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Botolf
December 27th, 2007, 04:29 AM
:awesome:


Especially that floor, love how it "flows".

n00b1n8R
December 27th, 2007, 06:09 AM
so what's his face finnished the terrain? sweet :D

early january release mbmb?

il Duce Primo
December 27th, 2007, 07:36 AM
This isn't V2. This our map that we plan on entering in that Winter map contest over at Halomaps.

Mass
December 27th, 2007, 09:14 AM
tbh, it was duce's idea and terrain, although I did make up the structure design.

It is looking epic, I must say.

Also, yes, at the start we decided to do this just to destroy noobs at halomaps in a map competition. You know, for the lulz.

Nimverus
December 27th, 2007, 09:16 AM
Excellent :D

Disaster
December 27th, 2007, 09:23 AM
its sort of funny at halomaps..everybody is dropping out lol

i would rep dane and mass for those awesome structures and textures but it says ive give out to much rep in the past 24 hours lulz

Tweek
December 27th, 2007, 11:21 AM
tbh, it was duce's idea and terrain, although I did make up the structure design.

It is looking epic, I must say.

Also, yes, at the start we decided to do this just to destroy noobs at halomaps in a map competition. You know, for the lulz.
links plx

thehoodedsmack
December 27th, 2007, 11:25 AM
http://i46.photobucket.com/albums/f141/thehoodedsmack/render.jpg

Griball arena. Not the best modelling work, but my first successful UVing job. You can help continue this project here (http://www.h2vista.net/forums/showpost.php?p=204289&postcount=14).

Con
December 27th, 2007, 11:27 AM
is that bsp floating in your skybox? :shake:

thehoodedsmack
December 27th, 2007, 11:33 AM
It's sealed. No worries.

Ki11a_FTW
December 27th, 2007, 11:37 AM
http://www.youtube.com/watch?v=wnx7V904vEI

But this time, I'm not /threadding.

wnx7V904vEI


Bugs to fix:

1 - No bolt on fire

2 - Melee needs a shitload of work

3 - Bad thumb/finger placement on reload

That reload and fire animation does not look right

Con
December 27th, 2007, 11:45 AM
It's sealed. No worries.
It doesn't matter. The skybox needs to be connected.

edit:


http://img407.imageshack.us/img407/2326/render3xr2.jpg

:\

Disaster
December 27th, 2007, 11:59 AM
no offense but the cliff doesnt look to bright but the layout looks funn...and nice big forunner gate wall thingy .*dont know what its called* but nice..ill plus rep you for the wall thing if i could..

says ive give out to much rep in past 24 hours

Con
December 27th, 2007, 12:06 PM
Yeah, that cliff section isn't done yet. Right now I'm trying to figure out what to put in that big hole. I was thinking some sort of structure.

Disaster
December 27th, 2007, 12:49 PM
yeah..continute that wall thing around..and have a structure embedded in the wall

Timo
December 27th, 2007, 01:28 PM
A massive cliff with a massive waterfall! ;p

Archon23
December 27th, 2007, 02:22 PM
Have a ship crashed into it.

TeeKup
December 27th, 2007, 02:38 PM
Thats bullshit. I wear a size 13 shoe...

You realise you just burned yourself right?

LlamaMaster
December 27th, 2007, 04:32 PM
It doesn't matter. The skybox needs to be connected.
I'm not exactly sure what your getting at here, but it doesn't have to be physically connected. It needs to be "connected" into the same object as the skybox, and placed inside of it, but not connected by faces. That might be what you meant, but I'm not sure.

n00b1n8R
December 27th, 2007, 04:47 PM
You realise you just burned yourself right?

You realise you didn't see what he did there right?

Patrickssj6
December 27th, 2007, 04:51 PM
I c what he did there ~:awesome:>

DaneO'Roo
December 27th, 2007, 07:18 PM
http://img177.imageshack.us/img177/3233/snowcaprenderbd5.jpg

http://img172.imageshack.us/img172/8046/snowcaprender2or9.jpg

http://img401.imageshack.us/img401/3704/snowcaprender3if1.jpg

Nearly done :awesome:

Also ignore box mapped cliffs, those are just to organize shit. I'll do them properly last.

Kalub
December 27th, 2007, 07:36 PM
If it doesn't look like that ingame, then all is lost....

DEElekgolo
December 27th, 2007, 07:57 PM
The bump maps make my eyes bleed...

Disaster
December 27th, 2007, 07:59 PM
....the go away..to anybody else here those textures look absolutely incredible

n00b1n8R
December 27th, 2007, 08:08 PM
sux u suk gtfo.

Disaster
December 27th, 2007, 08:11 PM
who..me or hunter?

DEElekgolo
December 27th, 2007, 08:15 PM
i never said the textures were bad.

Disaster
December 27th, 2007, 08:16 PM
the bumps are awesome too

JunkfoodMan
December 27th, 2007, 08:21 PM
....the go away..to anybody else here those textures look absolutely incredible

Sorry, I wasn't aware of the fact that opinions aren't allowed on this forum...

DEElekgolo
December 27th, 2007, 08:25 PM
Nothing is gained from changing another persons opinion.

n00b1n8R
December 27th, 2007, 08:34 PM
I disagree.

Anton
December 27th, 2007, 08:35 PM
EDIT - Looks Good Guys, il Duce Primo, Massacre, and Dano ;D That better?



As for the sky box thing, Con it doesn't have to be literally connected to the bsp. You can drag a vertice from the bsp and then make a box surround your bsp. Give it a material etc and it'll be fine. I do it all the time. :]

il Duce Primo
December 27th, 2007, 08:38 PM
Looks Good Dano, and Massacre Good job modeling!



As for the sky box thing, Con it doesn't have to be literally connected to the bsp. You can drag a vertice from the bsp and then make a box surround your bsp. Give it a material etc and it'll be fine. I do it all the time. :]
I guess Im going to be left out. :(

Edit: much better.

Disaster
December 27th, 2007, 08:41 PM
yeah dont forget duce..:)

Con
December 27th, 2007, 09:03 PM
As for the sky box thing, Con it doesn't have to be literally connected to the bsp. You can drag a vertice from the bsp and then make a box surround your bsp. Give it a material etc and it'll be fine. I do it all the time. :]
drag a vertice from the bsp? explain. what does that do

DaneO'Roo
December 27th, 2007, 09:52 PM
Nothing is gained from changing another persons opinion.


What bumps are you talking about? The cliff ones or the structures ones. IF its the architecture ones, you need to play some more halo 3 and halo 2 mister.

Wait.

*remembers DEEhunters foam hand thing with crappy bump maps*

Oh, I get it.

Needs less green.

Con
December 27th, 2007, 10:03 PM
I might get yelled at by dano fanboys for saying this, but I don't really care for the cliff texture all that much. I think you could do better.

il Duce Primo
December 27th, 2007, 10:29 PM
The cliff texture are place holders from our beta a few days ago. Dane should get to them soon.

Mass
December 27th, 2007, 11:10 PM
The UV's are, thats the new texture, I think you should wait and see what it looks like properly applied, Con.

Also, I thought people of the fan boy class were to stupid to even care about texturing, I think its more like "OMG SPLAZER!1!!11!"

DaneO'Roo
December 28th, 2007, 12:30 AM
Yeah the cliff texture looks nothing like what it really does, just the uv's.

Anton
December 28th, 2007, 01:10 AM
drag a vertice from the bsp? explain. what does that do

I mean you take a vert, and keep copying it (8 verts in total) to create a box around the bsp. It's a full box literally surrounding the BSP.

I'll make a video if you want me too Con.

Kalub
December 28th, 2007, 01:25 AM
Wow... are you freaking kidding me? I mean seriously, you people do things the hard way.

If you make the mesh one sealed object you don't need a stupid box, and secondly who the fuck creates a box by hand?!

Make box, flip normals, done.

Fuck.

Anton
December 28th, 2007, 01:29 AM
^^ I see your point, but who said I do it that way now? :] And sometimes you'd almost have to create your skybox that way. An example would be llama juice's lockin.

Kalub
December 28th, 2007, 01:32 AM
Yea, no, not really. If you really wanted to still do it the slow way, but the most efficient, you could select all the edges bordering the bsp, and drag them up on the Z axis. Then go to border mode, select the top ring you just made, and cap it.

Anton
December 28th, 2007, 01:45 AM
Thats not the case all of the time. I'll have llama show you as soon as he gets on, its hard to explain. Sometimes you can't just drag up and cap.

Kalub
December 28th, 2007, 01:50 AM
Ive seen his map, Ive played it.


And although it may not always be the point, I wasn't really focusing on that map.

Anton
December 28th, 2007, 02:07 AM
I fully understand what you mean. I have been modeling for almost 6 months now and I have came along way. I haven't made any maps recently but I know that the box surrounding the SBSP isn't always going to be the case. I'm just saying that some instances it's going be easiest to do that.

It's nice to know a person can have an intelligent conversation about this here, without someone yelling and cussing the other person out. Thanks :]

Botolf
December 28th, 2007, 02:15 AM
The bump maps make my eyes bleed...
Flat textures are boring, imo. Bring on more blood!

Kalub
December 28th, 2007, 02:22 AM
I fully understand what you mean. I have been modeling for almost 6 months now and I have came along way. I haven't made any maps recently but I know that the box surrounding the SBSP isn't always going to be the case. I'm just saying that some instances it's going be easiest to do that.

It's nice to know a person can have an intelligent conversation about this here, without someone yelling and cussing the other person out. Thanks :]


I would just like to let you know, that you, sir, confuse the fuck outa me. :XD:

Anton
December 28th, 2007, 02:33 AM
:lol:THANK YOU! Haha, I'll explain later, its 3:30 AM here and im kinda /wah?/ at the moment so, you understand?

Jay2645
December 28th, 2007, 04:31 AM
Well, what I do is create the BSP, but instead of doing all that complex crap, I just go into border mode, click on the edge of the BSP (Selecting the entire perimeter of the map), drag it waaaaaaaaaaay up, cap it, change the mat. ID, then go into vertices mode, select the capped vertices, and bring them down to a level I'm happy with.

DaneO'Roo
December 28th, 2007, 04:44 AM
Flat textures are boring, imo. Bring on more blood!

Oh yes, there will be blood.

Disaster
December 28th, 2007, 09:13 AM
I might get yelled at by dano fanboys for saying this, but I don't really care for the cliff texture all that much. I think you could do better.

he said to ignore the cliff textures uvs

Anton
December 28th, 2007, 02:09 PM
Well, what I do is create the BSP, but instead of doing all that complex crap, I just go into border mode, click on the edge of the BSP (Selecting the entire perimeter of the map), drag it waaaaaaaaaaay up, cap it, change the mat. ID, then go into vertices mode, select the capped vertices, and bring them down to a level I'm happy with.


That point was already explained, I know about that and so does pretty much anyone. I'm trying to point out that sometimes your bsp doesn't allow you to just bring up your border and cap it. Say you have a space ship that you are planning players to fight on top of. Like a big space battle type thing, How would you drag your borders up from that? When it would be easier to just create a box around it and assign the box your sky material and make your sky "space".

And I agree most of the time that would be pointless. I'm just saying "sometimes" you would almost have to do it that way.

Enough of this discussion now, :] we are getting off topic from what this thread was originally created for.

Hunter
December 29th, 2007, 06:06 AM
Now that my detention is over i will post my W.I.P's.

I am currently modeling all of the Halo 3 weapons, and i have found someone who textures weapons and stuff for games for a living, he has said that he can texture them for me.

Halo 3 Spiker:

http://i58.photobucket.com/albums/g268/martynball/ClayRender5.png
http://i58.photobucket.com/albums/g268/martynball/ClayRender4.png
http://i58.photobucket.com/albums/g268/martynball/ClayRender3-1.png


Halo 3 Magnum:

http://i58.photobucket.com/albums/g268/martynball/ClayRender1-1.png
http://i58.photobucket.com/albums/g268/martynball/ClayRender2-1.png
http://i58.photobucket.com/albums/g268/martynball/ClayRender3.png


Both Weapons Together

http://i58.photobucket.com/albums/g268/martynball/WeaponStore2.png
http://i58.photobucket.com/albums/g268/martynball/WeaponStore.png

Tweek
December 29th, 2007, 07:10 AM
even though those do not suck horribly, you do.

Patrickssj6
December 29th, 2007, 07:58 AM
Ignore Tweek.

Those models are quite decent, better than I could do for sure.

Hunter
December 29th, 2007, 08:17 AM
Thanks patrick

Love De Lux
December 29th, 2007, 09:27 AM
Yeah, those models are decent.

My turn :

http://www.enregistrersous.com/images2/151333273420071229162506.jpg

First try at FP stuff... Now time to learn how to animate. :gonk:

teh lag
December 29th, 2007, 09:37 AM
I'd lower the gun a bit, but for the most part that's very nice. I'm not sure if you can set up animation constraints/controllers in gmax like you can in 3ds, but you should look into it.

Disaster
December 29th, 2007, 09:37 AM
looks pretty good, like lag said im not sure if you can do all the fancy crap in gmax. I tried to learn and i failed. Hopefully you will be better off

Love De Lux
December 29th, 2007, 11:08 AM
I'd lower the gun a bit, but for the most part that's very nice. I'm not sure if you can set up animation constraints/controllers in gmax like you can in 3ds, but you should look into it.

Thanks,

Yeah there's the constraints/controllers thingy...:raise: but I need to mess arround more with them, I don't understand them very well at the moment :lol:

vo2JqquLVmY

Hunter
December 29th, 2007, 11:11 AM
(Above) "We're sorry, this video is no longer available."

[edit] It is now working :D

Disaster
December 29th, 2007, 11:14 AM
Thanks,

Yeah there's the constraints/controllers thingy...:raise: but I need to mess arround more with them, I don't understand them very well at the moment :lol:


lawl, i dont even know what they are

Patrickssj6
December 29th, 2007, 11:17 AM
You have to wait a few seconds...

Looks good but the end is a bit to mechanic...add some random modifier in there to make him more human and not like a robot. :D

teh lag
December 29th, 2007, 11:19 AM
Thanks,

Yeah there's the constraints/controllers thingy...:raise: but I need to mess arround more with them, I don't understand them very well at the moment :lol:

vo2JqquLVmY

From that vid it looks like you should give attention to smoothing out your motions. There's a sortof interrupted flow of movement between bringing the rifle up and then moving it to the final position. Again, I'm unsure how much control GMAX gives you, but it's something to focus on. If you figure out the curve editor, it'll be very useful for that purpose. Managing time between keyframes is also important - if you space apart movement-only and rotation-only frames in places where you might normally have them at the same time location you can get much more fluid motion without necessarily slowing down or speeding up your animation.


lawl, i dont even know what they are

Epicly useful post there.

Terror(NO)More
December 29th, 2007, 03:16 PM
A massive cliff with a massive waterfall! ;p


Yes Timo is right do massive waterfall on the cliff side. Then you can have that being what fills the areas with water thats not to deep but enough to give it a fun filled look.

Terror(NO)More
December 29th, 2007, 03:20 PM
Also Love De Lux, we see how it would look in first person show us the animation in 3rd person view. Please :] thx

teh lag
December 29th, 2007, 05:31 PM
Also Love De Lux, we see how it would look in first person show us the animation in 3rd person view. Please :] thx

What would that do? FP anims are FIRST person. It's irrelivant what it looks like in third person.

JunkfoodMan
December 29th, 2007, 05:35 PM
Edit button?

ExAm
December 29th, 2007, 08:20 PM
Yeah, those models are decent.

My turn :

http://www.enregistrersous.com/images2/151333273420071229162506.jpg

First try at FP stuff... Now time to learn how to animate. :gonk:I'm no animator, but I'd keep the gun in a more natural place relative to the upper arms. Try to visualize where the "shoulders" would be, and, potential "torso" movement aside, try to keep your arms pivoting from those points so you can be sure it looks realistic. For example, you've got the stock far above where the left "shoulder" would be, so right now it appears that he's holding the stock where his face would be. That'd hurt when firing a large caliber round :P

PenGuin1362
December 29th, 2007, 08:56 PM
you can't visualize shoulders with halo arms. they are WAY too disproportional. if he did it that way the left arm would look fucked up. he has it the right way.

Terror(NO)More
December 29th, 2007, 10:08 PM
No I mean I want to see the animation from a 3rd person view so I can see what it would look like if I was facing the person and they switched to that gun....

DaneO'Roo
December 29th, 2007, 10:23 PM
But hes making a first person animation dickcheese, not a 3rd person animation.

n00b1n8R
December 29th, 2007, 10:49 PM
the first person animation is different to the third person animation.

the hands you see in first person are not the same hands everybody else sees.

Ifafudafi
December 29th, 2007, 11:52 PM
I've been working on a Halo 3-style Plasma Rifle. Since I can't model/animate for anything, all I've done is retagged it and added a new bitmap, but I think it's still worth showing. Keep in mind it's still a WIP.
I used Yelo Battery (<3) to get some new angles, since Halo 1's positioning is nasty.

This is a simple shot of the melee, and shows off most of the redesigned bitmap, the little lightning thing which I'll upgrade, and some of the fake bumping I've tried to implement. Also take note of the deep cyan heat meter, as opposed to the old lavender one.

http://img201.imageshack.us/img201/8168/itisanplasmarifletw0.png

This is the overheating animation. Nothing too fancy here.

http://img292.imageshack.us/img292/4209/itisanplasmarifle2ma3.png

Here's a shot of the gun firing. The firing effect is next on my list for redoing, but you can see the removal of the contrial on the bolt, and a modified light_volume to give it more blue and less white.

http://img292.imageshack.us/img292/9228/itisanplasmarifle3ge8.png

Last is a simple shot of the PR being held. If you look closely, you can see some of the fake bump-mapping I tried to jam into the front blue part of the gun.

http://img292.imageshack.us/img292/7870/itisanplasmarifle4av1.png


Gameplay wise, I've tried to match it as close to Halo 3 as possible. 18 shots will kill (6 for shield, 12 for unshield) and accuracy diminishing/rate of fire is as close as I could get it. Also included are Halo 2/3's PR sounds.

I realize that the bitmaps cut off at certain points, and that the new lights on the dull part of the gun are not luminescent. I know this, and if I could model for anything, I could fix this; but sadly, I have to work around it.
Anyway, any mindless flames constructive criticism you have to offer is always appreciated. Thanks.

teh lag
December 30th, 2007, 09:19 AM
[cool stuff]

I won't lie and say it's great, but you're off to a nice start. A few things I'll comment on :

1. The blue metal of the PR has a "grid" on it like other covenant metals in h3. You can see what I mean here (http://www.bungie.net/images/News/WeeklyUpdate/Jasman&#37;20Toys_Halo%203%20Plasma%20Rifle.jpg), though it's nowhere near as strongly visible as in that pic. It's mainly affected by reflections, so only a minor overlay on the diffuse is needed, though it should be much stronger on the specular (blue/red channel of multi map).

2. The blue inset lights on the back/grey metal of the gun should be a bit darker and deeper blue. I'd also outline them with some darkening, to give the effect that they're inset and not just... there. I'd also look into play ing self-illumination and functions to see if you can get the lights to glow more as the PR heats up. I'm not entirely sure if that happens in H3, but it would certainly be cool.

3. This is another thing I'm not entirely sure about, but I'll suggest it anyway. It looks like you've removed the blue glow from the... "blocks" at the tip of the gun where the plasma fire comes out. I think it would be a bit more visually appealing if you had some blue going on there - and again, it would be even neater if you tied the glow to how much heat/illumination the PR is currently giving.

Also see if you can get your hands on GMAX; even if you can't model well you could still add some simple geometry like the plasma current between the two "blocks".

Ifafudafi
December 30th, 2007, 12:10 PM
1. The blue metal of the PR has a "grid" on it like other covenant metals in h3. You can see what I mean here (http://www.bungie.net/images/News/WeeklyUpdate/Jasman%20Toys_Halo%203%20Plasma%20Rifle.jpg), though it's nowhere near as strongly visible as in that pic. It's mainly affected by reflections, so only a minor overlay on the diffuse is needed, though it should be much stronger on the specular (blue/red channel of multi map).

Ah, thanks for reminding me. I've got that added in now.


2. The blue inset lights on the back/grey metal of the gun should be a bit darker and deeper blue. I'd also outline them with some darkening, to give the effect that they're inset and not just... there. I'd also look into play ing self-illumination and functions to see if you can get the lights to glow more as the PR heats up. I'm not entirely sure if that happens in H3, but it would certainly be cool.

The "inset" style of light is exactly what I've been trying to accomplish, but it hasn't been working out. Since the "dull" shader is over every metal segment, I can't add luminescence on the new lights. Keeping them inset will make them look like blue metal as opposed to actual lights. If I can manage to define the "luminous" shader region across the extra lights, though, that'll help. As for the self-illumination increasing, that's easily possible. I can simply set the flare size to correspond with the "heat" function; but once again, that'll only work for the tips of the gun unless I can get the back part to be glowing.



3. This is another thing I'm not entirely sure about, but I'll suggest it anyway. It looks like you've removed the blue glow from the... "blocks" at the tip of the gun where the plasma fire comes out. I think it would be a bit more visually appealing if you had some blue going on there - and again, it would be even neater if you tied the glow to how much heat/illumination the PR is currently giving.

Also see if you can get your hands on GMAX; even if you can't model well you could still add some simple geometry like the plasma current between the two "blocks".

I've been trying to bitmap a modified lens flare that follows the shape of those lights, actually, so that's probably going to happen soon.
Also, I already have the shader in place for the plasma current; I just need to change it from a simple lightning bitmap to an actual current. That won't be hard.

Thanks for your suggestions. And yeah, I realize it's not the best thing on the planet, but a guy has to start somewhere. >_>

Bad Waffle
December 30th, 2007, 03:21 PM
Ifafudadi, im glad you realize that everybody needs to start somewhere, because for some people its just too embarassing to show. Im glad you're showing so that you can get help and expert opinions. More on that later.



But hes making a first person animation dickcheese, not a 3rd person animation.

Dickcheese?
http://img410.imageshack.us/img410/6088/wtfya5.jpg

Btd69
December 30th, 2007, 04:55 PM
WoLoLoL

ExAm
December 30th, 2007, 04:59 PM
Wol, that picture makes me think that you're doing something that might be called "dick-cheesing" by someone with a sick mind.

Namely me. :awesome:

DEElekgolo
December 30th, 2007, 11:55 PM
-11 infractions because of an opinion. Never realised h2vista.net hated people opinions.

DaaxGhost
December 30th, 2007, 11:59 PM
Bro, That's a way to get more people to - it down. Just leave it at what it is. This is a place for people to show opinions. Probably like all to an extent so don't get mad becuase people -'d against your opinion. It's probably happened to all of us... Always will. You have to get over that.


^^

I don't know what that's supposed to mean. But I threw it out.
__________________________________________________ ________________

Anyway... I have new renders of my SPAS animations coming. It's giving me some trouble

p0lar_bear
December 31st, 2007, 04:51 AM
The "inset" style of light is exactly what I've been trying to accomplish, but it hasn't been working out. Since the "dull" shader is over every metal segment, I can't add luminescence on the new lights. Keeping them inset will make them look like blue metal as opposed to actual lights. If I can manage to define the "luminous" shader region across the extra lights, though, that'll help. As for the self-illumination increasing, that's easily possible. I can simply set the flare size to correspond with the "heat" function; but once again, that'll only work for the tips of the gun unless I can get the back part to be glowing.

To make those inset lights glow, add to the GREEN channel of the multipurpose bitmap. An easy method is to select the little canals on the bitmap, create a new layer, and then fill the selection with white. Cut/Copy the white fill over to the GREEN channel of the multipurpose. Then, with the little green parts still selected in the multi, add a little green glow to that layer with the layer effects options.

DaneO'Roo
December 31st, 2007, 05:20 AM
?You assiiddng ht ecikdaheese , uck o u fuleal sASL
oh shi, new year seen part with oboose, ive drunk s much crpa it snot evne bfunnyn. AHAAHA
OH SHIT I CANT SHWEEE WHA THTE FUCK IM TYPIG OH CRPA iL POST PICS LATE RTHAT ZILLLA IS beigSTIPD AND RGH TNOW HES SiNIGN STONE OSUR HAHAA

oh shit of carp csorry peopel i dint meat ot o chcrap ...............


ok ill stp my bad, anywaty, map release soon cuas emean dmass and illucde are make cool map soona nd be awesome :D:DDDd
sdassad

n00b1n8R
December 31st, 2007, 05:45 AM
zilla, make him play WoW >:^D

Sever
December 31st, 2007, 08:40 AM
I believe we need a Drunken -> English translation of Dane's best post ever, once he recovers from his wild night (which could take a few days lol). I can get some of it, and I'm glad to hear that you, Mass and Il Duce will be releasing your map soon, also, good choice of music, Zilla, but for the first part, I bestow upon you a massive "WHAT the FUCK is THAT SHIT?!?!?".

Mass
December 31st, 2007, 06:02 PM
*something about dickcheese to WoL*
Oh shit, I'm at a New Years party with alchohol, and I've drunk so much it is no longer amusing. (Laughs)
I can hardly see what I am typing. Later I shall post new pictures of the map, however now I cannot because Bodzilla wishes to utilize the computer...
Anyway, Il Duce, Mass, and I shall be releasing our map soon, it is quite something to behold, if I do say so myself.
Wow, you over-proper fag.

Bodzilla
December 31st, 2007, 06:06 PM
TRANSLATION!

hai guys, i've suckled at a wee bit to much booze tonight. By god that absinthe was hardcore.
so i'm having trouble seeing what i'm typing.

Me and Zilla have been having a new years lan and i continue to beg him for his awesome voice of awesomes. he's so awesome.

My map Retina is nearly finished and should be released soon. stay tuned.
cheers Dano.

the Drunk.

Con
December 31st, 2007, 06:21 PM
stop posting pics of yourself WOL, keep that shit to yourself.

Jay2645
January 1st, 2008, 03:08 AM
Wow, you over-proper fag.
Sounds like UXB Dennis.

Love De Lux
January 1st, 2008, 10:13 AM
From that vid it looks like you should give attention to smoothing out your motions. There's a sortof interrupted flow of movement between bringing the rifle up and then moving it to the final position. Again, I'm unsure how much control GMAX gives you, but it's something to focus on. If you figure out the curve editor, it'll be very useful for that purpose. Managing time between keyframes is also important - if you space apart movement-only and rotation-only frames in places where you might normally have them at the same time location you can get much more fluid motion without necessarily slowing down or speeding up your animation.


Thanks for the comments :)

http://www.enregistrersous.com/images2/47346655220080101171055.png
http://www.enregistrersous.com/images2/129280238220080101171145.png
http://www.enregistrersous.com/images2/129446029120080101171123.png

I'm animating the plasma pistol right now, I found a video tutorial ( for CS:S) about how to animate in 3DSmax, It helps me a lot.

Oh also, there is no exporter for Gmax, so I'll have to keep everything for my own. :(

teh lag
January 1st, 2008, 11:18 AM
Oh also, there is no exporter for Gmax, so I'll have to keep everything for my own. :(

All liez.

http://hce.halomaps.org/index.cfm?fid=2943

Also, for the most part you're looking good. The RL's wrist looks a bit uncomfortable though...

Botolf
January 1st, 2008, 03:04 PM
All liez.

http://hce.halomaps.org/index.cfm?fid=2943

Also, for the most part you're looking good. The RL's wrsit looks a bit uncomfortable though...

Dammit, I would have liked to discover that long ago :v

spartan463
January 1st, 2008, 03:13 PM
some of these weapons in this forum look a bit like some of the guns from BF2142
oooooo FN-P90

Mass
January 1st, 2008, 04:16 PM
Map layout idea, I decided I liked mudslide but that the modeling was :/ and it was a bit too simple, also needed moar h3.

http://i118.photobucket.com/albums/o97/nate-the-great_photos/damjungle2.jpg

teh lag
January 1st, 2008, 04:22 PM
So I made an armor variant that's something of a cross between commando and assault from h3, with a half-assed torso armor addon. More on that later. Still working on those feet D:

http://img147.imageshack.us/img147/2456/00025jb6.jpg (http://imageshack.us)

Also, heresy (http://img183.imageshack.us/img183/6337/justlookatmyhatpq8.jpg).

Edit : >:U way to past right before me mass. Also, looks like fun with much potential prettyness.

Jay2645
January 1st, 2008, 04:41 PM
Feet STILL look like Lego blocks.

Make them a bit thinner, and it should fix it.

Roostervier
January 1st, 2008, 05:17 PM
They look fine to me tbh.

Also, just look at his hat! ;)

Xegrot
January 1st, 2008, 05:41 PM
I have a suggestion for the Elite. Try making the gap between the toes taller. Somewhere a bit below those blue dots.

Con
January 1st, 2008, 06:06 PM
Nice work laggy, also funny hat

LinkandKvel
January 1st, 2008, 06:22 PM
The problem with the Elite's feet is that the top of that armor is flat. make it more curved so it maches the shape as if the elite was bare like the rest of his armor is.

Con
January 1st, 2008, 06:41 PM
nekked elites. nuf said

n00b1n8R
January 1st, 2008, 08:01 PM
Map layout idea, I decided I liked mudslide but that the modeling was :/ and it was a bit too simple, also needed moar h3.

for some reason, the bottom building with the power line coming out of it reminds me of something from HL2 (specifically highway 17). at any rate, looks sweet (but post pics of your first map skinned D: )


Feet STILL look like Lego blocks.

Make them a bit thinner, and it should fix it.

Unless you had an interspecies foot fetish, I don't see how that would be a big deal. who's looking at feet anyway?

Reaper Man
January 1st, 2008, 08:07 PM
http://ishallsmitethee.googlepages.com/elite3.jpg/elite3-full.jpg
Feet need to be more like hooves, you've made them big and chunky like feet.

Jay2645
January 1st, 2008, 09:32 PM
Unless you had an interspecies foot fetish, I don't see how that would be a big deal.
OMG HOW'D YOU KNOW?
:mad::mad::mad::mad::mad:

ExAm
January 2nd, 2008, 03:55 AM
Also, heresy (http://img183.imageshack.us/img183/6337/justlookatmyhatpq8.jpg).From this will come my new avatar. :v

EDIT: :awesome:

t3h m00kz
January 2nd, 2008, 12:03 PM
Also, heresy (http://img183.imageshack.us/img183/6337/justlookatmyhatpq8.jpg).

That made my day.

Jay2645
January 2nd, 2008, 04:40 PM
You should replace the Food Nipple Grunt with the British Elite.

Con
January 2nd, 2008, 04:44 PM
:haw:

http://img158.imageshack.us/img158/1516/35401563mu2.jpg

Roostervier
January 2nd, 2008, 04:46 PM
And no photoshopping either! Sucks that I can't get those post-filter effects to work for me. :(

Bad Waffle
January 2nd, 2008, 04:57 PM
you just go into the damage effect and change the screen effect :/

Roostervier
January 2nd, 2008, 04:59 PM
Actually no, he gave it a custom post filter effect using DXTweaker. It's actually really cool, you should download it (if you don't have it) and try it yourself. The results can vary from :gonk: to :awesome: though.

Con
January 2nd, 2008, 05:26 PM
I've gotten the hang of the pixel shader coding or whatever, and I was able to write up this:

http://img115.imageshack.us/img115/17/96170454ip2.jpg

Looks a bit cooler when you can see the whole map. It's a different look; very bright and airy.

ExAm
January 2nd, 2008, 05:48 PM
Now I wish DXTweaker could work alongside Battery :(

Kalub
January 2nd, 2008, 05:53 PM
Link to info on this DXTweaker pl0x

DaneO'Roo
January 2nd, 2008, 06:55 PM
How the fuck??

Apoc4lypse
January 2nd, 2008, 07:05 PM
I've gotten the hang of the pixel shader coding or whatever, and I was able to write up this:



Looks a bit cooler when you can see the whole map. It's a different look; very bright and airy.

thats like epic, reminds me of halo 2 bloom lighting lol

PenGuin1362
January 2nd, 2008, 07:28 PM
looks like fake bloom O_o

t3h m00kz
January 2nd, 2008, 07:30 PM
You should replace the Food Nipple Grunt with the British Elite.

that's the best idea ever

And give him like an obnoxious british voice that says "ALLO! MOI NAYM IS 'ARRY PO'AH, AND ROIGHT NOW, I'M STONED OUT OF MOI MOIND!"

Bad Waffle
January 2nd, 2008, 08:33 PM
tune down the brightness/add more contrast, anything so i can see the shield meter and sky at the same time--then i wanna try it out.

ExAm
January 2nd, 2008, 10:41 PM
that's the best idea ever

And give him like an obnoxious british voice that says "ALLO! MOI NAYM IS 'ARRY PO'AH, AND ROIGHT NOW, I'M STONED OUT OF MOI MOIND!"But that voice doesn't fit with a monocle :/

Mass
January 2nd, 2008, 11:46 PM
that's the best idea ever

And give him like an obnoxious british voice that says "ALLO! MOI NAYM IS 'ARRY PO'AH, AND ROIGHT NOW, I'M STONED OUT OF MOI MOIND!"
No, he has to sound like an upperclass twit, hence the monacle.

"mmmhmmm, indeed Charles, I think the shade of the demon's armor is absolutely appauling, indoubtably the least handsome shade of sage I have ever layed my eyes upon. Although I must commentate that it is perhaps my monacle which, ever so slightly, obscures my vision, and the artistic definition of the lines may well justify such a shade de la vert, so unattractive in initial appearence. However I do suppose so hideous a pigmentation certainly invites his mandatory extermination; with gladness and ease I would deign to join him in combat, what nonsense is this theory of his infategibility."

do u c wut i did thar

ExAm
January 3rd, 2008, 01:31 AM
i c wut u did thar

t3h m00kz
January 3rd, 2008, 02:17 AM
(lots of British crap)

+REP, holy fuck. :haw:

FFS YOU SHOULD BE A SCRIPT WRITER

DaneO'Roo
January 3rd, 2008, 06:25 AM
http://img137.imageshack.us/img137/7188/snowcaprender1sx9.jpg
http://img175.imageshack.us/img175/3501/snowcaprender2ka3.jpg
http://img442.imageshack.us/img442/341/snowcaprender3so0.jpg
http://img295.imageshack.us/img295/728/snowcaprender4om9.jpg
http://img169.imageshack.us/img169/3207/snowcaprender5ri8.jpg

Guess whats done (kinda, just ingame left to do)?

:awesome:

Now, let me explain the cliffs. Since this is a max render, I can't apply detail maps to the level. The cliffs are using an alpha blend bitmap. This way, I can get the cliffs and the cliff tops to blend perfectly, as you can see. In game, I will have a very hi res cliff texture being tiled where you can see the grey there on the cliffs, and a nice snow detail map being tiled where the white is. On the alpha channel, this is represented as black and white, as you all should know. Black being my cliff detail, white being my snow detail.

As far as I'm aware, this is the first CE map to do this. That is, using not only an alpha blend bitmap for the ground, but for the cliffs as well.

Sever
January 3rd, 2008, 06:41 AM
More maps need the cliff done like this. There is no seam between ground and cliff in the real world.

Bad Waffle
January 3rd, 2008, 06:43 AM
as far are you're aware thats the only map that's done it...

;)

DaneO'Roo
January 3rd, 2008, 06:51 AM
As far as I'm aware, unless some really underground nub map no ones ever played did it. If so, screw them.

Also added a pic.

Also, I think the map needs more hidden meme. Nah, fuck that secret room shit.

Although, having a giant football style scoreboard saying in big giant letters, "You got anally molested by a sideways pinecone, dickcheese" when someone was killed would be quite awesome.

Bad Waffle
January 3rd, 2008, 06:55 AM
As far as I'm aware, unless some really underground nub map no ones ever played did it. If so, screw them.

Also added a pic.

try, unreleased sandbox map. Also, i think you should make the gradient between ice and rock between cliff and snow a bit more defined, it looks way too blurred and spread out.

DaneO'Roo
January 3rd, 2008, 07:11 AM
Yeah, thats cause it's a 512 texture Wol :/

It'll look plenty defined once it has the detail maps on it. These aren't your average detail maps btw. The cliff detail map being applied is essentially just an x and y axis tiling regular cliff bitmap, but moar resolution. It's not some black and white thing.

Bad Waffle
January 3rd, 2008, 08:24 AM
no nigga, i mean the actual transition from snow to rock.

DaneO'Roo
January 3rd, 2008, 08:32 AM
Oh you want it to be more abrupt?

But snow melts Wave O' :(

Bad Waffle
January 3rd, 2008, 08:44 AM
but snow also does not gradually melt in a GRADIENT, it CLUMPS.

i think i smell a custom brush...

DaneO'Roo
January 3rd, 2008, 08:59 AM
What? A smooth transition and you call it a custom brush? Wouldn't a globby look be more assumed of being a custom brush?

Also, I get what you mean now. I did it pretty quick this thing, didn't think about that. Though it will be hard to make that not seam with the uv layout i have.

Also I never use custom brushes, unless it's for things like scratches and things like that. These are custom brushes I made though.

How I'm doing this is a nulled version of my snow detail map as a top layer, and I'm simply rubbing it out with the eraser to expose a nulled version of my cliff detail map underneath.

Bad Waffle
January 3rd, 2008, 10:26 AM
What? A smooth transition and you call it a custom brush? Wouldn't a globby look be more assumed of being a custom brush?

Also, I get what you mean now. I did it pretty quick this thing, didn't think about that. Though it will be hard to make that not seam with the uv layout i have.

Also I never use custom brushes, unless it's for things like scratches and things like that. These are custom brushes I made though.

How I'm doing this is a nulled version of my snow detail map as a top layer, and I'm simply rubbing it out with the eraser to expose a nulled version of my cliff detail map underneath.

i meant that you should try using a bloody custom brush, twit. but the null/eraser thing might work. we'll see.

JunkfoodMan
January 3rd, 2008, 11:30 AM
That ring-like object that's over the middle doesn't look that good. I think it would look better without the 3 rows of faces smoothed together.

Sel
January 3rd, 2008, 11:59 AM
I tried massacres angle method and this is what I came out with.

Ignore the error on the door in the first one, Ive already fixed that.

http://i220.photobucket.com/albums/dd282/selentic_2007/telebase.jpg
http://i220.photobucket.com/albums/dd282/selentic_2007/telebase2.jpg

A second structure I made, Referenced it from a model Il duce made.

http://i93.photobucket.com/albums/l42/selentic/baseentry-1.jpg
And the Two joined.

http://i93.photobucket.com/albums/l42/selentic/andthetwotogether.jpg

t3h m00kz
January 3rd, 2008, 12:34 PM
Good job Selentic ;) Better than I could do, but then again I don't 3DS at all...

Something I noticed:


http://img295.imageshack.us/img295/728/snowcaprender4om9.jpg





A second structure I made, Referenced it from a model Il duce made.

http://i93.photobucket.com/albums/l42/selentic/baseentry-1.jpg


>____>

Sel
January 3rd, 2008, 12:39 PM
Yeh, I almost 100% plagiarized it :D

Cept Mine has a little bit of a different cliff forming, as they go right to the frame around the door, and theirs goes farther out.

FireDragon04
January 3rd, 2008, 01:28 PM
Now, i love what Ð4ÑØ has done with everything, it looks amazing.
Now the layout...etc is good, but i wish some of the modeling was up to par with his texturing :( It's nice none the less though, his texturing/skinning makes it look uber so...alls good.


Now...a lesson in boredomness....(yes its a word :rolleyes: w/e)

Ð4ÑØ's Image
http://img140.imageshack.us/img140/9011/snowcaprender4om9ue5.jpg

selentic's Image
http://i93.photobucket.com/albums/l42/selentic/baseentry-1.jpg
btw your count on those little thingys is out
Now, thing about this base model, other then it been unique, is that is pretty simple to make...

5mins later...after typing the above ^^

http://img201.imageshack.us/img201/5935/base5minskp5.jpg
Yea, that really did only take me 5mins to make...
Not even close to what i could have done in like an hour, but i just that fast, now its effective i'll admit, but lacks in 'gameplay gimmicks' but we'll see when Ð4ÑØ actually finishes this bad boy and gets it ingame what it plays like.

Oh and a word for the wise...I HATE that people have to steal other peoples ideas, such as this base, because there imagination is so limited they can't even concept a frickin base design by them self.

kthxbi!

il Duce Primo
January 3rd, 2008, 03:00 PM
HAHA. Well the model wasn't originally sapposed to be textured by Dane. Me and Mass were going for more of a H1 detail model. Just alittle better. And then dane came in and sexified it.

But those bases are not our idea either. They are taken from h3 and changed a bit.

The map does play exalent. We did not want to make much to the base because the gameplay is meant to get the person to relise that the open spot is at the base making them defend themselve sin the center so less base camping and more awsome fire fights. Plays awsome in CTF. Originally designed for a FFA map because we lack good maps like them. And just a plain 1v1 map. So yes this should have some awsome gameplay and shall work good for everygametype. Now that I think about it. KOTH would be fun on this map too. But we still have to test that.

I'm working on a video that is like a UI but is being done in 3DS. Will be released soon.

SuperSunny
January 3rd, 2008, 05:37 PM
Dano, make the snows edges have places where it looks like the snow has started to melt, slid down, got all clumpy, and then fell off the cliff entirely. Also, who the fuck uses 512 anymore, make that bad boy highres :D


Draw it at 2048x2048 then scale it down to 1024x1024. its not like modern day cards can't handle it, and compared to the structures, it needs it.


Also, needs more of a clear opaque place for subtle ice patches.

Meh.

If you are putting this into Halo, it can do 2048x2048 fine. My cliff textures are 2048x2048 with dynamic lighting and a 512 bump-map, and i get 80 FPS looking at it with an 8500gt. Just don't over-use that resolution, but it will do fine in certain places. It looks AMAZING!

legionaire45
January 3rd, 2008, 07:00 PM
Thats what I'm saying, but typically if you paint it by hand at highres and then shrink it down, the details get sharper. Hell he could paint it at 4096x4096 amd then shirk it down.
Not really. You are still dealing with 2048 x 2048 pixels, there is no way to get "sub pixel" detail in a texture. If anything it's better to paint it at 2048 x 2048 first instead of scaling it down because Photoshop (at least Version 6.1, which is what I am using) murders details when you size something down and turns it into a blurry mess.

Patrickssj6
January 3rd, 2008, 07:09 PM
No Kalub is right, Photoshop shrinks them in a specific way which gives it a nice effect.

http://img205.imageshack.us/img205/5299/0screenshot00ur5.png

The AA effect is not coming from the bloom.

Xegrot
January 3rd, 2008, 07:18 PM
No Kalub is right, Photoshop shrinks them in a specific way which gives it a nice effect.

http://img205.imageshack.us/img205/5299/0screenshot00ur5.png

The AA effect is not coming from the bloom.

That's awesome.

n00b1n8R
January 3rd, 2008, 07:20 PM
is that with an app or are you going the same way as ballscars?

DEElekgolo
January 3rd, 2008, 07:25 PM
http://img72.imageshack.us/img72/192/negavisioniz7.jpg
Halo PC Mod with the sniper rifle. Nega vision makes stuff negative so there more noticeable.

Leiukemia
January 3rd, 2008, 07:33 PM
Not really. You are still dealing with 2048 x 2048 pixels, there is no way to get "sub pixel" detail in a texture. If anything it's better to paint it at 2048 x 2048 first instead of scaling it down because Photoshop (at least Version 6.1, which is what I am using) murders details when you size something down and turns it into a blurry mess.

iirc there's a thing in photoshop that resizes it nicer then simply using the scale tool.

Con
January 3rd, 2008, 07:34 PM
is that with an app or are you going the same way as ballscars?
you're not cool enough to say ballscars

Kalub
January 3rd, 2008, 07:34 PM
OH SNAP


Edit -> Image Size

?

Roostervier
January 3rd, 2008, 07:36 PM
n00b, I think Patrick's picture is simply PS'd.

Kalub
January 3rd, 2008, 07:37 PM
Yea, it is.


I suggest you retry that whole reading thing....

Roostervier
January 3rd, 2008, 07:40 PM
If you are talking to me, n00b asked if he was using the post-filter effect on halo to get that effect, and I replied with that it was simply PS'd. You should retry reading n00b's post.

e:
is that with an app or are you going the same way as ballscars?

n00b1n8R
January 3rd, 2008, 07:48 PM
you're not cool enough to say ballscars

Your not the boss of me :saddowns:

also, can't blame a guy for hoping :p

Patrickssj6
January 3rd, 2008, 07:55 PM
Only faked bloom added in PS. The AA is coming from the 1024i resizing.

Also, funny thing is, no one notices the strange thing in the picture. xD

Sever
January 3rd, 2008, 08:01 PM
Also, funny thing is, no one notices the strange thing in the picture. xD

lol I got it. I can't believe I didn't notice that immediately. How'd you do that?

n00b1n8R
January 3rd, 2008, 08:14 PM
skinswapping?

Patrickssj6
January 3rd, 2008, 08:14 PM
lol I got it. I can't believe I didn't notice that immediately. How'd you do that?
Imagine the situation...getting high with Kalub a year ago..doing some memory crap in Halo...realizing Bungie did a bad job at that point...and...

tadaaaaa...there you have it. :D


skinswapping?
Do I look like "HMT" is a word I have in my dictionary? Oh wait...

Kalub
January 3rd, 2008, 08:28 PM
Starts with a B, ends with an luearrow


wort

DaneO'Roo
January 3rd, 2008, 08:33 PM
You people are all stupid. Making a higher res texture and shrinking it down doesn't improve it's quality. It worsens it.

Also, I'm not making a 1024 alpha blend map ontop of all the other 1024 architecture textures I have. Almost all the architecture textures are 1024 a piece. The cliff detail map I'm applying will be 1024x1024 and TILED. I want this map to play great on everyones PC's, and look great. Sometimes I have to make sacrifices.

Even still, the map will look a hell of a lot better than all the original Halo PC maps.

Because the map is so open, therefore making portaling quite ineffective, I can't smash up the res on everything. Compromise people!

Kalub
January 3rd, 2008, 09:23 PM
:|

Why make high-res architectural bitmaps, and then ignore the attention to cliffs?

Con
January 3rd, 2008, 09:58 PM
:|

Why make high-res architectural bitmaps, and then ignore the attention to cliffs?

detail maps

DaneO'Roo
January 3rd, 2008, 10:48 PM
:|

Why make high-res architectural bitmaps, and then ignore the attention to cliffs?


And painting at true-resolution and then scaling down is a matter of opinion. If you can paint at true-res then do it. If your like me and do that, then resize it will look alot better. Skill, and Opinion.

That is completely stupid to paint at twice the res if you know your going to have it at half the res. Just paint the dam thing AT the res you are going to. ??????????

Also, what Con said. NO DETAIL MAPS YET MANG.

Terror(NO)More
January 4th, 2008, 12:30 AM
Dano be on aim tommorow, I need to talk to you when I get off work so be on around 7pm thats eastern time idk what time it be where u are.

DaneO'Roo
January 4th, 2008, 03:53 AM
Well that won't teach you anything mister Croccydoccy :mad:

Also, Terror, piss off.

Patrickssj6
January 4th, 2008, 06:01 AM
Look how PS resizes pictures and you'll learn. It doesn't just delete unnecessary pixels.

DaneO'Roo
January 4th, 2008, 07:18 AM
Of course it doesn't delete them, it makes them all fucking smaller, therefore prone to more stretching when applied to the same surface as a higher res version.

Why on EARTH do you think a term called "hi resolution" exists?

Larger resolution textures with more pixels have more detail IF PAINTED SO. If you've painted a 1024 texture to be very detailed, and apply it to a surface, then you half the image size to 512, and view it on the same surface, notice how it looks worse?

If you paint a hi resolution texture and hope for the scaling down to improve your texture, your stupid.

Wasn't this common sense?

People need to stop being lazy and just paint at the same resolution as they intend and put the proper detail in. If they didn't put detail into spots on a hi res, how on earth do you think that it's going to invent detail for you out of nowhere in the exact same space, while shrinking it?

Really, wow.

Kalub
January 4th, 2008, 08:37 AM
Im a no0b, get off me... :(

demonmaster3k
January 4th, 2008, 08:46 AM
http://img176.imageshack.us/img176/1015/improvedlauncherscreen0aj5.jpg
http://img170.imageshack.us/img170/7874/improvedlauncherscreen0ka7.jpg
http://img170.imageshack.us/img170/3486/improvedlauncherscreen0hn4.jpg

Just shots from a little something i've been working on.
Halo Editing, especially Halo scripting alone wasn't easy for me. Then kokori's halo launcher inspired me to create this app. It's coded in c# and it was a log effort too (no really, i had to do this only knowing how to do basic IO programming in C++) so not only did i learn a lot about c# in a short amount of time, i also got better at online research and extracting answers from multiple sources. a release will come soon (i'm just working on making the scrip template buttons work). i'm hoping that this app makes life easier for everyone (suria's been delayed, the model got deleted when i lost my flash and my computer got haxored with a virus just a longer wait this time guyies, i promise the remake will be better, layout and all) back on topic, just a little while longer on this app, got school and work coming up so it shouldn't interfere too much. oh and BTW HAPPY NEW YEAR 08

i can't spell worth shit

Patrickssj6
January 4th, 2008, 09:18 AM
Of course it doesn't delete them, it makes them all fucking smaller...
...
Wasn't this common sense?


Nope it's not common sense since that statement is wrong in the first place.

Con
January 4th, 2008, 11:42 AM
It makes the texel info smaller and resamples. Choose a different resampling method if you don't like the results.

Patrickssj6
January 4th, 2008, 02:51 PM
Bored...I just thought it would look good:
http://img176.imageshack.us/img176/9408/2screenshot00qb3.png

demonmaster3k
January 4th, 2008, 03:02 PM
once again patrick i wished halo could look like that either by mods or haxoring
i can't + rep right now (sometimes the system's so screwed)

Patrickssj6
January 4th, 2008, 04:00 PM
Does Photoshop count? ;)

n00b1n8R
January 4th, 2008, 04:10 PM
Of course it doesn't delete them, it makes them all fucking smaller

:v

Kalub
January 4th, 2008, 05:33 PM
Pixels cant change is size, a pixel is a pixel.

Ex:


|_| 1x1 pixel |_||_| 2x2 same pixel
|_||_|Same pixel, one is just painted at higher resolution, right? Correct me if I'm wrong.

Patrickssj6
January 4th, 2008, 05:45 PM
That is correct.

Let me try to show you what happens and why DANO is WRONG:

(sorry for the optical illusion in there but you can clearly see that is does NOT resize pixels or delete them, it tries to find a transition which is the effect Kalub and me were talking about)

http://img86.imageshack.us/img86/6580/qsdawdxs5.png

Tweek
January 4th, 2008, 06:09 PM
shrinking a texture just makes you LOSE detail.
SHRINKING does not ADD anything. at all.

painting textures at a resolution you're not going to use it at is just DUMB.
people used to do it, because they thought it gave them sub-pixel detail everyone knows thats bullshit thats why nobody does it anymore.

Sel
January 4th, 2008, 06:12 PM
I dont see how thats a better result......

DaneO'Roo
January 4th, 2008, 07:12 PM
shrinking a texture just makes you LOSE detail.
SHRINKING does not ADD anything. at all.

painting textures at a resolution you're not going to use it at is just DUMB.
people used to do it, because they thought it gave them sub-pixel detail everyone knows thats bullshit thats why nobody does it anymore.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

LlamaMaster
January 4th, 2008, 07:29 PM
Ben Mathis:

True resolution vs. Double Size

When painting a texture, many times people will paint at two times the resolution, then size it down. Meaning if the final map is a 512x512, they will paint at 1024x1024. I recomend staying at true resolution whenever possible.

If you are just starting out at texturing, painting at the actual resolution is a good habbit to get into. There are many reasons for this. First and formost, is the time factor. You do not have to worry about any details that cannot fit into the end result map, because it IS the end result map. If the pixels hold it, it will show up in game (if the camera/player gets close enough) Secondly is how crisp your end result will be. I have said before, and Ill say again, you as the artist, want the control. any uniform application by a computer will end up looking piss poor compared to the same sort of effect applied by a skilled artist. Each pixel in the resized map is the result of the average of four pixels at the larger size. You can place single pixel highlights, as well as razor sharp single pixel seams and shadows. They will not be blurred to obscurance by photoshops algorithms.

Common reasons people argue for painting at double res:

But I can be messier/faster/scribblier and then size it down and it looks "right". This is not true, it only makes your mistakes less apparent. Their is a reason that art teachers tell you to "draw big" It is because it makes your mistakes apparent. If you cannot make it look right at the small res, you are not making it look right when you resize either. It is just that your mistakes become less apparent.

But I can get subpixel detail! Again, not true, there is no such thing. A pixel is a pixel is a pixel. You can have detail that is implied as smaller than a pixel, but it is just as reproducable at res, as it is double size, you just have to know how to do it. and it will read better because you did it at true res, than if you resized down. One particular thing that people like resizing for is hair. A good way to learn how to do implied sub pixel detail, is to actually resize something, and look to see what the pixels are doing that implies that thinner than a pixel detail. Once you learn these "rules" you can use them or adapt them for your needs, and be faster because you are painting them at res.

Again, if you are already fantastic at texturing, and you resize. By all means, continue doing it. It is, and always will be, the ingame results that count.So yah, the only real reason is to blur out mistakes.

DaneO'Roo
January 4th, 2008, 07:33 PM
:D SO it just a matter of style, you can spend hours painting a fantastic texture at full res, or if its just a quickly you can spend half the time, and just shrink it down a little giving you a bit better end result.

No one is, right, and no one is wrong.

That post coming from someone who doesn't paint textures, and this post coming from someone who does, I can say that is one of the single most retarded posts I've read in quite a while, Croccy.

It takes more time to paint a bigger texture, than a smaller one. If you half assed the detail on a "hi res" and hoped for shrinking to improve it, your not going to get any more detail on the lower res version. Your going to get a lower res, blurrier and undetailed piece of crap, which took you ages to make because you painted it at a stupid resolution to begin with. Basically, worse. The only thing you improved on was filesize. You lost in all other areas.

You paint at the resolution your going to use, so you KNOW what it's going to look like. What happens if you've got a texture budget, of 512 for a bitmap, and you paint the thing for AGES on a 2048, you shrink it down, and it looks like complete crap. You just wasted your time.

Logic people.


*e* oh shit Llama, someone deserves a spanking of + rep :awesome:

SuperSunny
January 4th, 2008, 07:50 PM
I believe, that by looking at Dano's signature, and suddenly realizing his natural talent is painting textures, that there is no point in arguing with him.

Create your works at what you are going to use them. Don't make them any better, only to make them worse. You get the detail you aim for. It's exactly how you'd want it.

On a side note:

http://i11.tinypic.com/7w8yjxx.jpg

This screenie is a bit special, and it's not the same as the ones from the same old hallway.

In it, is pure dynamic lighting, ZERO lightmaps. It has a 128x128 squared cube-map on the walls, and the floor, that reflect the exact environment it's in, custom created. It also has a dynamic mirror. It uses a 1024x1024 sized bump-map and wall texture, which was created at 1024x1024, not 2048 and down-sized. And the game, well, it runs with less FPS loss than Damnination.

I think that's the max I can get, in my work-in-progress to obtain the best Halo can look. I don't know what else I can do. It has everything the game is capable of. Including particles. The rest is simply applying it, the best it can be applied, and releasing all the information so that everyone else can do the same to their own works. I feel satisfied. It's done.

Con
January 4th, 2008, 08:02 PM
I think it's a little too bright at the end of that hallway considering that I can only see one light in the area.

SuperSunny
January 4th, 2008, 08:17 PM
I think it's a little too bright at the end of that hallway considering that I can only see one light in the area.

Which end? The darker end is visible because of reflection brightness/cave-lights. The super bright end has a multitude of lens flares placed along it. The single light is supposed to be powerful and contrasting. It's not supposed to be the usual generic light, but a single one which is meant to be strong.

Con
January 4th, 2008, 08:26 PM
I mean it looks TOO strong for a single light. Maybe a strip of more lights to help the brightness make sense?

Kalub
January 4th, 2008, 08:34 PM
Dano, I paint things, not textures. But, I'm not claiming to be a god at it.


http://img201.imageshack.us/img201/7024/doodleln0.jpghttp://img246.imageshack.us/img246/3884/zerglingbirdmq8.jpghttp://img143.imageshack.us/img143/7311/coldfrostgroundnew1xy9.jpg

" Common reasons people argue for painting at double res:

But I can be messier/faster/scribblier and then size it down and it looks "right". This is not true, it only makes your mistakes less apparent. Their is a reason that art teachers tell you to "draw big" It is because it makes your mistakes apparent. If you cannot make it look right at the small res, you are not making it look right when you resize either. It is just that your mistakes become less apparent. " Isn't this what I was saying? Its what I thought I was.

Roostervier
January 4th, 2008, 08:53 PM
If you're serious, I'm pretty sure that statement is trying to discourage resing down the texture. It isn't fighting for its (down resing) defense.

Kalub
January 4th, 2008, 09:01 PM
/sigh

Nevermind. All I was trying to say was this:

But I can be messier/faster/scribblier and then size it down and it looks "right". This is not true, it only makes your mistakes less apparent.

And that I used the technique/suggested it. Either way, its done and over with, and I can fix this little argument in a few seconds.

DaneO'Roo
January 4th, 2008, 10:00 PM
That teaches nothing though. You don't better yourself. You plateau.


Also, Sunny, WOW. It looks like theres some sort of motion blurr effect happening?

It looks ACE.

demonmaster3k
January 4th, 2008, 10:07 PM
yea but super sunny your map runs slow as hell due to all that high-res stuff (which is nice to look at might i add), but won't the dropping framerate have an effect on multiplayer?

Did you intend Valkyre to be a jaw-drop gorgeous map to look at, or a fun map to play?

Or otherwise, did you intend the level to be a benchmark for how far the community has come and a foothold to where we could push the engine in the future (hopefully the near future)?

SuperSunny
January 4th, 2008, 10:13 PM
yea but super sunny your map runs slow as hell due to all that high-res stuff (which is nice to look at might i add), but won't the dropping framerate have an effect on multiplayer?

Did you intend Valkyre to be a jaw-drop gorgeous map to look at, or a fun map to play?

Or otherwise, did you intend the level to be a benchmark for how far the community has come and a foothold to where we could push the engine in the future (hopefully the near future)?

I keep repeating this, but I'll explain it again.

The map is easy as hell to speed up. It just requires portalling, which I have added in. Now FPS is stable and runs like damnination.

It has been my project to make it look as best as possible. I'm done with that. Now I'm working on design/layout. The screenshot shown in this thread is not intended to be something about the map, it's intended to be something about Halo itself. The map runs much faster than before, simply because I portalled it.

Now, obviously, it's a bad idea to work on the looks of a map first. The reason I did that was to set a standard on how a map should, graphically, look in Halo. I didn't just create shaders, I worked on optimizing specifically how shaders can work with Halo to make a map look better, for all future projects by me and anyone else who would like to learn how to use them.

The layout I can worry completely about now. It's my intention to make it as fun and playable as possible.

Zeph
January 4th, 2008, 10:30 PM
Why on EARTH do you think a term called "hi resolution" exists?


Because of the disparity between the old game development standards for consoles and the "limitless" bounds of PC titles. The consoles needed small textures because of their hardware limitations while the PCs could easily be expanded with the release of new hardware before the year was out. Compared to the 64x64 textures used in consoles (which were perfectly fine in the 480i displays of consoles of the time), the 256x256 textures used for computers running games at resolutions at least 800x600 were 16 times the size.

That's why the term "hi* resolution" exists



*: it's high resolution, not hi.

DaneO'Roo
January 4th, 2008, 11:25 PM
wow, nitpicky much Zef?

Bad Waffle
January 4th, 2008, 11:29 PM
I think everybody in this thread needs to chill the fuck down, pull the pinecone out of their anus, and perhaps laugh at a noob like SVC.

Do you guys remember his map with box buildings? i know i do.

BobtheGreatII
January 4th, 2008, 11:32 PM
I think everybody in this thread needs to chill the fuck down, pull the pinecone out of their anus, and perhaps laugh at a noob like SVC.

Do you guys remember his map with box buildings? i know i do.

IAWTP, not that it counts for much.

Kalub
January 5th, 2008, 01:09 AM
I chilled, why do you think I back down and deleted all my posts (Pardon the Quotes)?


:D Also, Wave, needs more funny faces of "pineapple in anus"

Patrickssj6
January 5th, 2008, 01:47 AM
*sigh* Tweek and Ð4ÑØ on the same boat, who would have known?

No reason to argue anymore because it's plain down-right stupid. So I guess us inferiors should leave them alone. :rolleyes:

Bad Waffle
January 5th, 2008, 02:28 AM
hey patrick, what the fuck did i just say? your input wasnt necesary to the GALLERY thread.

Do i need to lock this topic like i did when 50calneurostas2@#$!@#!$@#$ came in here?

Patrickssj6
January 5th, 2008, 03:02 AM
hey patrick, what the fuck did i just say? your input wasnt necesary to the GALLERY thread.

Same to you. I finished the argument if you could read, your post right now after it was A. irrelevant to this topic and B. not very constructive to be quite honest. We can talk about pineapples in anuses somewhere else.

p0lar_bear
January 5th, 2008, 04:00 AM
Can it, people. The coders of Jelsoft Enterprises Ltd. busted their ass coding a private messaging system for vBulletin; use it.

Keep discussion DIRECTLY related to the works posted in this thread.

Kalub
January 5th, 2008, 03:49 PM
Jay, I'll talk to you in a PM...


For the Sneaky, your a fucking dumbass

Con
January 5th, 2008, 07:46 PM
new filter, WIP obviously

http://img86.imageshack.us/img86/1435/82989160il2.jpg

Rob Oplawar
January 5th, 2008, 07:52 PM
my eyes! :fail:

*checks name again*
Conscars? Normally your stuff is so pretty and not so eyebleed. What exactly are you shooting for with that?

Sever
January 5th, 2008, 08:15 PM
@Cc: Reminds me of Red Alert 1, how you could change the contrast and hue in-game. Electric green water and pink grass ftw!

Pyong Kawaguchi
January 5th, 2008, 08:49 PM
Assault Rifle model i bought, :)
http://img258.imageshack.us/img258/9615/thumbnail01jpg9439916e8qn8.jpg

thehoodedsmack
January 5th, 2008, 08:50 PM
I hope you didn't pay too much for that...

teh lag
January 5th, 2008, 08:51 PM
Assault Rifle model i bought, :)
http://img258.imageshack.us/img258/9615/thumbnail01jpg9439916e8qn8.jpg

Why post it in gallery then :confused2:

Pyong Kawaguchi
January 5th, 2008, 08:51 PM
5$ or so...
also,
"..post your favorite work..."
Thats why

SnaFuBAR
January 5th, 2008, 08:54 PM
it's for the work YOU do... i think you would get that after well over 3000 posts.

Leiukemia
January 5th, 2008, 08:54 PM
I think what WOL intended by saying that was "post your OWN favorite work". I really don't want to see a bunch of shit you think is cool in this thread.

Pyong Kawaguchi
January 5th, 2008, 08:59 PM
O okay, lulz, Its Something i bought, I like it :)

Bad Waffle
January 5th, 2008, 09:00 PM
Also, thats not a WIP. Thats a finished product that you bought. YOUR favorite work. Sheesh, people...

PlasbianX
January 5th, 2008, 09:25 PM
Bought or not, it still looks like complete crap.

Con
January 5th, 2008, 09:34 PM
my eyes! :fail:

*checks name again*
Conscars? Normally your stuff is so pretty and not so eyebleed. What exactly are you shooting for with that?
Its not supposed to be eyebleed :( Its fake motion blur

Rob Oplawar
January 5th, 2008, 09:38 PM
oh... hm... I assume the finished version will endeavor to not reduce everything to horrible 256 palate colors?

Masterz1337
January 5th, 2008, 09:49 PM
So some of you remember Dano made textures for Snaf's covie map. Anyway, it was always the plan to use them in SPV2 as well, but I never got around to doing it. I also made a Semicustom cubemap for the interiors of the walls, so let me know what you guys think.
http://img175.imageshack.us/img175/3750/sapien2008010521452298le9.jpg
http://img505.imageshack.us/img505/7074/sapien2008010521385225xm8.jpg
http://img185.imageshack.us/img185/8084/sapien2008010521381969wn0.jpg
http://img141.imageshack.us/img141/797/sapien2008010521362127sr3.jpg

Archon23
January 5th, 2008, 09:58 PM
The floor, its just :gonk:

Really whats with the polka dot pattern?

TPE
January 5th, 2008, 10:57 PM
Its kinda like midship's floor but the poka dots are less noticeable in midship.

n00b1n8R
January 5th, 2008, 11:04 PM
The floor, its just :gonk:

Really whats with the polka dot pattern?
IAWTP.

otherwise it looks cool.

Bad Waffle
January 5th, 2008, 11:15 PM
http://img185.imageshack.us/img185/8084/sapien2008010521381969wn0.jpg

tune down the brightness on that side of the cube

t3h m00kz
January 5th, 2008, 11:26 PM
The floor, its just :gonk:

Really whats with the polka dot pattern?

I think it looks kind of cool... like a carpet or something.

n00b1n8R
January 5th, 2008, 11:45 PM
I doubt the covenant would use carpet in a hanger bay :|

Gwunty
January 6th, 2008, 12:22 AM
like I suggested on halomaps
make the dots bigger
and the shader for the dots look more rubbery

t3h m00kz
January 6th, 2008, 12:56 AM
I doubt the covenant would use carpet in a hanger bay :|

I also doubt the covanent cruisers would have no bathrooms.

Unless they do it in their suits. :haw:

Botolf
January 6th, 2008, 12:58 AM
[img]
tune down the brightness on that side of the cube
I like it, so, very, shiny...

*drool*

Botolf
January 6th, 2008, 03:55 AM
Speaking of shiny, I think I created something rather monstrous:

http://img176.imageshack.us/img176/9248/lolshinygy3.jpg

:lol:

Kalub
January 6th, 2008, 04:21 AM
... Wow...


One word comes to mind: moderation.

t3h m00kz
January 6th, 2008, 08:05 AM
http://www.megaupload.com/?d=KDW0PZ13

Here, have a shitty little Timberland UI with Unforgotten and some softer Nine Inch Nails songs as a soundtrack.



The Nine Inch Nails songs were taken from Trent Reznor's remix site.

http://pics.livejournal.com/angelofsilence/pic/00006kyk/s320x240

Respect.

Patrickssj6
January 6th, 2008, 08:09 AM
Look, it's an emo :awesome:
Can I stroke him?

Also, UI needs more YouTube.

t3h m00kz
January 6th, 2008, 08:15 AM
Look, it's an emo :awesome:
Can I stroke him?

Also, UI needs more YouTube.

1. Trent Reznor? An EMO? ... Maybe just a little. Not as much lately though, for sure.
2. Yes you may.
3. I'll think about it, but in all honesty it's nothing too fancy.

EDIT: I'll work on it in the morning; it's five fourty and I have work day after tomorrow. So yeah, expect a youtube of it soon.

teh lag
January 6th, 2008, 09:25 AM
So I finally rigged Dano and I's brutes and had some fun with them :awesome:

http://img107.imageshack.us/img107/9482/0007ii5.jpg
http://img72.imageshack.us/img72/9746/0006wc9.jpg (http://imageshack.us)
http://img165.imageshack.us/img165/6702/0005et8.jpg (http://imageshack.us)

Shame CE has no self-shadowing or normal mapping or lighting like this :(

Pyong Kawaguchi
January 6th, 2008, 09:26 AM
Agreed we need moar hax for ce!

Patrickssj6
January 6th, 2008, 09:53 AM
We need more sauce but this is :O

Sever
January 6th, 2008, 11:00 AM
We need less Elite-PR and moar Brute-PR/Mauler/Spiker :/

e: and Grav Hammer
http://tbn0.google.com/images?q=tbn:U0MRL7gPxrg92M:http://www.digitalswordsmen.com/profiles/Faeresse/AVATAR/HammerTime.jpg

ODX
January 6th, 2008, 11:22 AM
I'm not good with single player limits, but would a gravity hammer dash work right in CE?
(Note: You haven't put it in so you can't say "why would we put something in that won't work".)

CtrlAltDestroy
January 6th, 2008, 11:24 AM
Or, they can say that from past experience, they know it wont work.

teh lag
January 6th, 2008, 11:27 AM
Hammer mainly won't work because of how hard it would be to get it to "explode" on melee impact. Weapons in 3p don't have their own melee animations, (those are part of the biped) you can't tie an effect to a melee, and the only other way to do it can be really unpredictable.

Edit : Damn you CAD :(

ODX
January 6th, 2008, 11:31 AM
xD, thanks guys. I don't think I would want it in anyway...Brutes are too good already. :XD:

Sever
January 6th, 2008, 11:47 AM
Heck, just make the Gravity Hammer Brutes like the H1 Energy Sword Zealots: extremely hard to kill, and can kill you in one hit, but still must be at melee range to attack. You don't even need the Gravity Hammer to be wieldable by the player, just like the Energy Sword.

TPE
January 6th, 2008, 12:02 PM
The gravity hammer would be a lot more cool if HCE had rag doll physics. I think it would look bad just to see an elite or brute being hit by my gravity hammer and go flying with their arms and lags flailing, then have them land and do some sort of exorcist type of spin while lieing on their belly.

Lets not talk about if they fall on a edge.

Roostervier
January 6th, 2008, 12:18 PM
Those aren't even the brutes' final skins (armour wise). Looks great lag, and great work so far Dano.

Hunter
January 6th, 2008, 12:41 PM
They look awesome, you should get them into H2PC as well, because then you could add bump maps, is the H2 HEK unlocked yet?

ODX
January 6th, 2008, 12:43 PM
Heck, just make the Gravity Hammer Brutes like the H1 Energy Sword Zealots: extremely hard to kill, and can kill you in one hit, but still must be at melee range to attack. You don't even need the Gravity Hammer to be wieldable by the player, just like the Energy Sword.
Hmmmm, sounds good...but it's not my decision.:eyesroll: Why bother though? That'd just be one more thing that would slow SPv2 down.

Botolf
January 6th, 2008, 12:54 PM
... Wow...


One word comes to mind: moderation.
Stumbled on it by accident, actually. However, it looks so over the top and so ridiculously shiny, I must figure out some sort of surface where it would fit in. "Growths" of crystals might work and be plausible.

JDMFSeanP
January 6th, 2008, 01:53 PM
You should make a model with a shield and a sword like in that Et Tu Brute vidoc from H3.

Terror(NO)More
January 6th, 2008, 08:05 PM
Lol, look at this Image I photoshopped.


http://i125.photobucket.com/albums/p70/bman12_2006/HaloSnipesTerrorist.jpg

Pyong Kawaguchi
January 6th, 2008, 08:06 PM
shot tags ftw... use em