE.

We still have to:
-Optimize
-Proper Smoothing
-and create flow between the two halves of the map (they are mirrored at this point)

.. in order to complete the mesh

Hunter
October 18th, 2008, 06:52 AM
Some nice structures in there, but some bad, I do not like what I see in the second picture. It is to open, and that building in the middle is horrible.

Other than that and some errors it doesn't look that bad.

Corndogman
October 18th, 2008, 10:00 AM
I like the doorways, though there's a few nonplanars on them. I also like those little things that stick up on the side, but the details on there can be done in the texture.

Inferno
October 18th, 2008, 12:03 PM
I am so confused. The pictures hurt my brain. They don't look "bad" or "good" but they are just confusing. Can you give me a layout? Like some overhead shots?

BobtheGreatII
October 18th, 2008, 02:21 PM
Need to balance out the detail. Looks like you tried to add detail in a single spot, but everywhere else looks rather bland. Also... adding that much detail in the Halo's engine usually isn't the best idea, not because it can't handle it, but it won't look good.

Inferno
October 18th, 2008, 02:31 PM
Need to balance out the detail. Looks like you tried to add detail in a single spot, but everywhere else looks rather bland. Also... adding that much detail in the Halo's engine usually isn't the best idea, not because it can't handle it, but it won't look good.

Actually most of the time it can't handle it. Poly's get dropped after about 25,000 polys.

PopeAK49
October 18th, 2008, 04:05 PM
Ya the modeling is good in some parts but please dont add detail in which textures can replace.

Anton
October 18th, 2008, 05:20 PM
The triangle/poly counts are fine. The way they are set up portaling will be easy to use. The mesh is definitely not optimized in the cave system in these renders. The details that you guys say can be texture may be textured in the end. Thanks for all of the feedback so far and keep up the crit. Hit us hard, after all this is a learning experience.

(Love the Screwed up doorface thanks to my superb attachment skills <3?)

Advancebo
October 18th, 2008, 05:26 PM
Why is the first picture the only clay render?

Anton
October 18th, 2008, 05:30 PM
It was late at night when I handed the model back to M.K.J. I don't think he had time to render in clay.

I'll get some in a little bit, after dinner. :3 Got to love dinner, right?

jngrow
October 18th, 2008, 05:52 PM
Don't post terrain that doesn't have smoothing groups. It's pretty much impossible to tell what we're looking at. I like the interiors, good job.

MetKiller Joe
October 18th, 2008, 06:02 PM
Some nice structures in there, but some bad, I do not like what I see in the second picture. It is to open, and that building in the middle is horrible.

Other than that and some errors it doesn't look that bad.

The building on the ramp? That is not finished and, if I didn't put it there, there would be too much free access to the base. The structure in the middle is a heatsink (function) and a separator for the ramp.

As for too little/too much detail. I will probably use the towers' high poly mesh in UT3 and, as people have stated, will put the detail into the texture for Halo. As for everything else that looks bland, including the middle structures, there will still be more details put on those, I just haven't decided what could fit the game-play/function parameters nicely.

I will fix the non-planars tonight (can't believe I missed those when I was optimizing).

I will also try and get a map layout done so people can see what we were shooting for.

Finally, I was too lazy to get the clay renders done (As T1 stated, I woke up early in the morning (approx. 3:30AM) and made these renders 10 minutes before I had to go work).

Even if you do not understand or are confused by what you see, believe me, T1 and I tried to fit everything in so it had a function and game-play value, so if it doesn't fit one of those two, please tell us.

Anton
October 18th, 2008, 06:07 PM
Update: Here are some clays as promised. And with Quick Smoothing D: I'm not smoothing again until Final :[ To much clicking. hehe.
http://i408.photobucket.com/albums/pp162/pxonion/cave.jpg
http://i408.photobucket.com/albums/pp162/pxonion/doorway.jpg
http://i408.photobucket.com/albums/pp162/pxonion/outside_overview.jpg
http://i408.photobucket.com/albums/pp162/pxonion/railing.jpg
http://i408.photobucket.com/albums/pp162/pxonion/system_floor_bottom.jpg
http://i408.photobucket.com/albums/pp162/pxonion/base_1.jpg
http://i408.photobucket.com/albums/pp162/pxonion/another_cave.jpg

FluffyDucky™
October 18th, 2008, 07:20 PM
That looks much better, I can actually tell what I'm looking at. As for the whole thing, I'm not too sure what to think, I'll need to see more as the map progresses. Maybe a birds eye view of the entire thing to give us an idea of the layout of the map? :)

PlasbianX
October 18th, 2008, 10:27 PM
It just doesnt look all that forerunner to me. Especially in the 2nd, 3rd, 4th, 5th and 6th pics.

Pooky
October 21st, 2008, 10:18 AM
Looks interesting, but needs lots of glowing red and blue rocks jutting out of walls to provide ideal amounts of epic lighting.

MetKiller Joe
October 21st, 2008, 10:32 AM
Looks interesting, but needs lots of glowing red and blue rocks jutting out of walls to provide ideal amounts of epic lighting.


We think alike :D.

SilentChaos
October 24th, 2008, 10:39 PM
looks very nice
i agree, i want to see an overview next. i cant really tell the size of the map with what you've shown.

MetKiller Joe
October 25th, 2008, 07:38 AM
I admit that this will not seem like a big update, but for us, and the bsp, it means that the geometry is 90% there.

5% is getting some detail on the middle rooms
5% is getting smoothing and optimization properly done

Also, I found out this morning that I do no have a clue how to get a clay render to render properly in some places. It will probably be obvious, but could somebody please tell me how to get a decent render indoors?

Overview:

http://i31.photobucket.com/albums/c369/theone2kill/overview.jpg



http://i31.photobucket.com/albums/c369/theone2kill/01-1.jpg

http://i31.photobucket.com/albums/c369/theone2kill/02-1.jpghttp://i31.photobucket.com/albums/c369/theone2kill/03-1.jpghttp://i31.photobucket.com/albums/c369/theone2kill/04-1.jpghttp://i31.photobucket.com/albums/c369/theone2kill/05-1.jpghttp://i31.photobucket.com/albums/c369/theone2kill/06-1.jpg


I can't explain much in detail because I've got a 9AM job to go to.

Wireframe and this last render are the overviews that everybody has been asking for (last one is not a clay).

The entire thing is around 20000 polygons.

Higuy
October 25th, 2008, 08:59 AM
Looks nice, although some things don't seem forerunner.

MetKiller Joe
October 25th, 2008, 05:45 PM
Looks nice, although some things don't seem forerunner.

We are going for a subtle primitive forerunner style.

Tweek
October 26th, 2008, 03:11 PM
i have one thing to say: lol

MMFSdjw
October 26th, 2008, 03:16 PM
The caves look interesting. still kinda hard to tell what's going on but it looks like there's a decent bit of vertical gameplay there.

MetKiller Joe
October 26th, 2008, 03:17 PM
i have one thing to say: lol

May I ask why?

Anton
October 26th, 2008, 03:37 PM
Haha, don't worry about tweek. He's a cool guy. Although a bit..different? :3

<3 you tweek.

Heathen
October 29th, 2008, 10:56 PM
Looks great.

k4is3rxkh40s
October 29th, 2008, 11:52 PM
Also, I found out this morning that I do no have a clue how to get a clay render to render properly in some places. It will probably be obvious, but could somebody please tell me how to get a decent render indoors?



Put a light inside

Anton
October 31st, 2008, 03:57 PM
Haha, he asked how to get a decent render, not light it. :)

But I think that helped anyway. Try using a MR_SKY_Portal. Just to give it some light from certain areas.

k4is3rxkh40s
October 31st, 2008, 04:07 PM
Haha, he asked how to get a decent render, not light it. :)

But I think that helped anyway. Try using a MR_SKY_Portal. Just to give it some light from certain areas.

When making clay renders, the insides of a model will not be lighted, causing them to just look black. If a light is put it, the problem is solved

Anton
October 31st, 2008, 07:59 PM
You are right, but I'm not sure what he was asking at the time. I'll ask him myself later on. For now, I'm tired.

MetKiller Joe
November 8th, 2008, 07:11 AM
Small update:

The main rock texture is done:

http://i31.photobucket.com/albums/c369/theone2kill/01-2.jpg

http://i31.photobucket.com/albums/c369/theone2kill/02-2.jpg




And the interior is done:

http://i31.photobucket.com/albums/c369/theone2kill/03-2.jpg

I know that the renders aren't great (I'm slowly learning how to make better ones), but please don't just concentrate on quality of the picture.

NuggetWarmer
November 8th, 2008, 07:59 AM
Reminds me of some of the older maps + Halo Campaign. Maybe put a small barrier around the laser hole? Possibly right in that weird slot that goes around the border. It just seems like having a big hole in the middle of your base that shoots out lasers is an 'unsafe' thing.

rossmum
November 8th, 2008, 08:19 AM
Reminds me of some of the older maps + Halo Campaign. Maybe put a small barrier around the laser hole? Possibly right in that weird slot that goes around the border. It just seems like having a big hole in the middle of your base that shoots out lasers is an 'unsafe' thing.
Since when has Halo ever been safe? Towering spires, plunging abysses with no safety guards or rails, unprotected beam pulses, the fact the thing itself is designed to destroy all sentient life within 25,000 light-years... it's fine as it is. If people are dumb enough to wander into it, tough shit for them, I guess.

As for some crits - the texture looks good for actual mineral veins and such, but it strikes me as a bad choice for generic rock. I don't know why, that's just the way it seems to me. Your structures look nice, but they could use a little more. Look into supporting beams for the interior, and perhaps small fins, power generator block things, etc. for the exterior.

MetKiller Joe
November 8th, 2008, 09:09 AM
Maybe this is better; otherwise, it can be taken down. Ironically, I realized what "clay" renders really are (well the difference between them and normal renders), but this render actually looks a lot less confusing without the clay render:

http://i31.photobucket.com/albums/c369/theone2kill/05-2.jpg

rossmum
November 8th, 2008, 09:14 AM
No, get rid of it; that or enclose the whole thing. Honestly I think leaving it exposed would be more fitting.

Also, clean up your geometry a little, I spy errors.

Roostervier
November 8th, 2008, 09:25 AM
Make the rock texture tile a bit less. I think it'll look better that way.

Bad Waffle
November 8th, 2008, 01:46 PM
I really like the caves, and that one room is getting there. The about forerunner is that it complicates a shape so you don't exactly recognise a box-room as a box, but instead you focus on the pillars, and things jutting out etc. Also, i would reccomend tuning that cliff texture down so its not so noisy. A simple way to do is would just be to UV it on at a larger scale.

Heathen
November 8th, 2008, 02:43 PM
Looks cool to me.

MetKiller Joe
November 14th, 2008, 10:30 PM
I think I've got a good main hard surface texture, but I still need to see whether this final version is good enough:

http://i31.photobucket.com/albums/c369/theone2kill/Main_floor_03-1.jpg

sevlag
November 15th, 2008, 08:01 AM
I think I've got a good main hard surface texture, but I still need to see whether this final version is good enough:

http://i31.photobucket.com/albums/c369/theone2kill/Main_floor_03-1.jpg

look like a faded (when I mean faded I mean like aged) bitmap from coldstorage, fits the "ancient forerunner" theme IMO. looks good cant wait

DarkHalo003
November 15th, 2008, 01:11 PM
I think the tube surround the hole area is fine. It's sort of annoying when you walk into a room and you get blasted by an AR. That tube will allow a chance for players to have cover from fire like that.

MetKiller Joe
November 16th, 2008, 06:15 PM
Kwik-e-update:

http://img354.imageshack.us/img354/5302/trim01st2.jpg

Still a bit of refining to do (incl. making it tile-able).

Sever
November 16th, 2008, 06:19 PM
I can honestly say that it is an improvement. I don't know how much more you still need to work on it for it to be up-to-par, but it's definitely getting there.

MetKiller Joe
November 27th, 2008, 11:01 AM
Main wall texture is completed, but I would like feedback on what to improve and why some parts still have that cartoonish element.

http://img293.imageshack.us/img293/5333/metalwalliv7.jpg

Malloy
November 27th, 2008, 09:18 PM
certainly is different.

almost non Halo-esque, would fit a different sci-fi universe really well.

but meh, it might pull it off only time can tell :P

looks delicious though.

Heathen
November 27th, 2008, 10:19 PM
I think its haloey.

Sorta like charred forerunner.

NinjaFish
November 27th, 2008, 10:24 PM
Looks nice man, can't wait to play.

SnaFuBAR
November 28th, 2008, 12:35 AM
What's with everyone way overdoing it with the render clouds filter and sponge filter?

Anton
November 28th, 2008, 12:40 AM
Not sure. :o

MetKiller Joe
November 28th, 2008, 07:57 AM
What's with everyone way overdoing it with the render clouds filter and sponge filter?

Because it is a quick way to make it look a bit grungier and dirtier, although, if you think it is a problem, I've made a version that tries to compensate for it (because what you are seeing in the background is not rendered clouds, but it does look like it).

http://img237.imageshack.us/img237/8220/metalwall02xz9.jpg

DarkHalo003
November 28th, 2008, 05:38 PM
Looks good, but try and emphasize some glowing on those lights, then it'll be cooler, unless you were aiming for what you have down for the lights. Other than that, those forerunner textures look good. They remind me of what you see in Quarantine Zone and Sacred Icon.

MetKiller Joe
March 18th, 2009, 06:10 PM
Update on new textures:

A generic metal texture

http://img23.imageshack.us/img23/4484/genericmetal05.jpg

http://img4.imageshack.us/img4/1622/kango.th.jpg (http://img4.imageshack.us/my.php?image=kango.jpg) Awesome floor by Anton, thumbnailed because of the high res.

http://img26.imageshack.us/img26/1755/metalwall07.jpg

http://img208.imageshack.us/img208/247/trim07.jpg



Crit is, as always, welcome. Anton will be posting some hologram textures as well.

Advancebo
March 18th, 2009, 08:24 PM
All looks great
But this (http://img26.imageshack.us/img26/1755/metalwall07.jpg) one could use some work, most of it has no major damage details

n00b1n8R
March 19th, 2009, 02:46 AM
The blue and yellow sections look more like covenant holograms then something the forunners would make.
Still, looks nice.

itszutak
March 19th, 2009, 02:53 AM
The blue and yellow looks a bit more fitting in UT2k4 than in Halo- They stand out too much, especially for shape-oriented Forerunner textures.

Most forerunner structures have a fairly muted color set- the detail comes from carvings in the metal, and geometric patterns.

MetKiller Joe
March 21st, 2009, 09:35 PM
I got rid of the yellow and blue strips, added some detail to that texture as well.

Could anybody UV this thing? I don't know the first thing about UVing.

AIM: metkillerjoe

MissingSpartan7
March 21st, 2009, 09:51 PM
btw, what weapons will u be using for this?
h3 weaps would really suit it

and UV-ing is not that hard
select the faces to UV, then go to *modifyers* and go to bottom of list
select UVW map
(i think you should be good)


and this will be awsome when its finished!

Inferno
March 21st, 2009, 09:52 PM
btw, what weapons will u be using for this?
h3 weaps would really suit it

and UV-ing is not that hard

Why not just classic?
Classic is fine, no need to go shitting up a map with mmt_santrap assault rifles.

Limited
March 21st, 2009, 09:54 PM
and UV-ing is not that hard
UV-ing may not be hard, but needs to be done correctly. I'd hate to these though great textures go to waste.

I dunno about H3 set of weapons, I'd much prefer the original weapons, giving it the real 'custom map' feel.

MissingSpartan7
March 21st, 2009, 09:55 PM
i don't use mmt_sandtrap tags-too crap even for me
i use the ones i found in h3mt-narrows
which are now almost fixed up

Disaster
March 21st, 2009, 10:01 PM
i don't use mmt_sandtrap tags-too crap even for me
i use the ones i found in h3mt-narrows
which are now almost fixed up
:suicide:

Inferno
March 21st, 2009, 10:25 PM
I would post a facepalm.gif but I don't need anymore infractions atm. So yeah.... GJ

Classic weapons. Make any changes to the damage/propertys of the weapon that would make the weapons suit the map better. Maybe you could use some of the cool effects that someone round here has been cooking up for the plasma weapons...

MissingSpartan7
March 21st, 2009, 10:32 PM
alright- i keep my opinion to my self now
don't need another infraction

your choice for weaps
it just looks a bit h3ish from the layout and texure mapping

MetKiller Joe
March 21st, 2009, 10:32 PM
I'll have to speak with Anton about weapons, but I think we were set on getting a H3 AR in there. If it fits, great, if not, we'll just stick to the classic set.

In all honesty, disaster, I was going to ask you for that H3 AR you have in your avatar or at least the texture.

But yeah, I was also going to ask about effects and if somebody could do shaders.

I'd ask andrew_b but I don't know where he is atm, and to bring justice to the lights of this map, I need a proper shader guy.

Limited recommended Lightning for UVing; anybody know if I could contact him/does he do this anymore?

Limited
March 21st, 2009, 10:49 PM
Well yeah, problem is I think he quit the community.

Disaster
March 21st, 2009, 11:05 PM
I'll gladly let you use the skin. Its CAD's model though :p

Anton
March 23rd, 2009, 10:24 PM
Hello everyone, we wanted to let you guys know that we have eliminated most if not all geometry errors and have finally gotten the map in game. Never mind the UVW errors in the following pictures because we haven't laid out any UV's so far. Thanks for following the progression of the map everyone & thanks for the support. Oh and I'll post Holo-textures tomorrow or as soon as I can.



http://img27.imageshack.us/img27/4669/haloce2009032322481987.png

http://img25.imageshack.us/img25/1328/haloce2009032322475823.png

http://img18.imageshack.us/img18/9320/haloce2009032322480026.png

http://img26.imageshack.us/img26/4152/haloce2009032322481930.png

http://img25.imageshack.us/img25/7306/haloce2009032322481810.png

Gwunty
March 23rd, 2009, 10:55 PM
I have a kewl set of weapons and can unwrap pretty decently.

Newbkilla
March 25th, 2009, 08:03 PM
EW.. At least uv wrap it first. And bad smoothing.. The one thing on the ground were just intrudes. The inside forerunner was pretty nice, but someone else spotted the errors.

Heh, 2 day bump..

Anton
March 25th, 2009, 08:39 PM
Newbkiller, the point of the post was to show that the map was progressing. It wasn't supposed to be anything spectacular. Thanks for your input though.

sevlag
March 26th, 2009, 07:29 AM
hopefully you'll make my pal the assualt rifle a wee bit more accurate and/or cause more damage, AND tone down the cancer gun to 4HS kill

other than that awesome map can't way to play it

MetKiller Joe
March 26th, 2009, 08:21 AM
hopefully you'll make my pal the assualt rifle a wee bit more accurate and/or cause more damage, AND tone down the cancer gun to 4HS kill

other than that awesome map can't way to play it

Yeah, we are planning on making a more H3-ified AR. By the cancer gun you mean?...

ShadowSpartan
March 26th, 2009, 10:59 AM
By the cancer gun you mean?...
I believe he was referring to the Halo 1 Pistol.

Lateksi
March 26th, 2009, 02:35 PM
It's good people are making the guns more balanced now but I'd like to see the other weapons powered up rather than weakening the existing ones.

sevlag
March 29th, 2009, 11:18 AM
I believe he was referring to the Halo 1 Pistol.
good sir you know what the cancer gun is. make teh cancer gun 4HS kill plox

kthnxbai

MetKiller Joe
March 29th, 2009, 05:27 PM
What's 4HS?

Also, just keep posting what you'd like for weapons to be included. I haven't tried out many of the community made weapons, so I don't know what is good.

Inferno
March 29th, 2009, 07:31 PM
Can haz 1227 gunz?
http://www.czgrips.us/images/IZH35%202%201.jpg

But seriously, Classic or weapon set that is EXTREMELY well put together like CMT or Zte-- .

ShadowSpartan
March 29th, 2009, 08:29 PM
What's 4HS?
Four head shot.

Choking Victim
March 29th, 2009, 08:31 PM
...or Zte-- .
We're still doing things...I am at least. See bubbleshield (http://www.modacity.net/forums/showthread.php?t=15127).

Lateksi
March 30th, 2009, 03:37 AM
If it's possible, please replace plasma pistol with some useful weapon like carbine or BR? Or the MA5K.

p0lar_bear
March 30th, 2009, 05:38 AM
If it's possible, please replace plasma pistol with some useful weapon like carbine or BR? Or the MA5K.

Or make the charged bolt a bit more useful with the bloody netcode (e.g. more homing?).

MissingSpartan7
March 30th, 2009, 05:40 AM
the plasma pistol is one of the most useful weapons!
overcharge shot-takes out shields
BR to the head....

anyway...any more updates for map?
pics..

.Wolf™
March 30th, 2009, 10:19 AM
Dont know why but the map makes my eyes pop out of my skull.But it looks promising..How is the gameplay planned to be?

Limited
March 30th, 2009, 12:43 PM
The handle on that pistol picture posted is very bizarre.

MetKiller Joe
March 30th, 2009, 06:36 PM
Dont know why but the map makes my eyes pop out of my skull.But it looks promising..How is the gameplay planned to be?

We planned it to be close corners and all that jazz. Should keep you on your toes because you never know who's coming to the base the direct way or who's going to sneak up on you in the caves.

Plus, we designed it to be a 4v4.

Pooky
March 31st, 2009, 12:43 AM
the plasma pistol is one of the most useful weapons!
overcharge shot-takes out shields
BR to the head....

anyway...any more updates for map?
pics..

Sure, in Halo 2.

MissingSpartan7
March 31st, 2009, 02:29 AM
it has its equivilents in halo 1 and 3...
like the pistol or AR

plasma weapons are always good for deshielding people, human weapons are good for finishing things

Pooky
March 31st, 2009, 07:45 AM
it has its equivilents in halo 1 and 3...
like the pistol or AR

plasma weapons are always good for deshielding people, human weapons are good for finishing things

Plasma weapons aren't particularly reliable in Halo CE online, as the lead required to hit with them is massive. As people who actually play Halo CE know.

sevlag
March 31st, 2009, 09:31 AM
Plasma weapons aren't particularly reliable in Halo CE online, as the lead required to hit with them is massive. As people who actually play Halo CE know.true...which is why burst fire with a plasma rifle is a good thing to remember..and PP BR combo is terrible,

MissingSpartan7
April 2nd, 2009, 05:22 AM
meh, whatever
that's your opinion- this is mine

sevlag
April 2nd, 2009, 08:23 AM
meh, whatever
that's your opinion- this is mine
true...

anyways to rerail the topic I'd like to know if anything has been worked on or finalized...anything qwould be considered an update. I say this just to rerail the topic

MetKiller Joe
April 2nd, 2009, 11:12 AM
Yeah, UV mapping is underway.

I am learning how the engine deals with UVs and such (and just in general how to do proper UVing), so it's take a mite longer than I expected.

We'll post pictures as soon as we feel the texture/UVs/lightmaps do justice to the maps, which hopefully won't be much longer. I have a three day weekend coming, so more work will be done.

Edit: Seeing that just using the same textures over and over doesn't add much variety to the map, I was wondering if anybody was interested in making a couple of textures. We're very busy getting the map prepped with the UVs and shaders at this point.

sevlag
April 3rd, 2009, 08:38 AM
Seeing that just using the same textures over and over doesn't add much variety to the map

isnt that what halo is...repeating textures?

still good job on this

.Wolf™
April 3rd, 2009, 10:19 AM
No halo is about letting the player themselve imagine and elvolve their skills in different areas.Textures just gives the right feeling and helps a little on the way for total Imagination =D

MetKiller Joe
April 5th, 2009, 01:33 AM
http://img10.imageshack.us/img10/2673/screen01pbs.jpg

http://img10.imageshack.us/img10/6073/screen02spv.jpg

http://img24.imageshack.us/img24/8219/screen03y.jpg

http://img11.imageshack.us/img11/9914/screen04p.jpg

http://img11.imageshack.us/img11/3497/screen05n.jpg

http://img12.imageshack.us/img12/3443/screen06.jpg

http://img12.imageshack.us/img12/6982/screen07p.jpg

http://img13.imageshack.us/img13/1451/screen08v.jpg

http://img19.imageshack.us/img19/464/screen09.jpg

http://img10.imageshack.us/img10/5802/screen10x.jpg

http://img10.imageshack.us/img10/9350/screen11t.jpg

We're tired. UVs for the organic mesh are being worked on (as in, in these pictures, there isn't any), as well as several other textures.

I know the lightmaps are crap, but they are debug, and I didn't have time to fool around with different settings (been too busy trying to make the UVs look like something decent).

Anyway, going to sleep 2:30AM EST. We have a big to do list.

Rentafence
April 5th, 2009, 01:53 AM
UV's are terrible everywhere. And I probably don't need to say it because you're not dumb, but there seems to be a lack of shaders. I like the ground texture though on the ramp area. Just UV it better.

MetKiller Joe
April 5th, 2009, 01:57 AM
UV's are terrible everywhere. And I probably don't need to say it because you're not dumb, but there seems to be a lack of shaders. I like the ground texture though on the ramp area. Just UV it better.

The only thing this shows is some UVs for the base, and application of the textures. But that is it. No shaders, no great lightmaps, nor UVs for the organic mesh.

I expected the UVs for the base to be bad, but I'll keep working on those.

p0lar_bear
April 5th, 2009, 02:27 AM
UV's are terrible everywhere. And I probably don't need to say it because you're not dumb, but there seems to be a lack of shaders. I like the ground texture though on the ramp area. Just UV it better.I'm p sure he knows that, duder.


We're tired. UVs for the organic mesh are being worked on (as in, in these pictures, there isn't any), as well as several other textures.

I know the lightmaps are crap, but they are debug, and I didn't have time to fool around with different settings (been too busy trying to make the UVs look like something decent).

Inferno
April 5th, 2009, 11:59 AM
Open the shaders and make sure you check off "simple parametrization" to fix the streaked light maps.

MetKiller Joe
April 5th, 2009, 12:08 PM
Open the shaders and make sure you check off "simple parametrization" to fix the streaked light maps.

Thank you. Also, can one use textures as a dynamic light emitter? Or do I just have to use the white dynamic light in the scenery folder?

Inferno
April 5th, 2009, 12:09 PM
Textures can only emit radiosity light.

MetKiller Joe
April 12th, 2009, 10:23 PM
Edit: This video refuses to be encoded.

kid908
April 13th, 2009, 01:51 PM
try a diff ground texture from the wall cuz in game that's really going to fuck with your ability to distinguish it, especially during fire fight, which that hallway seem to going to have alot of.

Heathen
April 13th, 2009, 02:04 PM
looks very bland and dark.

Better lighting, textures, blablabla.

MetKiller Joe
April 13th, 2009, 06:25 PM
Alright, updated:

dv5BQJMnogg

I know the video is close to nothing quality wise. I'm not going to lie; I don't know anything about video conversion, which program to use, what encoding. It didn't make much sense to give you a 4GB avi file, but I'm not sure how much more sense it makes to give you this.. meh.

The bases aren't finalized. I haven't touched any hard surface besides the bases, and I won't until the bases are up to par.

We're still working on organics. There at least one more texture in that cave to add some diversity.

As for the moving brown rug, that is supposed to be muddy rapids, but as you can see, they are... subpar at the most.

Advancebo
April 13th, 2009, 07:34 PM
Record with Fraps at half size and 30 fps. That keeps the quality pretty good and the file size down.

Inferno
April 13th, 2009, 09:39 PM
After 40 seconds the screen goes black. Try a flashlight.

Also the floor texture on the bases makes me want to punch a baby. I just doesn't look like a floor texture.

kid908
April 14th, 2009, 09:48 AM
Alright, updated:

dv5BQJMnogg

I know the video is close to nothing quality wise. I'm not going to lie; I don't know anything about video conversion, which program to use, what encoding. It didn't make much sense to give you a 4GB avi file, but I'm not sure how much more sense it makes to give you this.. meh.

The bases aren't finalized. I haven't touched any hard surface besides the bases, and I won't until the bases are up to par.

We're still working on organics. There at least one more texture in that cave to add some diversity.

As for the moving brown rug, that is supposed to be muddy rapids, but as you can see, they are... subpar at the most.

full res(xfire, gamecam, fraps, and even a screen capture program will yield a very large file). go into a vid editing program and use avi with the codec H. 264.(i recommend divX) very high quality vs. compression ratio. If the file is uncompress, zip or rar it will make it around 40-60MB. so that just made it more practical =P

Anton
April 15th, 2009, 04:03 PM
When I made that floor texture I had no clue it was going to be used that way. I had thought it was going to be scaled much smaller. It can be changed though so its ok for now.. I made another but its not done..so...

MetKiller Joe
April 19th, 2009, 12:12 AM
We've completely redone the organics. The interior is being redone and well as the exterior stuff. Anton is working to get it all in-game as it was his idea to redo it. Gameplay will benefit as well as aesthetics.

We will post pictures of the new organics when we get it in game. Hard surface wise, nothing has changed except new floor textures (a new base was added, but with a simpler design). So, this redesign won't effect the progress of hard surface UVs and texturing.

Expect more this coming week. We're working hard to bring some spice to this map.

PopeAK49
April 19th, 2009, 12:18 AM
Nice to see this coming along. Hopefully it will be a very fun map.

sevlag
April 25th, 2009, 10:28 AM
so many fun maps coming out so far for CE, it gives me the warm fuzzies inside :D

MetKiller Joe
June 11th, 2009, 10:25 AM
Alright, so we've got a better ground texture worked out. It is still not final because I've seen how funky it looks in max and ingame, so I'll still make adjustments to it.

What you are about to see isn't final either, although it is very near completion. We've got the red base UVed for the most part. The organics still need work, and the overhang, which will provide lighting (I know it is dark, but bear with us), will be unwrapped by TomClancey.
ftp://download%40bluhill.net:content@ftp.bluhill.net/Screenies/BiMyrrha/06-11-2009%20%5BWIP%5D%20Post/bimyrrha_screen01.jpg

ftp://download%40bluhill.net:content@ftp.bluhill.net/Screenies/BiMyrrha/06-11-2009%20%5BWIP%5D%20Post/bimyrrha_screen02.jpg


ftp://download%40bluhill.net:content@ftp.bluhill.net/Screenies/BiMyrrha/06-11-2009%20%5BWIP%5D%20Post/bimyrrha_screen03.jpg


ftp://download%40bluhill.net:content@ftp.bluhill.net/Screenies/BiMyrrha/06-11-2009%20%5BWIP%5D%20Post/bimyrrha_screen04.jpg


ftp://download%40bluhill.net:content@ftp.bluhill.net/Screenies/BiMyrrha/06-11-2009%20%5BWIP%5D%20Post/bimyrrha_screen05.jpg


ftp://download%40bluhill.net:content@ftp.bluhill.net/Screenies/BiMyrrha/06-11-2009%20%5BWIP%5D%20Post/bimyrrha_screen06.jpg

ftp://download%40bluhill.net:content@ftp.bluhill.net/Screenies/BiMyrrha/06-11-2009%20%5BWIP%5D%20Post/bimyrrha_screen07.jpg


We've got a couple more surprises for you, but for now, this is all. We worked day and night for many weeks, and UVing was a job that took two days of intensive swivel chair work to get it to this point. The last minor note I'd like to give out is that I'm working on the opacity of that glass design. It looks bad now, but it will be much more subtle. I just haven't had a chance to fiddle with it yet.

This is the ground texture:
ftp://download%40bluhill.net:content@ftp.bluhill.net/Screenies/BiMyrrha/06-11-2009 [WIP] Post/metal_floor_plate.jpg

It was done by Anton, and I edited it some.

BobtheGreatII
June 11th, 2009, 11:17 AM
This is actually kind of looking cool. Great job.

SMASH
June 11th, 2009, 11:20 AM
The pics are trying to make me sign into your ftp...

MetKiller Joe
June 11th, 2009, 11:22 AM
The pics are trying to make me sign into your ftp...

That's weird. The username and pass are copied into the address.

Sel
June 11th, 2009, 05:31 PM
I can't say I like that floor texture too much, otherwise nice.

Also, who made it?

MetKiller Joe
June 11th, 2009, 10:21 PM
I can't say I like that floor texture too much, otherwise nice.

Also, who made it?

Anton made the floor texture. I modified it, and I guess made it worse.

Unfortunately, my computer crapped out on me. Otherwise, would have been giving more updates, but I'll be getting a new motherboard soon.

Horns
June 11th, 2009, 11:14 PM
It's looking good so far. Can't wait for a finished product.

Sel
June 12th, 2009, 07:36 AM
Anton made the floor texture. I modified it, and I guess made it worse.

Unfortunately, my computer crapped out on me. Otherwise, would have been giving more updates, but I'll be getting a new motherboard soon.

Oh, it looked anomalously like one eleven made me a few months back lol

Scooby Doo
June 12th, 2009, 07:52 AM
this is looking pretty interesting. sry to hear that your comp crapped out, i know exactly how you feel. tbh, your bitmaps are ok, but they can easily be good with some decent shaders. other than that, this is looking good.

Sel
June 12th, 2009, 01:16 PM
Textures can only emit radiosity light.

ka ping

wrong

Inferno
June 12th, 2009, 04:10 PM
Dynamic lens flares don't count.

Sel
June 12th, 2009, 07:14 PM
Dynamic lens flares don't count.

ka ping

still wrong

PopeAK49
June 12th, 2009, 07:16 PM
It's the fuckin sky, rite?

MetKiller Joe
June 13th, 2009, 09:32 AM
Small update on the plate texture:

http://img3.imageshack.us/img3/7076/metalfloorplate.jpg

I realized that having different areas shaded differently doesn't help distinguish height so much as make it a patch-work quilt.

I've also got some overhang lights going. They are too big width wise to show here, but I'll get some ingame shots.

I'm generating lightmaps right now, and hopefully all the lights work.

Corndogman
June 13th, 2009, 10:17 AM
You need to add some shadow to the black parts of the texture, so that it actually looks like its at a lower height than the rest of the texture.

MetKiller Joe
June 13th, 2009, 10:35 AM
You need to add some shadow to the black parts of the texture, so that it actually looks like its at a lower height than the rest of the texture.

Unfortunately, I found out if you give those parts shadow, it gives them a blurred effect (doesn't look good). So, while there are shadows, you may not notice them.

I don't have a functioning tablet right now, but I've got a Intuos2 12x12 coming. So, when that gets here, expect detailing and scratches.

Corndogman
June 13th, 2009, 11:17 AM
Well if you look at the stock textures, the edges of the higher parts are highlighted, making it look beveled. Do what you can to make it look like that.

Malloy
June 13th, 2009, 11:23 AM
hmmmm, Why does everybody 'grit and detail' their textures, All I do is create a blank diffuse (aka the forerunner panel deisng) then compile the shader with a detail map and it looks pretty much the same.

MetKiller Joe
June 13th, 2009, 11:49 AM
Yeah, you're right. Makes some sense and I'd be able to use the texture in other places.

I'm not going to copy what the stock texture does, but I will do my own take on it.

Malloy
June 13th, 2009, 12:21 PM
Baring in mind I only use that technique if its a tileable, if its an unwrap I add details.

§partan 8
June 13th, 2009, 01:45 PM
Make the cliffs in the distance a bit more interesting.

=sw=warlord
June 13th, 2009, 06:20 PM
Is that textures supposed to be forerunner metal because its looks remarkably like stone marble to me...

MetKiller Joe
June 13th, 2009, 07:13 PM
Is that textures supposed to be forerunner metal because its looks remarkably like stone marble to me...

It is a mining facility.

Edit: Quick update; amazing what some lighting can do.

http://img188.imageshack.us/img188/2540/38433790.jpg
http://img193.imageshack.us/img193/5003/71857243.jpg
http://img191.imageshack.us/img191/7817/29308638.jpg
http://img35.imageshack.us/img35/2682/53117119.jpg
http://img190.imageshack.us/img190/3296/21847122.jpg
http://img8.imageshack.us/img8/1528/78675502.jpg

The red base is basically finished. We've got to finalize the textures and UVing for the overhang and organics, and yes, I realize the some of the platform UVs need work. I'm still fooling with the light shaders so as to not white out the scene completely.

Higuy
June 13th, 2009, 07:39 PM
You should also use the default shaders for the default textures so its not so shiny.
Or are you just showing off the model right now?

Inferno
June 13th, 2009, 07:43 PM
Where is the cover?

Rentafence
June 13th, 2009, 08:17 PM
That glass is looking way too transparent. Thought you probably know that already. Looks pretty cool otherwise.

Anton
June 13th, 2009, 08:31 PM
The screenshots really aren't giving it justice.. In Game looks so much different, on my machine at least.

I'm not too fond of that base floor material. Needs to be metal and shiny, sortof like what I orginally gave you. Can we test that one please? :3 Meh, its up to you on that.

MetKiller Joe
June 13th, 2009, 09:32 PM
You should also use the default shaders for the default textures so its not so shiny.
Or are you just showing off the model right now?

Default shaders are being used, but I the lights are too powerful, lightmaps take 1:30 minutes to complete and each time I decrease the power by 10, (ergo you should expect things to be too shiny) so they are washing stuff out.


Where is the cover?

I'm afraid this is coming to close model/texture/shader wise. Population is easiest and therefore last.


That glass is looking way too transparent. Thought you probably know that already. Looks pretty cool otherwise.

I thought it looked fine, but I was planning on putting a detail texture on it because this is a mining facility and things get dirty.

@Anton: Needless to say, AIM.

MetKiller Joe
June 29th, 2009, 01:52 PM
We're finishing this one up. It will be released tomorrow. Hell or high water.

Lighting still isn't perfect, but I have tool to thank for that. The bastard is giving my collision bsp errors when I have some of the render-only lights in the model.

I like the atmostphere the limited lights created. There are still some skylights I need to put in (I just noticed some, for example, in the roof of the center room), and some minor UVing that needs to be done. Lastly, I've got to portal it, give a waterfall a river, and some ambient sound scenery. So, I'll be busy tonight and tomorrow with that.

http://img29.imageshack.us/img29/887/screen001n.jpg

http://img4.imageshack.us/img4/3779/screen003zli.jpg

http://img6.imageshack.us/img6/7564/screen004e.jpg

http://img5.imageshack.us/img5/1653/screen005ahb.jpg

http://img5.imageshack.us/img5/1663/screen006r.jpg

http://img4.imageshack.us/img4/3412/screen007n.jpg

http://img37.imageshack.us/img37/3711/screen008i.jpg

http://img37.imageshack.us/img37/5509/screen009gqz.jpg

http://img4.imageshack.us/img4/9720/screen010s.jpg
http://img5.imageshack.us/img5/4003/screen011cjw.jpg

http://img5.imageshack.us/img5/6048/screen012j.jpg

http://img4.imageshack.us/img4/4039/screen013ljy.jpg

Light strip shaders are shot; I know that. I'm working on it.

Most of this is stuff we haven't posted; so now you know that we have completely thrown out symmetry in favor of a more interesting map.

If I can get the light strips in there and fine tuned along with portals, a waterfall, and the river, we might just have a beta test tonight, but don't hold your breathe.

PS: The humidity and heat in my room is so bad that my speakers just shorted, so I apologize if my grammar and sentence structure is subpar. Did my best to proofread, but I'm sure there are a lot of mistakes.

Malloy
June 29th, 2009, 08:56 PM
Im loving the variety even if there are some obsure bugs, also looks enjoyable to play. I look forward to it :D

Higuy
June 29th, 2009, 09:07 PM
The reason your lightmaps are screwed up on the cliffs is because you don't have "simple parmazations" checked in the shader I think. Try that, rerun lightmaps and it will look better, I suggest doing that before release.
Otherwise, looks fun.

MetKiller Joe
June 29th, 2009, 09:10 PM
The reason your lightmaps are screwed up on the cliffs is because you don't have "simple parmazations" checked in the shader I think. Try that, rerun lightmaps and it will look better, I suggest doing that before release.
Otherwise, looks fun.

Heh. Yeah, I actually didn't notice that. I was referring to light strips causing tool to not compile it, but I'll keep that in mind for the last lightmaps that I run.

Heathen
June 29th, 2009, 09:51 PM
looks good

Gwunty
June 29th, 2009, 10:07 PM
The reason your lightmaps are screwed up on the cliffs is because you don't have "simple parmazations" checked in the shader I think. Try that, rerun lightmaps and it will look better, I suggest doing that before release.
Otherwise, looks fun.
see this post?
ignore it
Dont ever check simple paramazation or however the fuck its called, becuase it will yield the results that higuy was trying to prevent, fugly lightmaps.

TomClancy
June 29th, 2009, 10:58 PM
Looks like it's coming along well!

Higuy
June 29th, 2009, 11:18 PM
Dont ever check simple paramazation or however the fuck its called, becuase it will yield the results that higuy was trying to prevent, fugly lightmaps.
uh
last time i checked, people don't really want fugly lightmaps, unless, of course thats what you like on your maps.

Gwunty
June 29th, 2009, 11:24 PM
uh
last time i checked, people don't really want fugly lightmaps, unless, of course thats what you like on your maps.
look at you

look how dumb you are
read my post again, checking simple parameterization will cause your lightmaps to have fugly black streaks all over them. most of the time that is, in a example like this it will probably happen

TomClancy
June 29th, 2009, 11:28 PM
Probably isn't definitive. Might as well try anyway.

Arteen
June 29th, 2009, 11:40 PM
You could use lighting in those gray rooms, and subtle lighting in the caves/tunnels.

MetKiller Joe
June 30th, 2009, 12:40 AM
You could use lighting in those gray rooms, and subtle lighting in the caves/tunnels.

The bug where I couldn't put lights in the center room and blue base tunnel has been removed, so there is ample lighting now.

As for the caves/tunnels, we're thinking of putting beacons here and there, but I like the darkness, it gives a nice abandoned atmosphere to it.

Pooky
June 30th, 2009, 12:42 AM
The bug where I couldn't put lights in the center room and blue base tunnel has been removed, so there is ample lighting now.

As for the caves/tunnels, we're thinking of putting beacons here and there, but I like the darkness, it gives a nice abandoned atmosphere to it.

and a nice fat advantage to anyone with whacked gamma settings :\

Dark maps in CE never really work, just add some extra light.

MetKiller Joe
June 30th, 2009, 08:43 PM
Two things. If somebody could link me to a portalling tutorial and fog tutorial for water (good ones actually explaining the steps and how portals work). That is basically the only thing holding this thing back from release. I've searched and can only find half-assed tutorials.

I'm not making promises about releasing it tonight because I might rush it, and that would only result in a bad map. So, it'll be done within the week (hopefully).

Again, tutorials would be awesome. If anybody was willing to help, I would appreciate that enormously.

UnevenElefant5
June 30th, 2009, 08:52 PM
Making fog for water is easy. There's some tutorials for that on halomaps.

Basically all you do is make a plane in max and name it water!$
then apply a materialwith a 256x256 white bitmap to it and name the material water!$
then in sapien just go to cluster properties ->palettes->fog pallete and click new instance.
Then edit your fog by referencing b30's water.fog file tags\levels\b30
set the scale function to 1
Then go to "fog" and reference your fog tag in there

MetKiller Joe
June 30th, 2009, 10:10 PM
Thanks Elefant.

Anybody willing to give me some advice portalling?

UnevenElefant5
July 1st, 2009, 11:48 AM
I dunno anything about portalling really, but the original HEK tutorial explains portalling in Level Creation - Part 2 (I think)

MetKiller Joe
July 1st, 2009, 12:36 PM
Nevermind. My crappy portalling will be noticed. It won't ruin gameplay that much, but it isn't perfect.

PopeAK49
July 1st, 2009, 04:47 PM
For portaling, Add portals to entrances that the player is about to enter eg..doors, cave entrances, a bend to another area of the map, etc.. Look in the HEK about stuff on portaling, I'm sure that will help you.

MetKiller Joe
July 5th, 2009, 07:24 PM
Alright, here (ftp://download%40bluhill.net:content@ftp.bluhill.net/Maps/Halo%201/BiMyrrha.zip) is the map. If there are any outstanding issues, I will correct them (although, I am aware of the portalling issue on the red's little path to blue, but I don't think I will have time to properly fix it). Rather release/beta something that isn't perfect than never release it at all. I've got other things on the docket.

You could consider it a Beta.

Credits go to Mr. I's plasma pack. The grenades look awesome.

PopeAK49
July 5th, 2009, 07:26 PM
Damn you couldn't .rar it? It's alright though I'm downloading it anyways because it looks so promising.

MetKiller Joe
July 5th, 2009, 07:36 PM
Damn you couldn't .rar it? It's alright though I'm downloading it anyways because it looks so promising.

Oshi... my bad.

Here (ftp://download%40bluhill.net:content@ftp.bluhill.net/Maps/Halo%201/BiMyrrha.zip) is the 20 MB version.

Edit: if you are having trouble loading the map (corrupted file or whatever), just rename it to "cubic" (this was easier to type into tool during dev).

So, again, having trouble with the map? RENAME IT TO "cubic".

Sorry for the trouble guys.

PopeAK49
July 5th, 2009, 07:38 PM
aww I just wasted 50mb. lol it's okay though.

n00b1n8R
July 5th, 2009, 07:57 PM
Can we get some pics?

MetKiller Joe
July 5th, 2009, 10:35 PM
Can we get some pics?

Yes, you can.
http://img238.imageshack.us/img238/7662/001duk.jpg

http://img8.imageshack.us/img8/5375/002jgk.jpg

http://img268.imageshack.us/img268/4914/003dbq.jpg


http://img20.imageshack.us/img20/4865/004gjs.jpg


http://img29.imageshack.us/img29/6424/005rqw.jpg

Now you see it.

http://img8.imageshack.us/img8/983/006ied.jpg

Now you don't :(.

http://img238.imageshack.us/img238/8829/007wmn.jpg

Now you see it.

http://img194.imageshack.us/img194/4493/008kyb.jpg

...can you guess?

http://img8.imageshack.us/img8/8098/009inq.jpg


http://img238.imageshack.us/img238/9357/010qaj.jpg

http://img29.imageshack.us/img29/9576/011fns.jpg

http://img188.imageshack.us/img188/3200/012rfm.jpg

Thank you Mr. I :D.

http://img32.imageshack.us/img32/1645/013yqd.jpg

http://img32.imageshack.us/img32/66/014knc.jpg

http://img29.imageshack.us/img29/9905/015wmy.jpg

Rentafence
July 5th, 2009, 10:37 PM
I think it would look cool if you dressed it up a lot more with some foliage. Give it an overgrown look.

Higuy
July 5th, 2009, 10:40 PM
Looks nice, except for the 3 last pictures were kinda.. eh.
Still looks pretty nice in all the other pictures though. :)

Hunter
July 6th, 2009, 04:36 AM
Stick some lights in there. It is a bit dark, other than that it looks pretty good.

PopeAK49
July 6th, 2009, 05:53 PM
My bad read your post.