View Full Version : itt: sel begins unwrapping cliffs, makes shitty map better
hry
September 8th, 2009, 12:35 AM
No.
Con
September 8th, 2009, 12:47 AM
Then I suppose you have an idea for how we deal with scenery changes between bsps while keeping their collision consistent? It sounds insignificant, but it would be sloppy to create the potential for syncing problems. Multiple bsps really isn't worth it. I say we stick with desert instead of screwing around with something not worth the time deciding, because people will enjoy the map just the same on release day.
Ganon
September 8th, 2009, 12:52 AM
multiple bsp's are a terrible idea and should never be done ever.
/idea
p0lar_bear
September 8th, 2009, 12:57 AM
multiple bsp's are a terrible idea and should never be done ever.
/idea
As far as multiplayer maps go, this^
Sel
September 8th, 2009, 02:11 AM
multiple bsp's are a terrible idea and should never be done ever.
/idea
Quoting this,
Then I suppose you have an idea for how we deal with scenery changes between bsps while keeping their collision consistent? It sounds insignificant, but it would be sloppy to create the potential for syncing problems. Multiple bsps really isn't worth it. I say we stick with desert instead of screwing around with something not worth the time deciding, because people will enjoy the map just the same on release day.
and this,
Con, where have you been, we have important things to discuss~
Mass
September 8th, 2009, 07:42 PM
When have Halo multiplayer maps ever been logical? Do what looks nice (and doesn't interrupt gameplay).
Water flowing up-hill does not "look nice"
Things like that have always been at least somewhat logical in Halo, because otherwise it looks wrong as hell.
Rob Oplawar
September 8th, 2009, 07:57 PM
Point.
Cortexian
September 8th, 2009, 10:38 PM
Counter-point.
stankpot
September 9th, 2009, 06:49 AM
almost done right?
chrisk123999
September 9th, 2009, 06:14 PM
Only way I know how to stop it from switching the perms of scenery is to delete all but one of the perms or model them into the BSP..
Sel
September 10th, 2009, 09:27 PM
So con got around to texturing that waterfall thing
http://i93.photobucket.com/albums/l42/selentic/waterfallin.jpg
I'm assuming this is the correct colour it's supposed to have, how do we deal with that black line at the back of the geometry where it's supposed to fade into the regular water.
http://i93.photobucket.com/albums/l42/selentic/wtf.jpg
...and how do we fix it rapidly changing between not transparent at all, and normal?
EDIT: I think I may have fixed it myself, give me a few minutes to see what I can do.
UnevenElefant5
September 10th, 2009, 09:38 PM
Oh wow that is an epic waterfall.
Sel
September 10th, 2009, 09:54 PM
I fixed the issue, will post fixed pics in a bit.
Sel
September 10th, 2009, 10:00 PM
http://i93.photobucket.com/albums/l42/selentic/waterfallin2.jpg
The bottom still has some issues, and I've got to make something between this and the sky, otherwise you can see it through the water.
E: Ignore the white line around the top, the mist shader is still fucked.
EE: Fuck it, it's all still wip.
Inferno
September 10th, 2009, 11:19 PM
That will look so cool when I make the unreal 3 version. With my new mesh breakdown system of course.
:realsmug:
Sel
September 10th, 2009, 11:32 PM
heh
Siliconmaster
September 11th, 2009, 01:48 AM
Wow, that last picture looks soooo much better. Beautiful, actually. Improve on that and I'll be standing there admiring it during games. :P
Sel
September 11th, 2009, 02:16 AM
Wow, that last picture looks soooo much better. Beautiful, actually. Improve on that and I'll be standing there admiring it during games. :P
Oh believe me, I intend to heh.
Cortexian
September 11th, 2009, 02:32 AM
Will I 4pXfHLUlZf4 ?
n00b1n8R
September 11th, 2009, 03:33 AM
ffffffuuuuuuuuuuuckkkk...
The stentilels are still ruining the view though -_- (they look well drawn and all Con but totally out of place and fake at that distance).
Couldn't you just model them as an animated part of the BSP way at the back of the level? (then you'd have proper lighting and they'd look like they're actually 3D and everything, you could even get away with low-res textures at that distance).
Same goes for high-charity (but just scrap it :gonk:)
Cagerrin
September 11th, 2009, 04:33 AM
Waterfall texture looks as if it's upside-down, tbh. Sure, waterfalls widen as they go down, but that bit to the right of the crosshair...
Higuy
September 11th, 2009, 10:33 PM
http://i238.photobucket.com/albums/ff260/showbizfluffy/freelancerSTOPFUCKINGPOSTING.jpg
Ganon
September 11th, 2009, 11:05 PM
ATTN: this map is good now~
almost anyway
Sel
September 12th, 2009, 12:29 AM
Does anyone know how to clean up the surface clipped to no leaves warning in tool?
It's really annoying to have 500 lines of that crap, when as far as I can tell, it means nothing :\
Rook
September 12th, 2009, 12:32 AM
http://i238.photobucket.com/albums/ff260/showbizfluffy/freelancerSTOPFUCKINGPOSTING.jpg
http://screenshot.xfire.com/screenshot/natural/b1dbc34fed53fbe517b993e604491c1446d0d771.png
Siliconmaster
September 12th, 2009, 12:37 AM
Does anyone know how to clean up the surface clipped to no leaves warning in tool?
It's really annoying to have 500 lines of that crap, when as far as I can tell, it means nothing :\
From the HEK tutorial:
This is a problem caused by the implementation of the portal planes and geometry.
This can be caused by geometry that has a face which is coplanar with the faces of another piece of geometry.
A good example would be a cube that has a face resting on the faces of another surface (such as a floor). In this case, an error may not have occurred before, but once portals are added or defined the portal calculations during the compilation process detects the error since it cannot properly create a portal between the two pieces of geometry.
In the above example, there are two solutions. The cube can be moved such that it no longer has its bottom faces resting on the faces of the other surface. The other solution is that the cube should have its bottom faces removed and the remaining faces should be properly integrated with the surrounding faces. Basically look for anything that might be too close to another face, maybe floating geometry or something.
Sel
September 12th, 2009, 12:40 AM
Floating things like lights would look pretty awful if they have to be any farther away from the wall than they already are.
>>
Siliconmaster
September 12th, 2009, 12:42 AM
Floating things like lights would look pretty awful if they have to be any farther away from the wall than they already are.
>>
Render-only faces like lights don't get that error. Only solid stuff, like a floating piece of bsp scenery. I know I got a lot of those because I didn't feel like sealing some of the scenery into the main object, but wanted it to be part of the bsp. The .wrl should help with that. :/
chrisk123999
September 12th, 2009, 12:46 AM
Surface clipped to no leaves normally happens when you have render only stuff outside the skybox.
Sel
September 12th, 2009, 03:20 AM
Render-only faces like lights don't get that error. Only solid stuff, like a floating piece of bsp scenery. I know I got a lot of those because I didn't feel like sealing some of the scenery into the main object, but wanted it to be part of the bsp. The .wrl should help with that. :/
I'd be more than happy to sift through the WRL and find the errors, but unfortunately, there's another warning that comes before it, and while this warning only takes up one line, it spawns around 5,000 geometry errors. Fucking nearly coplanar faces, can't even figure out whether it's just faces that aren't flat enough, but if what I got out of the HEK tutorials definition of this error, it's really silly :\
Surface clipped to no leaves normally happens when you have render only stuff outside the skybox.
The waterfall may be causing a few of those errors then, but there still were loads when that wasn't linked to the frame.
p0lar_bear
September 12th, 2009, 05:35 AM
I had also gotten that error in floodlab when I tried to build the geometry after importing it straight from ripping it with firescythe's BSP converter; all of the double-sided surfaces (like lights, and grates, which are supposed to be single-sided with a material that has a double-sided shader property) actually had two polies per three verts. Or something
chrisk123999
September 12th, 2009, 01:26 PM
It imports double sided faces as 2 faces instead of 1. And that would a different error then this.
Siliconmaster
September 12th, 2009, 04:34 PM
Look at the order of errors in the tool output. Then work backward, instead of from the top. Or you could trial and error fairly easily- anything that is green/red is coplanar, anything else is the clipped leaves error.
Sel
September 13th, 2009, 07:27 PM
There's 2 updates, in this one picture, do you see the second one?
http://i93.photobucket.com/albums/l42/selentic/wtfudoininthere.jpg
Siliconmaster
September 13th, 2009, 07:35 PM
I assume the new beam effect is new. In the beta I saw there were multiple purple tubes in a chasm, but I'm not sure if this replaces them or is somewhere else. Either way, it looks very cool.
PlasbianX
September 13th, 2009, 07:36 PM
I spy a sentinel.
Siliconmaster
September 13th, 2009, 07:39 PM
I spy a sentinel.
Oshit... I completely missed it. :o
PlasbianX
September 13th, 2009, 07:40 PM
Oshit... I completely missed it. :o
The file name "wtfudoininthere.jpg" kinda gave it away :downs:
Sel
September 13th, 2009, 07:41 PM
I assume the new beam effect is new. In the beta I saw there were multiple purple tubes in a chasm, but I'm not sure if this replaces them or is somewhere else. Either way, it looks very cool.
It's the Two Betrayals generator beam, with a slight model edit on my part, either way it looks good, so we'll probably stick with it.
I spy a sentinel.
Good eye sir!
Siliconmaster
September 13th, 2009, 07:44 PM
It's the Two Betrayals generator beam, with a slight model edit on my part, either way it looks good, so we'll probably stick with it.
Thought so. Was your edit to remove the central light ring? I've always loved that effect, and I've messed with it before myself. Can't wait to see it in the map. :)
Sel
September 13th, 2009, 07:48 PM
Thought so. Was your edit to remove the central light ring? I've always loved that effect, and I've messed with it before myself. Can't wait to see it in the map. :)
That, and I made it about 50 times the length.
lol
Siliconmaster
September 13th, 2009, 07:50 PM
That, and I made it about 50 times the length.
lol
Haha. Nice.
Higuy
September 14th, 2009, 09:34 AM
I suggest adding a rock wall behind the waterfall, adding a water plane at the bottom, and makeing fog in the level too.
Ganon
September 14th, 2009, 03:01 PM
I suggest adding a rock wall behind the waterfall, adding a water plane at the bottom, and makeing fog in the level too.
rockwall is a good idea
p0lar_bear
September 14th, 2009, 04:50 PM
rockwall is a good idea
Have the waterfall pouring out of an underground river and into a big huge misty pit.
n00b1n8R
September 14th, 2009, 06:41 PM
How would you indicate it was coming from underground, other than having a bigass rock above where it comes out (and blocking con's gorgous (EXCEPT THE SENTINELS AND HIGH CHARITY) ring)?
Con
September 14th, 2009, 08:30 PM
If you bitch about high charity and the sentinels again im going to infract you!!
Rob Oplawar
September 14th, 2009, 08:32 PM
High charity and the sentinels look fake.
Sel
September 14th, 2009, 08:33 PM
conscars u know what time it is???
its texture time LOL!
Con
September 14th, 2009, 08:49 PM
lol cant wait!
jcap
September 14th, 2009, 11:12 PM
Engineers look bad.
NuggetWarmer
September 15th, 2009, 01:34 AM
sel
add the pink floaty engineers hovering around the sky every now and then, or maybe working on stuff behind glass in an unusable room.
Con
September 15th, 2009, 02:04 AM
Why would covenant engineers be working there? If anything, it should be sentinels.
Sel
September 15th, 2009, 02:54 AM
Why would covenant engineers be working there? If anything, it should be sentinels.
Yeah, I'm kinda lost as to what they're sayin too >>
AAA
September 15th, 2009, 07:22 PM
why not use tiny 3D or 2D moving sentinels/engineers in the backround?...
... Am I over-estimating what the Halo Engine can do?
NuggetWarmer
September 15th, 2009, 08:27 PM
Why would covenant engineers be working there? If anything, it should be sentinels.
They're forerunner.
n00b1n8R
September 15th, 2009, 11:39 PM
why not use tiny 3D or 2D moving sentinels/engineers in the backround?...
... Am I over-estimating what the Halo Engine can do?
Seems like a great idea to me :allears:
Sel
September 16th, 2009, 12:17 AM
Wait, are people suggesting I do what I already did in that picture?
I'm so lost :S
Siliconmaster
September 16th, 2009, 12:19 AM
Wait, are people suggesting I do what I already did in that picture?
I'm so lost :S
The Covenant Engineers. In the skybox. Should be moving Sentinels. We've only seen that pic of the interior, so it's possible the skybox engineers are still there. I believe the others are merely clarifying the changes.
Sel
September 16th, 2009, 01:30 AM
There have never been covenant engineers in the skybox...
AAA
September 16th, 2009, 01:39 AM
There have never been covenant engineers in the skybox...
That's what I'm suggesting. That there be engineers/sentinels in or what appears to be close to the skybox. Actual Model engineers/sentinels that float around all day, minding their own business, Waaaaaaaaaay into the distance.
Siliconmaster
September 16th, 2009, 01:41 AM
Hmm. I could have sworn I saw something floating out above the waterfall. Were those supposed to be sentinels? Either way, they need to be 3d and moving, not 2d images.
n00b1n8R
September 16th, 2009, 03:11 AM
Hmm. I could have sworn I saw something floating out above the waterfall. Were those supposed to be sentinels? Either way, they need to be 3d and moving, not 2d images.
This guy has a good idea, you should probably listen to him :allears::allears::allears:
Sever
September 16th, 2009, 07:32 AM
Whoever keeps mentioning Covenant Engineers needs to just shut up. NOTHING about this map, save for the crashed High Charity (which doesn't even have any Covenant left on it), has anything to do with the Covenant. All of the airborne entities are Forerunner Stratosentinels (link to Halopedia would go here, but it's being all funky at the moment). How do I know this for certain? I worked with Con on designing the skybox, and I still must say, excellent job.
L0d3x
September 16th, 2009, 07:43 AM
Weren't engineers created by forerunners though? Having engineers wouldn't damage the background, in this case.
Sever
September 16th, 2009, 07:47 AM
No, no they weren't. Huragok are a naturally occurring species.
L0d3x
September 16th, 2009, 08:18 AM
From Halopedia:
"Huragok (Latin Facticius indoles[1] (http://halo.wikia.com/wiki/Huragok#cite_note-Bestiarum-0), meaning "artificial genius"[2] (http://halo.wikia.com/wiki/Huragok#cite_note-1)), known to Humans (http://halo.wikia.com/wiki/Human) as Engineers,[3] (http://halo.wikia.com/wiki/Huragok#cite_note-2) are an artificial race that was created by the Forerunners (http://halo.wikia.com/wiki/Forerunners).[1] (http://halo.wikia.com/wiki/Huragok#cite_note-Bestiarum-0) They are the only known non-combatant race of the Covenant (http://halo.wikia.com/wiki/Covenant_Empire)."
Siliconmaster
September 16th, 2009, 12:04 PM
Whoever keeps mentioning Covenant Engineers needs to just shut up. NOTHING about this map, save for the crashed High Charity (which doesn't even have any Covenant left on it), has anything to do with the Covenant. All of the airborne entities are Forerunner Stratosentinels (link to Halopedia would go here, but it's being all funky at the moment). How do I know this for certain? I worked with Con on designing the skybox, and I still must say, excellent job.
I stand corrected, and I apologize. I too love the skybox, I'm just pointing out that without either a higher-res version of the sentinels or actual sentinels the current ones look a bit fake. And if real sentinels have already been added, as implied by the earlier screenshot, then why are we still arguing over this? :raise:
Con
September 16th, 2009, 02:41 PM
If I need to do something major to the sky in the future then I'll do something about the line of strato-sentinels, but I've got more important work to do for the map first.
Sel
September 16th, 2009, 03:06 PM
I have no problem with the sentinels, and as long as con shares that opinion I'm not going to make him change them.
Siliconmaster
September 16th, 2009, 03:12 PM
Works for me. Having the map be fun is the first priority- visuals are just a bonus.
Sel
September 16th, 2009, 03:16 PM
Works for me. Having the map be fun is the first priority- visuals are just a bonus.
What's that supposed to mean >>
Higuy
September 16th, 2009, 03:20 PM
What's that supposed to mean >>
make your map fun, before you make it pretty
oh wait, you already accomplished the fun part :realsmug:
Siliconmaster
September 16th, 2009, 03:20 PM
^That.
Plus it is your map, so you obviously get the last word on visuals and gameplay. :P
Ki11a_FTW
September 16th, 2009, 09:10 PM
I have no problem with the sentinels
The skybox is a very beautiful thing in the map that con made, and those sentinels look like shit, because the skybox is so good looking, and the sentinels look low quality and cartoony
imo, you should set up some sentinel AI with command lists (dont worry this wont effect gameplay) and have them brain-dead moving around in the sky.
Cortexian
September 17th, 2009, 02:15 AM
HDR textures everywhere.
:smugoff:
StankBacon
September 17th, 2009, 03:53 PM
What's that supposed to mean >>
he means the sky looks like ass.
Sel
September 21st, 2009, 01:59 AM
he means the sky looks like ass.
o ok
and
http://i93.photobucket.com/albums/l42/selentic/Models/revelations.jpg
http://i93.photobucket.com/albums/l42/selentic/Models/revelations1.jpg
http://i93.photobucket.com/albums/l42/selentic/Models/revelations2.jpg
http://i93.photobucket.com/albums/l42/selentic/Models/revelations3.jpg
http://i93.photobucket.com/albums/l42/selentic/Models/revelations4.jpg
http://i93.photobucket.com/albums/l42/selentic/Models/revelations5.jpg
klange
September 21st, 2009, 02:02 AM
http://i93.photobucket.com/albums/l42/selentic/Models/revelations3.jpg
Please make or find a better interior cube map for the water here...
Cortexian
September 21st, 2009, 02:06 AM
Looking a lot better with textures!
BobtheGreatII
September 21st, 2009, 02:07 AM
Looking great!
Edit:
In that cave area with the lake, make some Stalactites and some moss hanging down and running up the wall. I think that would be neat.
seanthelawn
September 21st, 2009, 02:24 AM
So many nice maps coming out <3
Everything looks good except the water.
Sel
September 21st, 2009, 02:29 AM
Please make or find a better interior cube map for the water here...
Will do.
Looking great!
Edit:
In that cave area with the lake, make some Stalactites and some moss hanging down and running up the wall. I think that would be neat.
There will be some crazy forerunner shit in that cave, once I get to work on mass with a pair of pliers and a blowtorch.
You hearin me hilbilly boy? :p
Timo
September 21st, 2009, 02:38 AM
Damn those textures look amazing. Is it possible to curve the sides of the light bridges down like they are in a30? Having them completely flat looks weird :x
Con
September 21st, 2009, 02:51 AM
btw sel was doing it wrong and had the detail maps backwards
it should look like this:
http://img22.imageshack.us/img22/526/57313755.jpg
and yes, the sand detail map needs its scale fixed
Siliconmaster
September 21st, 2009, 10:43 AM
Cool! Looks a lot better!
Mass
September 21st, 2009, 11:12 AM
Damn those textures look amazing. Is it possible to curve the sides of the light bridges down like they are in a30? Having them completely flat looks weird :x
They are/I did/Look again you can see it
Also yeah, mb I should finish that cave thing
Looks better though, huh.
Rob Oplawar
September 21st, 2009, 12:07 PM
that skybox is stunning
Sel
September 21st, 2009, 01:54 PM
that skybox is stunning
You're only 500 posts late rob :downs:
MissingSpartan7
September 22nd, 2009, 06:48 AM
this would make a badass SP map
....wait, i call dibs
Ganon
September 22nd, 2009, 07:16 AM
this would make a badass SP map
....wait, i call dibs
I agree. Why is this map even multiplayer?
AAA
September 22nd, 2009, 06:27 PM
because single player sucks balls when it comes down to gold shit like this.
Ganon
September 22nd, 2009, 06:38 PM
because single player sucks balls when it comes down to gold shit like this.
Your all talk! :pcgaming:
SnaFuBAR
September 22nd, 2009, 06:45 PM
Looks good but needs plants scattered about here and there.
Sel
September 22nd, 2009, 06:56 PM
Looks good but needs plants scattered about here and there.
Speak of the devil. Just started on that yesterday, gonna add a few more along with environment sound + mopping up the warnings and errors tool hands me.
Aside from co-planars of course, that's just a silly error!
Sel
September 22nd, 2009, 07:16 PM
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool structure levels\revelations revelations
building intermediate geometry...
building collision geometry...
reducing collision geometry...
building collision bsp...
### WARNING found nearly coplanar surfaces (red and green).
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
building render geometry...
building subclusters...
building pvs... building pvs... building structure lens flares...done
structure bsp "levels\revelations\revelations"
BSP has 56924 nodes, 30028 leaves
61686 surfaces and 97909 vertices in 598 material groups
49 portals, 15 clusters
4150Kb collision data (386Kb vertices, 1352Kb edges, 377Kb surfaces)
6487Kb render data (3901Kb vertices, 1337Kb surfaces,
802Kb nodes/leaves, 296Kb clusters)
0Kb pathfinding data
----------------------
11901Kb (without debug information)
Inferno
September 22nd, 2009, 07:28 PM
Coplanars create phantom BSP.
:eng101:
Sel
September 22nd, 2009, 07:48 PM
Coplanars create phantom BSP.
:eng101:
Try to imagine how much I care!
:eng101:
Ganon
September 22nd, 2009, 08:55 PM
Try to imagine how much I care!
:eng101:
Not a lot!
:eng101:
Sel
September 22nd, 2009, 08:56 PM
Not a lot!
:eng101:
This guy has the right idea.
In all seriousness though, if they do prove to cause issues that are in some way important I will make an effort to fix them, but they're just such a fucking stupid error, as opposed to the 5 that have come back which I would consider important.
mech
September 22nd, 2009, 09:05 PM
I can't wait to rpg on dis :woop:
InnerGoat
September 23rd, 2009, 01:11 PM
hey nice skybox btw
Rob Oplawar
September 23rd, 2009, 01:39 PM
Coplanars create phantom BSP.
:eng101:
What is phantom BSP? Is this a legit error that I should be worried about, or are you just being facetious?
Inferno
September 23rd, 2009, 01:53 PM
It's one of the most annoying errors in the editor.
It's those random bits of invisible collision that are not directly linked to anything and can only collide with vehicles and projectiles pointphysics (like weapons) and ragdolls. There are quite a few of these on the stock maps (theres actually one floating above the overshield hill on bloodgulch) and tons of these on custom maps (especially yoyo).
I made a tutorial on how to remove them a while back.
Siliconmaster
September 23rd, 2009, 02:08 PM
I made a tutorial on how to remove them a while back.
Link plox.
Inferno
September 23rd, 2009, 02:18 PM
http://www.modacity.net/forums/showthread.php?t=15170&highlight=phantom+bsp
Cortexian
September 23rd, 2009, 03:03 PM
Both links are broken in that thread.
Inferno
September 23rd, 2009, 03:33 PM
Fail.
Anyone still have those tutorials. I will re-upload them.
Rob Oplawar
September 23rd, 2009, 04:52 PM
Interesting... How strange. I wonder what aspect of the collision geometry compilation algorithm lets nearly-coplanars do something so odd...
I have a fuckton in BCE. Could that error also result in the opposite, random pieces of geometry that don't have collision? An old error that I used to get was a random hole in the middle of one of my floors... it's gone now, but if coplanars are to blame it may crop up again.
Well, time to break out poly's "make planar" button, I guess.
Inferno
September 23rd, 2009, 05:15 PM
Could that error also result in the opposite, random pieces of geometry that don't have collision? An old error that I used to get was a random hole in the middle of one of my floors...
That's usually caused by z-buffered triangles.
Con
September 23rd, 2009, 07:07 PM
(theres actually one floating above the overshield hill on bloodgulch
I know that all too well... It's even stopped me from making a kill by blocking a shot.
edit: lookit dis hologram
http://img3.imageshack.us/img3/2599/captureya.png
Inferno
September 23rd, 2009, 07:51 PM
Hawt.
n00b1n8R
September 23rd, 2009, 09:03 PM
Is that some holo-halo? :aaaaa:
Con
September 24th, 2009, 12:25 AM
ja
http://img198.imageshack.us/img198/1643/fukker.jpg
ZeRk`
September 24th, 2009, 12:46 AM
sel when do i get to play your revelationsv34
Rook
September 24th, 2009, 12:53 AM
http://i93.photobucket.com/albums/l42/selentic/Models/revelations1.jpg'
It's still ice. :ugh:
Con
September 24th, 2009, 01:04 AM
No, I made a texture for that yesterday:
http://img9.imageshack.us/img9/7741/57730299.jpg
Look familiar (http://gallery.ascendantjustice.com/main.php?g2_view=core.DownloadItem&g2_itemId=1811&g2_serialNumber=2)?
n00b1n8R
September 24th, 2009, 01:10 AM
Where's it going to hang out? (E: the hologram that is)
Con
September 24th, 2009, 01:27 AM
In the center room, spinning on it's side above the overshield. It'll be about as large as that space. I think it'd be cool to find a larger space for it and show off some of the detail in the texture. IMO, that overshield area needs needs to be larger anyway. I'll talk to sel.
Siliconmaster
September 24th, 2009, 01:42 AM
Love the hologram, and the new revealed structure texture looks cool too.
English Mobster
September 24th, 2009, 02:47 AM
I don't think the revealed structure looks right, IMO. Something seems a bit off.
Con
September 24th, 2009, 02:50 AM
I didn't try to copy the H3 one exactly if that's what you're saying.
Cortexian
September 24th, 2009, 02:50 AM
Looks like this is going to be neat.
Cagerrin
September 24th, 2009, 02:58 AM
I don't think the revealed structure looks right, IMO. Something seems a bit off.
It's too flat.
Needs to be in two sections, one slightly lower than the other. Panel texture only goes on the lower part, higher part has a strip texture of some sort.
Con
September 24th, 2009, 03:56 AM
http://img9.imageshack.us/img9/599/65165083.jpg
p0lar_bear
September 24th, 2009, 04:00 AM
This is turning into Church.
Only the map has gameplay value this time. :v:
(sorry Crowpath :()
Cagerrin
September 24th, 2009, 04:01 AM
Needs less of the area around it sucking.
Also if you put the hologram there, the area should look like it was meant for it. More space between the holo and the walls, with the walls being stepped outwards slightly below the ring.
Pyong Kawaguchi
September 24th, 2009, 04:04 AM
http://img9.imageshack.us/img9/599/65165083.jpg
so colourful.
Hunter
September 24th, 2009, 05:03 AM
Needs less of the area around it sucking.
Also if you put the hologram there, the area should look like it was meant for it. More space between the holo and the walls, with the walls being stepped outwards slightly below the ring.
^ This!
n00b1n8R
September 24th, 2009, 10:11 AM
Thirded.
Sel
September 24th, 2009, 10:53 AM
Needs less of the area around it sucking.
Also if you put the hologram there, the area should look like it was meant for it. More space between the holo and the walls, with the walls being stepped outwards slightly below the ring.
alright
YOU THINK THIS IS KINDER PARTY MASS?
get a god damn move on
Cortexian
September 24th, 2009, 06:11 PM
Wait, is that actually how the hologram is going to look? That's disgusting... Make it look more like the control room Halo hologram.
AAA
September 24th, 2009, 06:12 PM
Wait, is that actually how the hologram is going to look? That's disgusting... Make it look more like the control room Halo hologram.
Agreed. Except, make the hologram look more revised If even possible.
NuggetWarmer
September 24th, 2009, 06:45 PM
The red marks areas that haven't been built or are broken.
:eng101:
Siliconmaster
September 24th, 2009, 06:45 PM
Wait, is that actually how the hologram is going to look? That's disgusting... Make it look more like the control room Halo hologram.
The thing is, this Halo isn't complete, which the holo reflects. Go look at the ring holos in Halo 3, and the semi-completed/destroyed ones look a lot like this one does, while the complete ones look more like the H1 holo. Pretty doesn't always make sense.
Edit: Quasi-sniped by Nugget.
TEMPTii
September 24th, 2009, 07:30 PM
Is this map ever gonna be finished? It's so perfect that it makes me wanna pee ><
Inferno
September 24th, 2009, 07:50 PM
Hey look penguins map got on bungies blog. Too bad revelations is ripped so they won't put it up.
Sel
September 24th, 2009, 08:55 PM
Hey look penguins map got on bungies blog. Too bad revelations is ripped so they won't put it up.
lol.
Cortexian
September 24th, 2009, 10:14 PM
Well, make the ring hologram look more like a hologram, it just looks bad as is.
Con
September 24th, 2009, 10:58 PM
Looks like a hologram to me. Be descriptive, "it just looks bad" doesn't help at all.
TEMPTii
September 24th, 2009, 11:15 PM
:( so cant attach MAP file here?
Cortexian
September 25th, 2009, 01:12 AM
Looks like a hologram to me. Be descriptive, "it just looks bad" doesn't help at all.
It looks more like a wireframe than a hologram, you need to add some blur to it so it doesn't look as though it's a flat texture. And it needs to be emitting some kind of neon style lighting. You know, like a hologram.
Sel
September 25th, 2009, 01:15 AM
It looks more like a wireframe than a hologram, you need to add some blur to it so it doesn't look as though it's a flat texture. And it needs to be emitting some kind of neon style lighting. You know, like a hologram.
You mean like the gel map con is making?
Cortexian
September 25th, 2009, 03:39 AM
You mean like the gel map con is making?
I don't think I know what that is, so no?
Con
September 25th, 2009, 10:26 AM
I don't think I know what that is, so no?
Think of it like a mask for dynamic lights. It lets the light create a pattern on surfaces.
Sel
September 25th, 2009, 05:07 PM
I don't think I know what that is, so no?
It's the thing on the walls in the picture con posted.
Cortexian
September 25th, 2009, 06:28 PM
Oh I see, that'll make it look better then! :)
Make that central area a little darker when you guys get around to final lighting, that way the light from the hologram will show off better. But you guys probably already know that.
Sel
September 25th, 2009, 06:43 PM
Right now I believe that halo is just fullbrighting the entire thing, so it'll probably look like that until we do proper lightmaps lol
Cortexian
September 25th, 2009, 06:57 PM
Well, as long as it eventually turns out in a darkened area casting most of the light, awesome! :)
Higuy
September 25th, 2009, 06:58 PM
Im hoping the Ring is animated like the control room's?
Sel
September 27th, 2009, 04:36 PM
Im hoping the Ring is animated like the control room's?
It spins.
Also I made a ModDB page (http://www.moddb.com/mods/revelations) for this, because I am one cool mother fucker
so uh yeah, posted some up to date screenshots there. The bases are pretty much done, though the beam might still get replaced, and the middle will be along the same colouring scheme of the base (death island anyone?) when I get along to that.
As some of you may notice from the page, there is a release date listed. As of right now, that release date can be considered correct, because really, all we have to do is a few textures, portal fixing (Anyone who can help out with this should give me a shout out), beta testing looking for clipping issues once it's all fixed, along with other glitches, and then boom.
Final lightmaps and we're set.
Higuy
September 27th, 2009, 04:39 PM
jesus, fix the len's flare for the sun already.
Ganon
September 27th, 2009, 04:41 PM
add FOG
Sel
September 27th, 2009, 04:50 PM
jesus, fix the len's flare for the sun already.
That's been fixed, I just didn't take new pictures of it :p
It was mostly to show how the level looks with the stock textures, and the bases which have been changed to look deathisland ish.
Really it's nothing that hasn't been seen yet!
Well, aside from the loads of scenery I got around to adding in.
Also, I'll add the fog when I get these fuckin portals working.
Higuy
September 27th, 2009, 04:53 PM
How about adding some islands out in the waterfall is and put some pine tree's on them? I think that would look cool. oh and the ring looks really nice.
Sel
September 27th, 2009, 04:56 PM
How about adding some islands out in the waterfall is and put some pine tree's on them?
As much as I'd love to, I've been doing this project for just over a year and a half, and really just want to finish it so that I can move onto something else with less headaches (FUCK HALOS PORTALLING SHIT) and with a few more players (Hello tf2~).
il Duce Primo
September 27th, 2009, 04:56 PM
I doubt islands would be able to be out there with the type of water flow caused by the waterfall.
Higuy
September 27th, 2009, 05:00 PM
As much as I'd love to, I've been doing this project for just over a year and a half, and really just want to finish it so that I can move onto something else with less headaches (FUCK HALOS PORTALLING SHIT) and with a few more players (Hello tf2~).
if you send me the model, ill do it for you. or make them scenery since they'll be so far away anyway
Rob Oplawar
September 27th, 2009, 06:22 PM
len's flare
who the fuck is len?
That has to be deliberate- some joke I'm missing. I mean, you'd have to be an idiot to think there's an apostrophe in "lens".
Srsly, what's with the apostrophe abuse on the internet? >:U
Ganon
September 27th, 2009, 06:27 PM
lens's flair
Higuy
September 27th, 2009, 08:31 PM
who the fuck is len?
That has to be deliberate- some joke I'm missing. I mean, you'd have to be an idiot to think there's an apostrophe in "lens".
Srsly, what's with the apostrophe abuse on the internet? >:U
Sorry? :\ I just used whatever the fuck firefox threw at me with the spell check.
ZeRk`
September 28th, 2009, 01:27 AM
so sel..
Sel
October 3rd, 2009, 03:02 AM
http://www.filefront.com/14646099/Revelations-Walkthrough.wmv/
Video Walkthrough
AT THE VERY LEAST ITLL BE A NICE CHANGE FROM VIDEOS WITH GARBAGE MUSIC THAT INFERNO POSTS ALL THE TIME
HAR DE HAR HAR
AAA
October 3rd, 2009, 03:30 AM
HAR DE HAR HAR
... Why can't you just laugh like a normal person?
I'm just messing with you. =P
Thanks for the walkthrough, gives me a good look at what's really going on with this thing. :) +rep
Cagerrin
October 3rd, 2009, 03:42 AM
Why doesn't the ring holo generate any light of its own?
Sel
October 3rd, 2009, 09:24 AM
Why doesn't the ring holo generate any light of its own?
Because con hasn't made a gel map for it.
=sw=warlord
October 3rd, 2009, 09:32 AM
Because con hasn't made a gel map for it.
Why hasn't con made a gel map for it yet?
:p
Sel
October 3rd, 2009, 09:38 AM
Why hasn't con made a gel map for it yet?
:p
Because he's a dumbfatfat kitty
if you must know!
Inferno
October 3rd, 2009, 10:48 AM
That video sucks. The song is really bad and that map is terrible and your using a wallhack obviously.
Sel
October 3rd, 2009, 11:04 AM
That video sucks. The song is really bad and that map is terrible and your using a wallhack obviously.
let me reupload it with the song
I wrote haikus about cannibalism in your high school year book, then you'll like it, and watch it over and over again~
Inferno
October 3rd, 2009, 11:31 AM
Okay I actually watched the video and the maps looking better. It still needs a proper cliff/ground texture though. And it needz moar halo 3 wepon!
Cortexian
October 3rd, 2009, 01:21 PM
http://www.filefront.com/14646099/Revelations-Walkthrough.wmv/
Video Walkthrough
AT THE VERY LEAST ITLL BE A NICE CHANGE FROM VIDEOS WITH GARBAGE MUSIC THAT INFERNO POSTS ALL THE TIME
HAR DE HAR HAR
Cool video, textures are coming along nicely I see.
Might have to host this on my server for awhile...
Sel
October 4th, 2009, 08:31 PM
Two things.
Script troubles, I've been trying to compile this
(script startup maptitle
(begin
(cinematic_set_title Revelations)
(sleep 1000)
)
)
by putting it in data/levels/revelations/scripts
I'm on w7 64bit, and have tried compiling it in every scenario file, including the one with the same name as the folder.
And
http://www.filefront.com/14657595/gamenightV.wmv/
The rev gameplay footage from sam's gamenight, that shit was fun.
Inferno
October 4th, 2009, 10:06 PM
That's some srs scripting bro. What error do you get when you compile it? Or does it just not work?
Sel
October 4th, 2009, 10:10 PM
That's some srs scripting bro. What error do you get when you compile it? Or does it just not work?
I get the error 'Scripts Successfully Compiled'
which really means, sorry we couldn't find the script.
Dwood
October 4th, 2009, 10:10 PM
Begin isn't necessary when it's script startup. They're only necessary after if statements.
Sel
October 4th, 2009, 10:36 PM
I AM HINTING AT SOMETHING (http://i93.photobucket.com/albums/l42/selentic/background.jpg)
Timo
October 4th, 2009, 10:39 PM
I AM HINTING AT SOMETHING (http://i93.photobucket.com/albums/l42/selentic/background.jpg)
:neckbeard:
Inferno
October 4th, 2009, 10:39 PM
That len's flare is really nice looking.
LENS FLARE LOLOLOLOLOLOLOLOLOLOLL
Siliconmaster
October 4th, 2009, 10:41 PM
O hai a pretty. Very nice.
Sel
October 5th, 2009, 12:45 PM
Who besides Timo understands what's happenin~?
Ganon
October 5th, 2009, 12:47 PM
something bad thats what babe
Lateksi
October 5th, 2009, 12:52 PM
You want the Delta Halo UI with Rev on it? Looks good btw.
Sel
October 5th, 2009, 12:58 PM
Want. Heh.
http://i93.photobucket.com/albums/l42/selentic/sup-2.jpg
Con
October 5th, 2009, 02:18 PM
I don't think you should be doing that!!!!!
Dwood
October 5th, 2009, 03:19 PM
Dude I don't know if I can believe if this is happening...
Timo
October 5th, 2009, 04:06 PM
It's just the multiplayer pause menu, not the whole UI (not just yet :3~~~~)
Sel
October 5th, 2009, 04:10 PM
It's just the multiplayer pause menu, not the whole UI (not just yet :3~~~~)
Yeah sorry guys, that's never coming out :(
Timo
October 5th, 2009, 04:13 PM
That check for updates button shouldn't be there though - it'll break the game. Change colour should be blanked out too, how old is that build :?
Sel
October 5th, 2009, 04:14 PM
That check for updates button shouldn't be there though - it'll break the game.
You should make a revelations dh main menu~
jcap
October 5th, 2009, 04:22 PM
guess I'm never going to get my changes in~~
Inferno
October 5th, 2009, 04:33 PM
You should make a revelations dh main menu~
I think there is a map that's a lot better than revelations being used for the UI.
:realsmug:
Sel
October 5th, 2009, 04:36 PM
I think there is a map that's a lot better than revelations being used for the UI.
:realsmug:
uh lol!!!
Sel
October 5th, 2009, 04:43 PM
oh my
would you take a gander at that!
http://www.moddb.com/
Sel
October 7th, 2009, 02:33 AM
So Firescythe did some portalling work on the level, now while this is great, there's still some issues I need to mop up.
Of course, those issues are kinda hard to find, since the WRL is clogged up with "Nearly Co-Planar" warnings. So I spent all of today reducing the count of those from 300, to 30.
woop
Cortexian
October 7th, 2009, 02:43 AM
You missed a 0
Sel
October 7th, 2009, 01:09 PM
Selentic : 1 - Co-planars : 0
.Wolf™
October 7th, 2009, 01:18 PM
Selentic : 1 - Freelancer : 0
lul
Sel
October 7th, 2009, 01:25 PM
that too~
Cortexian
October 7th, 2009, 03:08 PM
Doin it wrong guis.
Ganon
October 7th, 2009, 03:15 PM
freelancer stop posting
Cortexian
October 7th, 2009, 04:02 PM
sos brigade stop failing
Ganon
October 7th, 2009, 04:44 PM
I dont see any signs in our lawns?
Sel
October 7th, 2009, 04:46 PM
I see one in Revelations though, I believe it says
ATTN : Freelancer
Stop posting
-Modacity
BobtheGreatII
October 7th, 2009, 07:26 PM
sos brigade stop failing
No u. K? :saddowns:
Sel
October 17th, 2009, 07:21 PM
update: fuck portals
anyone who knows shit about how to get these damn things to work should hit me up sometime.
Higuy
October 17th, 2009, 07:24 PM
update: fuck portals
anyone who knows shit about how to get these damn things to work should hit me up sometime.
Hi
Con
October 18th, 2009, 07:22 PM
http://img18.imageshack.us/img18/3153/1screenshot00n.jpg
that waterfall its in the sky bro
ur not hearin me dawg
ITS IN D SKY
SHIT GOT REAL HEY DONT WORRY IT LOOK REAL BAD RITE NOW BUT WE WORKIN ON IT PEACE OWT
Selentic~: the
Selentic~: sky
Selentic~: you say
Conscars: YE BRAH
n00b1n8R
October 18th, 2009, 09:40 PM
Does that mean it'll block out those floating sentinal things?
Con
October 18th, 2009, 10:02 PM
I made those smaller.
Siliconmaster
October 18th, 2009, 10:07 PM
I still say it wasn't the size, but the fact they seemed to be in front of the haze- if they are supposed to be huge and on the far side of the ring, wouldn't they be fogged? As it is they look pasted on. I like the concept though, and good job getting the waterfall in the skybox.
Con
October 18th, 2009, 10:55 PM
Actually, I discovered when I was testing the sky that the stato-sentinels have the wrong region specified and are being rendered in front of those clouds. I'll fix this.
Heathen
October 19th, 2009, 12:09 AM
Make Narrows.
NuggetWarmer
October 19th, 2009, 12:46 AM
Workin on it~
HALP CONNIE PLOX :(
Con
October 19th, 2009, 02:09 AM
holy shitttttttt
http://img38.imageshack.us/img38/223/capturecy.png
Siliconmaster
October 19th, 2009, 02:10 AM
:iamafag: Epic view.
klange
October 19th, 2009, 02:27 AM
That... is amazing.
rossmum
October 19th, 2009, 02:29 AM
holy shitttttttt
jesus chriiiiiisttt
jngrow
October 19th, 2009, 02:33 AM
Since when was it even possible to get Halo 1 water to look that good?
Cagerrin
October 19th, 2009, 02:35 AM
:aaaaa:
I only wish my eye would stop fixating on that damn jaggy.
klange
October 19th, 2009, 02:41 AM
Since when was it even possible to get Halo 1 water to look that good?
With the right cube map, anything is possible! (No, seriously, slap the right cube map on the water in Halo and it can look really good)
Reaper Man
October 19th, 2009, 02:42 AM
People aren't gunna play in this map, they're just gunna gawk at it lol, nice stuff man.
Con
October 19th, 2009, 02:45 AM
http://img199.imageshack.us/img199/9786/76030194.jpg
I haven't stated on the fog yet, but the waterfall itself is gettin' there.
Timo
October 19th, 2009, 02:49 AM
That's damn cool man.
rossmum
October 19th, 2009, 02:49 AM
708fps :ugh:
SnaFuBAR
October 19th, 2009, 02:50 AM
there's a problem.
the rest of the map isn't as good.
Sel
October 19th, 2009, 02:51 AM
there's a problem.
the rest of the map isn't as good.
:smith:
rossmum
October 19th, 2009, 02:52 AM
Ouch. That was cold, man.
Honestly though the original Halo textures don't cut it, you guys need to find Dane and get him to texture all the structures
Sel
October 19th, 2009, 02:53 AM
Well maybe if you fuckers hadn't chased him off that would be possible huh.
SnaFuBAR
October 19th, 2009, 03:42 AM
:smith:
:saddowns: sorry
Dwood
October 19th, 2009, 07:01 AM
Well maybe if you hadn't chased him off that would be possible huh.
. I heard Onotix is getting good at texturing... Not that he's any better than Dane or anything.
Sever
October 19th, 2009, 08:41 AM
Here's the thing, Con. Your sky is purple into orange. Your water is blue. It doesn't work like that. Fix it.
Con
October 19th, 2009, 10:37 AM
Here's the thing, Con. Your sky is purple into orange. Your water is blue. It doesn't work like that. Fix it.
So back to this (http://www.modacity.net/forums/showpost.php?p=476288&postcount=965) cubemap?
jcap
October 19th, 2009, 10:46 AM
I think the cubemap is relatively accurate. Due to the angle you're looking at it, I'd think it would be reflecting the light coming from what you see in front. Now, if you were to change your viewing angle such that you are looking straight down on it, the light would be reflected straight back at you and it would appear orange.
Sever
October 19th, 2009, 11:25 AM
Exactly. That still leaves the waterfall, however.
Con
October 19th, 2009, 11:36 AM
I think the cubemap is relatively accurate. Due to the angle you're looking at it, I'd think it would be reflecting the light coming from what you see in front. Now, if you were to change your viewing angle such that you are looking straight down on it, the light would be reflected straight back at you and it would appear orange.
It works like that, but I purposely gave the cubemap a blueish tint. Now the glancing reflections of the horizon are too blue. I would prefer a bluer tint closer to the falls, so I'm going to give the cubemap a gradient tint that fades into blue at more vertical angles, like this nearer to the waterfall.
paladin
October 19th, 2009, 11:53 AM
That water looks :raise:, but then I was like :realsmug:.
Ki11a_FTW
October 19th, 2009, 12:12 PM
ouch snaf, actually it could look as good if the shaders are done right, with also good scenery, and conscars, that water looks pretty damn cool.
Sel
October 19th, 2009, 07:12 PM
I'm glad that the thread has been more accurately named.
Thank you modacity staff!
Ganon
October 19th, 2009, 07:12 PM
Mehvelations
Con
October 19th, 2009, 07:20 PM
shut up you http://i29.photobucket.com/albums/c251/CN3089/Tags/newbie.png you dont know anything
The sky might be finished tonight, then hopefully the lightmaps won't take long. Finishing touches.
Sel
October 19th, 2009, 07:31 PM
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool lightmaps levels\revelations\revelations revelations 1 0.002
Couldn't read map file './toolbeta.map'
i'm going to render final lightmaps for revelations of levels\revelations\revela
tions, and i'll stop when red+blue+green = 0.002000.
Hit control-c now if this isn't right.
the meter definition ui\hud\cyborg shield does not specify a stencil bitmap grou
p.
the meter definition ui\hud\cyborg body does not specify a stencil bitmap group.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
start levels\revelations\revelations
0.000000
0.289472
0.288828
0.288292
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0.251979
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0.251450
0.251186
0.250923
0.250662
0.250401
0.250141
0.249880
0.249620
0.249360
0.249101
0.248843
0.248584
0.248329
0.248073
0.247816
0.247562
0.247308
0.247055
0.246802
0.246549
0.246300
0.246049
0.245799
0.245550
0.245303
0.245065
0.244816
0.244567
0.244320
0.244072
0.243826
0.243580
0.243334
0.243088
0.242844
0.242601
0.242360
0.242117
0.241874
0.241632
0.241391
18 HOURS WORTH DOWN
ABOUT 4 YEARS TO GO
Siliconmaster
October 19th, 2009, 07:32 PM
Hahahahahahaha. I know the feeling. Shit, have fun waiting.
Ganon
October 19th, 2009, 07:34 PM
maybe if his processor wasn't a piece of shit
Dwood
October 19th, 2009, 07:54 PM
You're doing it wrong. Use XP to compile.
n00b1n8R
October 19th, 2009, 10:26 PM
Did you fix the invisible wall and put the glass where it was missing?
Sel
October 19th, 2009, 11:36 PM
That issue was 'already' fixed, firescythe compiled that build, but I have added more playerclipping geometry to force them to fall off.
You can try exploiting it more when it's released.
Also
0.232100
.Wolf™
October 20th, 2009, 12:29 AM
Good luck with this, Have fun raging when computer crashes :OOOO
Con
October 20th, 2009, 01:46 AM
http://img132.imageshack.us/img132/7203/86923399.jpg
Ganon
October 20th, 2009, 01:50 AM
thats what im fucking talking about, very nice.
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