View Full Version : [Wip] Fracture
Higuy
January 13th, 2009, 07:24 PM
Well, yea. Dee still needs to do lightmaps. Made by tm.
Tm = Disaster, Sheer, Killa_ftw, Dee, HiguyD
And some help from Cmt
http://i238.photobucket.com/albums/ff260/showbizfluffy/map1.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/map2.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/map3.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/map4.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/map5.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/map6.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/map7.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/map8.jpg
ill get some more pics later.
As I stated ealier, dee is doing the lightmaps, so I just need to wait for him to get on.
Crit please =]
SonicXtreme
January 13th, 2009, 07:27 PM
looks nice , but for some reason the banshee looks messed up , obviously i cannot correctly crit the map until the lightings done , as that adds alot to the other all feel of the map , as for the geometry , the H3 style forerunner stuff is a nice touch :)
mcwesalot
January 13th, 2009, 07:28 PM
Looks cool, banshee looks kinda strange though. Custom or classic?
Higuy
January 13th, 2009, 07:32 PM
The banshee has a custom skin. We are messing with shaders with it too kinda, so yea.
Inferno
January 13th, 2009, 07:34 PM
Get rid of the detail map in the banshee skin and make a new one. Add bumps to all the indoor shaders also they are kind of flat and ew.
The outdoor area looks very nice though.
Also whats with the black squares?
Higuy
January 13th, 2009, 07:35 PM
All of the out door has a bump, and as I stated were still messing with the ghost and banshee shader.
Btw, im using shader hack when I took those pictures so yea.
TeeKup
January 13th, 2009, 07:36 PM
Decent looking maps are starting to be released. I like this.
Inferno
January 13th, 2009, 07:36 PM
Sorry when I said environmental shaders I meant the shader_environments. Should have said Indoor shaders that's what I meant.
Higuy
January 13th, 2009, 07:38 PM
Sorry when I said environmental shaders I meant the shader_environments. Should have said Indoor shaders that's what I meant.
All Indoor shaders have bumps as well. Even though the shader hack makes bumps stand out, from a bit away, you may not notice them becuase of the cubemap being so shiny.
And the black squares were caused because of my high res monitor and halo fly cam mixing together.
Inferno
January 13th, 2009, 07:39 PM
Yeah uh disable the shader hack and show me what the shaders actually look like because they look disgusting and gross in those pictures.
Con
January 13th, 2009, 08:14 PM
That looks like a fun map, keep it up!
MetKiller Joe
January 13th, 2009, 09:11 PM
Looks nice, you tiled the banshee a mite too much,though, because I can see a lot of repetition of little tiles to seem to be what you were going to put as the diffuse.
KiLLa
January 13th, 2009, 09:28 PM
yea, just scale down the detail map on the shee...
and the metal shaders and what not, are a tad TO shiney for my liking...
Other than that, looks good especially the organic stuff..
paladin
January 13th, 2009, 09:29 PM
I was too busy looking at the sky to notice the rest of the map....
Higuy
January 13th, 2009, 09:37 PM
I took the shader hack off, and there still kinda shiny. Im gonna get dee to help me out with them considering he's pretty good with that stuff, when he has the time.
Disaster
January 13th, 2009, 10:11 PM
Damn, Our maps lookin fuckin sexy :). I really like the terrain though. When I can get back on my computer ( I've been sick) , We can consult and see what we should do.
Arteen
January 13th, 2009, 10:15 PM
It looks cool, but you really need to fix that one supershiny forerunner texture.
DarkHalo003
January 13th, 2009, 10:17 PM
Map looks great. Can't wait to play it.
Heathen
January 13th, 2009, 10:19 PM
looks great!
Sel
January 13th, 2009, 10:25 PM
Christ higuy, lose the shader hack already.
Otherwise very nice.
SnaFuBAR
January 13th, 2009, 10:34 PM
i like it, except for the base. The environment has a pretty good mood to it, keep up what you're doing, it looks pretty decent.
Higuy
January 13th, 2009, 10:41 PM
Christ higuy, lose the shader hack already.
no.
<3
Heathen
January 13th, 2009, 10:52 PM
I was too busy looking at the sky to notice the rest of the map....
cfgc
Heathen
January 13th, 2009, 10:53 PM
Am I the only one who sees those black boxes on the pics?
Donut
January 13th, 2009, 10:57 PM
Am I the only one who sees those black boxes on the pics?
higuy said that the boxes are an effect that flycam has on his computer because of his resolution
Heathen
January 13th, 2009, 11:08 PM
ah...okay.
LinkandKvel
January 13th, 2009, 11:19 PM
Is that DEE's sky? It looks AMAZING. Sometimes I DO wish the halo 1 engine was updated these days for better graphics. I usually don't care for graphics, but that sky just seems to outshine the map. Good map regardless. Like the layout.
Higuy
January 13th, 2009, 11:21 PM
The sky was orgionally Cmt's. We changed a few things about it though. And yea, it does look really nice :)
Heathen
January 13th, 2009, 11:24 PM
Thats where I recognise that mountain. My favourite CMT map. Tensity.
DEElekgolo
January 13th, 2009, 11:30 PM
Nom nom.
Lateksi
January 14th, 2009, 09:32 AM
Looking really nice, it has some Valhalla feel in too. Could you add little piles of snow to darker places?
teh lag
January 14th, 2009, 01:28 PM
Bsp/environment looks pretty damn cool.
Banshee looks bleh. Revert to original please.
Shaders look bleh. Some are cool, but some (especially the forerunner metals in pic 2) are terrible. Try to get more consistency in quality, since nothing can ruin a map more than inconsistency. See pic 4 for a severe example of this - the original H1 shader is in STARK contrast to the others. Start by changing the cubemap. Don't brush something like that off.
As a sub-category, you need to get cleaner bumps for those shaders. They just look messy in some parts and really detract from the feel of the map.
Sky should sit the rest of the environment - either make the environment more snowy (preferrable) or the sky background more rocky (it would be best if you did both). Also, add some light fog cover - just something to give it more atmosphere.
You're off to a really good start, and I'd hate to see a map like this get screwed over by poor polishing.
Evil_Monkey
January 14th, 2009, 01:37 PM
I really like the style of the environment and the selection of trees that you have chosen, I also like the use of the filler trees. Not many people put the time in to add these which greatly improves the appearance of the environment outside of the map.
The outside ground texture? from the pictures it sorts of looks like Danger Canyons, not sure if it is or not. Are you going to change this and make some sort of paths that define some wear and tear where vehicles have been driving?
I would really recommend changing the cubemap that is on the large forerunner structure and some on the smaller base that is connected into the cliff. I take it you are going to add some rocks and shrubs?
Banshee looks ok, but I personally would prefer the H1 banshee skin. Are you changing any other skins for the vehicles or weapons?
The end product, from what you have now looks promising. Keep up the good work.
L0d3x
January 14th, 2009, 02:09 PM
Hmm I like where this is going, the only crit I have is that the interiors could use a bit more interesting geometry.
zigfie
January 14th, 2009, 02:43 PM
the map is bad
L0d3x
January 14th, 2009, 03:02 PM
Troll alert?
TeeKup
January 14th, 2009, 03:11 PM
Ignore him, he's been dealt with.
Pooky
January 14th, 2009, 03:17 PM
For some reason, I really don't like the doors. I think it's that little rectangular bit on top.
Other than that, this looks pretty awesome.
Geo
January 14th, 2009, 03:46 PM
For some reason, I really don't like the doors. I think it's that little rectangular bit on top.
Other than that, this looks pretty awesome.
Other than the actual outline of the door, I always found them to look rather humanish. Idk why.
Higuy
January 14th, 2009, 04:08 PM
When I said I took the shader hack off, I actually didn't. (I thought I did :(, sorry about that.) Well now that it actually is off most of the textures are alot less shiny. The one most of you are complaining about, is still pretty shiny; this one:http://i238.photobucket.com/albums/ff260/showbizfluffy/Untitled-2.jpg I'm not really the best with shaders, normally dee does em'. So how do you make it less shiny?
@monkey, No thats not Danger Canyons ground skin, we made are own.
Heathen
January 14th, 2009, 04:40 PM
why take off the shiney?
killer9856
January 14th, 2009, 05:17 PM
Also, I cant wait to see my part of the terrain :)
Ki11a_FTW
January 14th, 2009, 06:31 PM
why take off the shiney?
because the parts that are shiny dont fit the rest of the map
Inferno
January 14th, 2009, 06:32 PM
Also because that shader hack makes all the forerunner shaders look fugly.
Higuy
January 14th, 2009, 06:54 PM
Shader Hack only goes for one person, not the entire map.
PopeAK49
January 15th, 2009, 06:05 PM
When I said I took the shader hack off, I actually didn't. (I thought I did :(, sorry about that.) Well now that it actually is off most of the textures are alot less shiny. The one most of you are complaining about, is still pretty shiny; this one:http://i238.photobucket.com/albums/ff260/showbizfluffy/Untitled-2.jpg I'm not really the best with shaders, normally dee does em'. So how do you make it less shiny?
@monkey, No thats not Danger Canyons ground skin, we made are own.
I should of gave you my model of the base. Not saying that your's is bad or anything, but if i still had the 3ds file of the base i would of added ramps to it and gave it to you for use. =]
Advancebo
January 15th, 2009, 07:35 PM
The base, I believe, is based off a Halo 3 Forerunner structure from the campaign.
killer9856
January 15th, 2009, 07:58 PM
Which one? That is the question o_O
Heathen
January 15th, 2009, 08:20 PM
how is that a question?
Corndogman
January 15th, 2009, 09:10 PM
One of the bases is based off of the big towers from the level "The Covenant" but not the one in that image.
Advancebo
January 15th, 2009, 09:23 PM
One of the bases is based off of the big towers from the level "The Covenant" but not the one in that image.
I thought it looks like the control room in The Ark, the area when you just finish fighting the scarab.
Also, I think it would look better, if you make the forerunner, oldish. Or color scheme similar to "The Ark" Forerunner.
Pyong Kawaguchi
January 15th, 2009, 09:24 PM
Wow, great trees/sky/cliffs
Why does halo always have cliffs?
Corndogman
January 15th, 2009, 11:16 PM
^Because its the only way people know how to make a map closed in. But hey, its better than "FLOATING SHIT IN OUTER SPACE" that you always see.
Sel
January 16th, 2009, 08:39 AM
Wow, great trees/sky/cliffs
Why does halo always have cliffs?
Because this isn't crysis with sharks to seal the level :(
killer9856
January 16th, 2009, 09:29 AM
Wait Crysis has sharks in the water?
>=D
Lateksi
January 16th, 2009, 11:38 AM
Check out some videos, they're hilarious. Look for something like "crysis crazy shark".
DEElekgolo
January 16th, 2009, 10:46 PM
Gah. Ive been annoyed by higuy long enough. Here is the lightmapping for fracture so far. Still setting it up but this picture looks pretty cool anyways.
http://img297.imageshack.us/img297/3964/lightmap1us3.jpg
Disaster
January 16th, 2009, 10:51 PM
:D Thats gonna look awesome ingame
DEElekgolo
January 16th, 2009, 10:58 PM
Here is the kind of thing that will be in the self illumination tutorial. Mind the blobyness, the low quality settings do that so i can get faster renders when rendering.
http://img103.imageshack.us/img103/4527/baselightbp3.jpg
Higuy
January 16th, 2009, 11:04 PM
O shit :D :D
killer9856
January 16th, 2009, 11:05 PM
Hot damn.
DEElekgolo
January 16th, 2009, 11:06 PM
http://img177.imageshack.us/img177/8241/middlera6.jpg
Sun is set correctly with the sky now.
killer9856
January 16th, 2009, 11:07 PM
Its got that dusk feel, Im loving our map. =D
DEElekgolo
January 16th, 2009, 11:10 PM
http://img294.imageshack.us/img294/3708/middlezoomedvb5.jpg
Wort wort wort.
SonicXtreme
January 16th, 2009, 11:29 PM
Just wondering , can we see a wireframe of the level please? i would like to see how well its been constructed :)
Ki11a_FTW
January 16th, 2009, 11:29 PM
nice
Inferno
January 17th, 2009, 12:03 AM
Dee if you light yoyorast like that it will be sextacular.
Good job.
DEElekgolo
January 17th, 2009, 12:06 AM
GAH! The lightmap uvs rape the awesome lightmaps. If only we would have Custom UVs for the lightmaps.
*hint hint*Firescythe*hint hint*
Higuy
January 17th, 2009, 12:38 AM
Here are fracture lightmaps. Halo CE's lightmap uvs screwed up about 70% of the awesome.
http://img292.imageshack.us/img292/5813/haloce2009011621265040it7.jpg
http://img185.imageshack.us/img185/9036/haloce2009011621273570aw1.jpg
http://img299.imageshack.us/img299/6138/haloce2009011621234353ub9.jpg
http://img184.imageshack.us/img184/3847/haloce2009011621235710hp5.jpg
http://img297.imageshack.us/img297/8260/haloce2009011621240398hq1.jpg
http://img294.imageshack.us/img294/7186/haloce2009011621242000fr1.jpg
http://img184.imageshack.us/img184/982/haloce2009011621242746me7.jpg
http://img174.imageshack.us/img174/5527/haloce2009011621252728rw4.jpg
fffffffffffffffffffffffffffffffff :(
LinkandKvel
January 17th, 2009, 12:54 AM
I've never thought about this but would it be faster and a better outcome if you ran lightmaps on a level that had no textures, basically just the model of the level, THEN compiled the map with the textures and applied the previously made lightmap?
EDIT: or am I noticing that's what you guys did?
paladin
January 17th, 2009, 01:08 AM
you forerunner textures need to be more rustic looking. They dont look like they belong in the setting. Just my thoughts.
Higuy
January 17th, 2009, 08:51 AM
I've never thought about this but would it be faster and a better outcome if you ran lightmaps on a level that had no textures, basically just the model of the level, THEN compiled the map with the textures and applied the previously made lightmap?
EDIT: or am I noticing that's what you guys did?
Yea, thats basically what we did, but as you can see the lightmaps got messed up
paladin
January 18th, 2009, 05:08 AM
add water. this map needs water.
Lateksi
January 18th, 2009, 07:26 AM
add water. this map needs water.
Yes. If there's no snow unlike on the mountains, it would be logical to think the snow has melted.
Higuy
January 18th, 2009, 09:24 AM
Gah, when we had modeled the entire bsp, half the entire map was covered with water. When we first tried getting the bsp ingame, we were expecting error's but not like this. We got errors on the entire river bed and said it was open edges. We tried doing scenery, but it didn't look good at all. I tried getting the water ingame again threw the bsp, and it worked. But when you looked at the water, black lines would appear and some of the faces became entire tessalated with black lines. It wasn't becuase of Vista either, and if there werent black lines it would of looked really bad anyway. Atm we do have water in there, as the ocean and one is at a pond.
Apoc4lypse
January 19th, 2009, 03:44 PM
I was too busy looking at the sky to notice the rest of the map....
This.
Sky is mega win, I love the enviroment, looks nice. I do agree some of the forerunner textures look rather flat to me idk.
E: didnt notice the length of the thread, looking at the new pictures, with different light maps, it looks good, but very dark in some spots.
Bad Waffle
January 20th, 2009, 03:33 AM
I dunno if this was answered or not, but "shinyness" in environmental shaders can be controlled with an alpha map in the diffuse texture.
Higuy
January 22nd, 2009, 03:42 PM
Well, we have a big error that needs help. It's the lightmaps. Even when we try to run regular lightmaps threw tool, they mess and there's random shadows popping out of no where, its really weird ( We think its the uv's). We made those lightmaps out of tool. Earlier today when I tried to run them threw Sapien it was saying, "Radiosity error: Out of memory". If any one could tell us or show us how to fix this (if there's even a way), please do so because we don't want to make this map look like crap. Soon as that is fixed we can pretty much go into full product mode.
Legend
January 22nd, 2009, 03:49 PM
It's probably something that has to do with compiling more lightmaps then the halo ce engine has to offer. The halo ce engine probably has a limit to the amount of memory it uses when compiling certain lightmaps and is not use to compiling such detailed lightmaps in your map. I could be wrong though.
Higuy
January 22nd, 2009, 07:34 PM
Bump. Still need help.
Bastinka
January 22nd, 2009, 08:30 PM
Those black squares in the screenshots too, get rid of that annoying tomfoolery. (On the first page.)
Can't really say for sure yet, needs to be played..
Metal looks a bit too reflective and bright for my tastes, did you change the shader?
Alwin Roth
January 23rd, 2009, 09:21 AM
The sky is amazing, and i like the mountains in the back.
too bad i cant have specular turned on... -_-
Hunter
January 23rd, 2009, 09:57 AM
I am not reading through the pages to see if this has been mensioned but why is the skybox bitmap snowy and the actual map not?
Also,
I think that some nice battered and grungy metal textures on the forrunner stuctures would make the map twice as good.
sevlag
January 23rd, 2009, 01:28 PM
The sky is amazing, and i like the mountains in the back.
too bad i cant have specular turned on... -_-rave halo does get annoying doesn't it? still trying to find a solution to your problem man...
anyways, looks good, can't wait to play this
Higuy
January 23rd, 2009, 01:28 PM
Yea we fixed the shader.
http://i238.photobucket.com/albums/ff260/showbizfluffy/fixed.jpg
Still need help with lightmaps.
The banshee shader has been fixed to, so its really not extremely weird looking now.
Inferno
January 23rd, 2009, 05:15 PM
Those shaders look MUCH better. Good job.
Legend
January 23rd, 2009, 08:06 PM
The outside part of the base seems too empty, and could cause some game play problems for those who are fighting on the top of the base and need cover when there shields are down. I suggest adding an electric generator like the ones on the bridges of A.O.T.C.R.
Alwin Roth
January 23rd, 2009, 09:57 PM
rave halo does get annoying doesn't it? still trying to find a solution to your problem man...
anyways, looks good, can't wait to play this
its not just doing rave now, but seems to go "emo" now, black spots appear over shadowed places... so i got "raving, emo, bug" going on now :(
killer9856
January 27th, 2009, 05:52 PM
The outside part of the base seems too empty, and could cause some game play problems for those who are fighting on the top of the base and need cover when there shields are down. I suggest adding an electric generator like the ones on the bridges of A.O.T.C.R.
I had a feeling someone would say something about that. In the beta I was upset on the amount of empty space. I was hoping to have my river I planned for, but it didn't happen. However I have been inspired by something :)
DarkHalo003
January 27th, 2009, 06:28 PM
Shaders look better. Glad to see it. Will there be plenty of dogfighting capabilities on this map?
(Dogfighting as in Banshee Dogfights.)
Higuy
January 27th, 2009, 07:52 PM
Yes. There are some pretty decent dog fights, as during a beta we had a couple days ago showed.
Were going to use the default textures from Halo as seeing not a whole lot of people like them that much ( Including me ) If Disaster wants to release them he can. Most of them are just simple remakes though.
We also had to add some more hills, and rocks in some places ( Mostly in front of the base) as seeing you could easily be shot and had no where to run. Other then those, the map to most people was fun. Just needs tweaking here and there. Hopefully won't be to much longer till all of you get to play it.
DEElekgolo
February 21st, 2009, 01:48 AM
TM_Fracture is a client to project relinquish. More info here (http://deelekgolo.fps-zone.net/?page_id=15).
Here are before and after pics. The before pictures are made using halo CE's built in lightmapping. The after shows the lightmaps after they go though project relinquish.
Before:
http://img23.imageshack.us/img23/5638/haloce2009022022301696.png
After:
http://img13.imageshack.us/img13/7285/haloce2009022022332726.png
Before:
http://img9.imageshack.us/img9/1926/haloce2009022022302670.png
After:
http://img14.imageshack.us/img14/4631/haloce2009022022334282.png
Before:
http://img24.imageshack.us/img24/5907/haloce2009022022303276.png
After:
http://img9.imageshack.us/img9/6113/haloce2009022022340228.png
Before:
http://img10.imageshack.us/img10/1317/haloce2009022022314448.png
After:
http://img6.imageshack.us/img6/6771/haloce2009022022352520.png
Ya dood.
Masterz1337
February 21st, 2009, 01:53 AM
Wheres the fog in your pics dee?
DEElekgolo
February 21st, 2009, 01:58 AM
When I rebuilt the map with the new light maps it got rid of the fog. It will be fixed in the final version. I just send these lightmaps to higuy and he does what ever else he wants with it. Next up I'll be lightmapping yoyocrast. It will probably be my best.
Edit: It was pointed out that the fog doesnt show up in the water either. Turns out when higuy sent me the map. I had to rip the scenerio using HEK+. Which I can inferr caused the fog to not show up.
SnaFuBAR
February 21st, 2009, 03:07 AM
All of the shadows are parallel, right?
DEElekgolo
February 21st, 2009, 03:21 AM
Yes. Everything is physically correct.
SnaFuBAR
February 21st, 2009, 03:30 AM
pretty good then.
Higuy
February 21st, 2009, 08:21 AM
Looks awesome Dee!
Disaster
February 21st, 2009, 09:34 AM
Wow. Thats awesome. When snaf says pretty good you know you did a good job :awesome:
Con
February 21st, 2009, 12:27 PM
its a bit dark
Bastinka
February 21st, 2009, 12:31 PM
http://img90.imageshack.us/img90/3971/haloce20090220223332032.png
Gonna just state my opinion, things circled in red look very... odd and out of place to me.
SnaFuBAR
February 21st, 2009, 02:53 PM
Wow. Thats awesome. When snaf says pretty good you know you did a good job :awesome:
I'm not going to bullshit, it looks good. I wonder, though, do these shadows become part of the ground bitmap, or is there an actual cast shadow that objects interact with?
DEElekgolo
February 21st, 2009, 03:07 PM
Its a lightmap. So when an object goes into the shadows, it doesnt infact get darker. The ground bitmap is unlit. The only thing that is defining the darkness and lightness of the map is the lightmaps I gave it.
SnaFuBAR
February 21st, 2009, 03:17 PM
Well done.
Sever
February 21st, 2009, 03:22 PM
I'll give you props for making some good-looking terrain and whatnot, but your forerunner architecture needs some work. The tower section that you've taken from 'The Covenant' needs to have the spire, not just the base, to look any good. Otherwise, it looks like it should be jutting out of a massive cliff face, not just embedded in a hillside. Also you should work on the textures and detailing for all of your structures quite a bit. It has potential though, so keep at it.
DEElekgolo
February 21st, 2009, 05:18 PM
Higuy said he wanted to get rid of the lightmaps because of 2 errors.
Masterz1337
February 21st, 2009, 05:23 PM
http://img90.imageshack.us/img90/3971/haloce20090220223332032.png
Gonna just state my opinion, things circled in red look very... odd and out of place to me.
I think it looks fine, but regardless of what I think, who are you to tell him how to not do his forerunner structures? It's his art, he can do whatever he wants to his forerunner structures.
Disaster
February 21st, 2009, 05:50 PM
Higuy said he wanted to get rid of the lightmaps because of 2 errors.
Fix the errors and make the map slightly brighter. :woot:
I won't let him redo them ;)
PlasbianX
February 21st, 2009, 05:52 PM
I think it looks fine, but regardless of what I think, who are you to tell him how to not do his forerunner structures? It's his art, he can do whatever he wants to his forerunner structures.
PMSing much masterz? Its called critique. He's simply saying it just doesn't look right. I agree with him, they don't seem to fit the structure all that well.
Masterz1337
February 21st, 2009, 06:13 PM
So if it doesn't "look" right what exactly is wrong with it? There's a difference between constructive crit and complaining. If you don't know what's wrong with it, or don't have any opinion of it other than you don't like it, no one cares what you have to say.
SnaFuBAR
February 21st, 2009, 06:49 PM
Perhaps the person critiquing the work doesn't have the artistic vocabulary to accurately portray the design inconsistencies. Who do you think you are to say that nobody cares what he has to say? Whether or not he's inadequately stating his opinion, he's right.
Masterz1337
February 21st, 2009, 06:58 PM
I'm sorry, but haven't we had numerous discussions and threads about how people on this forum don't know how to crit and only do it because they see older members doing it?
No one has been even able to say what's so "wrong" about it. So what exactly is the design inconstancy? It doesn't look like the forerunner structures in the other games? From what I've seen, H2 Forerunner looks way different than H1 Forerunner, and H3 Forerunner looks way different than H2, and Halowars looks way different than H3.
this isn't bungie, this is personal art
.Wolf™
February 21st, 2009, 06:59 PM
True..I bet bungie would agree on that.
jngrow
February 21st, 2009, 07:20 PM
While the shadows cast themselves, look great, the lighting of the map itself, the ambiance, is really boring in my opinion.
Regardless, still a good a job.
DEElekgolo
February 21st, 2009, 07:34 PM
to bad higuy wants to get rid of the lightmaps and would rather use the halo CE crappy ones.
SnaFuBAR
February 21st, 2009, 07:36 PM
I'm sorry, but haven't we had numerous discussions and threads about how people on this forum don't know how to crit and only do it because they see older members doing it?
No one has been even able to say what's so "wrong" about it. So what exactly is the design inconstancy? It doesn't look like the forerunner structures in the other games? From what I've seen, H2 Forerunner looks way different than H1 Forerunner, and H3 Forerunner looks way different than H2, and Halowars looks way different than H3.
Yes, we have, but that was in reference to valid points stated by artists and the bandwagoneers jumping in, quoting/agreeing and generally being malignant in the attempt to put someone down.
Let me, then, state what is "wrong" with it (or rather, what is unappealing) since I beta tested this, and know that they are actually looking for input. These objects are rather simple, undetailed blocks. They lack character, definition, and is losing cohesion to the rest of the base. They are unsubstantial and very much detract from the experience in game.
SnaFuBAR
February 21st, 2009, 07:38 PM
to bad higuy wants to get rid of the lightmaps and would rather use the halo CE crappy ones.
heh... that's kinda ridiculous. they looked good in game and i didn't come across any errors that i took notice to.
Disaster
February 21st, 2009, 07:40 PM
heh... that's kinda ridiculous. they looked good in game and i didn't come across any errors that i took notice to.
There was a big error in teh back of hte base. ANd some of the caves were a bit to dark. Other than that they are pretty good.
Higuy
February 21st, 2009, 07:51 PM
Then state the 3 ways. I was sure you only told me 1. Just say it.
DEElekgolo
February 21st, 2009, 07:59 PM
1 was decals. 2 was to use scenery to cover the messed up parts. 3 was to use dynamic lights.
Choking Victim
February 21st, 2009, 08:06 PM
4. Redo Them.
Masterz1337
February 21st, 2009, 08:10 PM
Yes, we have, but that was in reference to valid points stated by artists and the bandwagoneers jumping in, quoting/agreeing and generally being malignant in the attempt to put someone down.
Let me, then, state what is "wrong" with it (or rather, what is unappealing) since I beta tested this, and know that they are actually looking for input. These objects are rather simple, undetailed blocks. They lack character, definition, and is losing cohesion to the rest of the base. They are unsubstantial and very much detract from the experience in game.
I'm sure it was a much broader discussion than people just parroting. You know that there's people on this forum who think that complaining and criting are the same thing. If Silent Wind had posted reasons for not liking it, like you just did, well then I wouldn't have a problem with it.
Masterz1337
February 21st, 2009, 08:12 PM
to bad higuy wants to get rid of the lightmaps and would rather use the halo CE crappy ones.
Rather than try to pressure your leader into doing what you want by posting an inter team argument, how about you fucking fix the errors that he and Duce noticed?
DEElekgolo
February 21st, 2009, 08:25 PM
I cant. The light map UVS fuck it completely.
PopeAK49
February 21st, 2009, 08:44 PM
Ya i do have to agree that the things silentwind pointed out are quite blocky. I think you should also add some cover to the top of the base instead of having those covenant energy shields.
Masterz1337
February 21st, 2009, 08:47 PM
I cant. The light map UVS fuck it completely.
Well I guess that's a good reason not to use your system.
Sel
February 21st, 2009, 08:49 PM
what the fuck is going on here and why can't I make heads or tails of this arguement :suicide:
Choking Victim
February 21st, 2009, 08:53 PM
I cant. The light map UVS fuck it completely.
iirc, if you recompile the bsp and lightmaps, the uv's are reset. However, I haven't done this in awhile, so I'm not too sure. It's worth a shot.
Roostervier
February 21st, 2009, 09:12 PM
I'm sure it was a much broader discussion than people just parroting. You know that there's people on this forum who think that complaining and criting are the same thing. If Silent Wind had posted reasons for not liking it, like you just did, well then I wouldn't have a problem with it.
I can't believe you just wasted a page of this thread complaining about someone's crit. Do you have nothing better to do? Even though you don't, it's not your place to complain about it. If you've got a problem with it, either -rep him, report the post, or pm him. No one gives a shit if his crit doesn't live up to your standards.
DEElekgolo
February 21st, 2009, 09:13 PM
iirc, if you recompile the bsp and lightmaps, the uv's are reset. However, I haven't done this in awhile, so I'm not too sure. It's worth a shot.
We tried this multiple times. We had this problem with 2 maps I think. Some little things would change but the problem would persist.
Advancebo
February 21st, 2009, 09:18 PM
Why not just screw the "special" lightmaps and just use the tool/sapien generated lightmaps?
Masterz1337
February 21st, 2009, 09:21 PM
I can't believe you just wasted a page of this thread complaining about someone's crit. Do you have nothing better to do? Even though you don't, it's not your place to complain about it. If you've got a problem with it, either -rep him, report the post, or pm him. No one gives a shit if his crit doesn't live up to your standards.
What crit? My standards? The same standards that mods and admins also claimed they believed in?
And don't you have better things to do with your time than backseat moderate and flamebait? I guess so, trying to convince people Obama is a Muslim must get old after a while.
Bastinka
February 21st, 2009, 09:27 PM
I think it looks fine, but regardless of what I think, who are you to tell him how to not do his forerunner structures? It's his art, he can do whatever he wants to his forerunner structures.
You realize that I clearly stated I was stating my opinion?
E: Talk about ignorant, some people just have bad days :(
No need to be a meany masterz..
.Wolf™
February 22nd, 2009, 06:00 AM
More cover in some parts of the terrain(middle)would be cool.It was funny when we had a game going..For like 2 mins:P
Higuy
February 22nd, 2009, 09:08 AM
I asked most people what they thought of the gameplay after we were done. Most people said that it was pretty fun, except getting some more cover in the middle wouldn't be such a bad idea. The only serious game we had was pretty much when snaf was in the server lul
Sel
February 22nd, 2009, 09:14 AM
What /t * lol isnt part of a serious game???
Higuy
February 22nd, 2009, 09:15 AM
You weren't there when were playing on gamegodlazy's server or skillits
RobertGraham
February 22nd, 2009, 09:17 AM
So far I like this, but it looks like there could be more done to the front of the base, but since its ingame already...
Sel
February 22nd, 2009, 09:21 AM
You weren't there when were playing on gamegodlazy's server or skillits
I know, but those servers aren't real because they are not hosted in the land of the free.
RobertGraham
February 22nd, 2009, 09:28 AM
I know, but those servers aren't real because they are not hosted in the land of the free.I hate playing on German Servers...
Rook
February 22nd, 2009, 01:58 PM
Play another beta in the HCEL server, I missed it.
rossmum
February 22nd, 2009, 08:54 PM
Looks pretty nice, though the structures stand out just a little too much. Darkening them to fit the environment a little better should do it, or perhaps use some weathered textures like on Immure 2 (map owns). Water also wants replacement with something more suitable, but on the whole it's definitely going places.
Disaster
February 22nd, 2009, 09:00 PM
If we had some good forerunner textures, seeing as I'm not the best at them, we could probably make the structures look really good.
E: If anybody wants to give it a shot, we'd really appreciate it.
Advancebo
April 9th, 2009, 07:27 PM
Fracture Gameplay:
Part 1 (http://www.xfire.com/video/9fa21/)
Part 2 (http://www.xfire.com/video/9fa12/)
Sorry for the quality, Fraps and Xfire sucks
Higuy has some high quality screenshots coming.
PopeAK49
April 9th, 2009, 07:46 PM
Coolio this is tight.
Joshflighter
April 9th, 2009, 07:53 PM
OMg, you have green rep advance? :OOOOO
Anyways, yea, it works, and its actually really cool. It keeps the banshee whores in place. :|
Advancebo
April 9th, 2009, 08:01 PM
It keeps the banshee whores in place. :|
Stop talking about yourself, lol.
Powered by vBulletin® Version 4.2.5 Copyright © 2024 vBulletin Solutions Inc. All rights reserved.