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DEElekgolo
August 26th, 2009, 03:23 AM
http://img132.imageshack.us/img132/3648/group1haloce20090826001.jpg
http://img132.imageshack.us/img132/8087/haloce2009082600182048.png
http://img38.imageshack.us/img38/5624/haloce2009082600174526.png
http://img195.imageshack.us/img195/3388/haloce2009082600173356.png
http://img38.imageshack.us/img38/7889/haloce2009082600172292.png
http://img132.imageshack.us/img132/5222/haloce2009082600131268.png
http://img22.imageshack.us/img22/7127/asdfg2.png
http://img22.imageshack.us/img22/417/asdfgz.png
http://img32.imageshack.us/img32/7312/asdfg1.jpg
http://img132.imageshack.us/img132/5233/asdfgr.png

Get the latest public build here. (http://www.filedropper.com/wmdendrimer)
Scaling is already fixed. But I need some ideas on what gameplay elements I should add.

Sel
August 26th, 2009, 03:24 AM
Fucking lose the thumbnails, I'm not clicking 50 different things just to see something that I have no interest in right now.

Con
August 26th, 2009, 03:32 AM
Fucking lose the thumbnails, I'm not clicking 50 different things just to see something that I have no interest in right now.
http://www.virginmedia.com/images/mr-freeze.jpg
CHILL

map is a mindfuck, whats going on

n00b1n8R
August 26th, 2009, 04:37 AM
I like the look of it (the style), from the screenshots I can't see a way onto the second level (though obviously it'd be there) so you probably need some more. Also a path through the inside of the central hill would be nice.

Also, a fog layer (random bottomless drops allways bother me) around the sides please.

Dr Pepper
August 26th, 2009, 04:41 AM
Looks like a topographic map

DEElekgolo
August 26th, 2009, 05:02 AM
I like the look of it (the style), from the screenshots I can't see a way onto the second level (though obviously it'd be there) so you probably need some more. Also a path through the inside of the central hill would be nice.

Also, a fog layer (random bottomless drops allways bother me) around the sides please.
That is actually exactly what I was doing. But I am having some little problems. Shouldn't be hard to solve though.

Also there where ment to be teleporters that bring the player up to the second floor. But I did get requests to use ramps but I didnt see how it would work smoothly when the map is ment to have that "layered" style. Until I found out I could use player clipping to make walking over it smooth. But I still don't know a good place to make a ramp that uses the 45 degree walking angle limit.


Quick question:
What is the best way to have a nice blizzard system in game? When you would be able to see through fog at random distances.

Like the effects you see in this video.
65KkXVvn9OI
http://www.youtube.com/watch?v=65KkXVvn9OI

n00b1n8R
August 26th, 2009, 05:53 AM
I'd suggest something spiraling around the back of the three end bits (perhaps on the central end have them enter a tunnel first? and then the raps go either side up the back?)

MetKiller Joe
August 26th, 2009, 07:17 AM
Looks cool. I'd play it. Its like one of the CS:S "aim_texture2_<whatever>" maps people have on their servers. Nothing but gameplay.

Needs a little more variety of color so it doesn't look all gray, but I think it is a cool map.

DEElekgolo
August 26th, 2009, 02:46 PM
http://img196.imageshack.us/img196/34/haloce2009082611383358.png
I have this problem here when the ground around this area seems to have no collision to anything but bipeds. Grenades would fall through it, and any projectile would fly through it leaving no decal. And when creating an object on it in sapien, it would create it through the surface on the skybox. Any way of fixing this?

chrisk123999
August 26th, 2009, 02:51 PM
Sounds like a collision error. Did tool say anything to you when you made it?

DEElekgolo
August 26th, 2009, 03:12 PM
Nope. It didn't complain about anything.

Higuy
August 26th, 2009, 03:46 PM
were you using a hacked version of tool ? >_>

DEElekgolo
August 26th, 2009, 03:58 PM
No.

Higuy
August 26th, 2009, 04:01 PM
Check your shaders in the material editor, and your ones in Halo.
Also try re running structure, and adding portals.

chrisk123999
August 26th, 2009, 04:01 PM
Have you tried to recreate the polygons there? Or add an extra one in (make it less optimized)?

Hunter
August 26th, 2009, 04:04 PM
About the ramps discussion, the sides seem good enough to jump up. Well on most places you probably could jump from ledge to ledge, would make things more interesting Lol. You could scrap the whole ramp and teleport idea then.

Just add small ledges everywhere. And what kind of textures are you using?

DEElekgolo
August 26th, 2009, 04:10 PM
Right now it is just using a dev texture. I'm not sure what texture I should use for the final.

Inferno
August 26th, 2009, 04:28 PM
@error
Show me a wireframe of that area. I'm 99% sure I know what the problem is.

Rentafence
August 26th, 2009, 04:28 PM
Aim_Ag_Texture_Dendrimer

Rob Oplawar
August 26th, 2009, 04:30 PM
It looks neat, but still, laziest modeling technique ever. :-3

Do your feet make noise when you walk on the area that doesn't have projectile/scenery collision? It's plausible it's getting set as a world-sealer material or something like that.

DEElekgolo
August 26th, 2009, 04:57 PM
http://img7.imageshack.us/img7/7034/48599714.png
High lighted the area in red.



Fixed: a bit of my map was outside of the +sky box. Moved it and it seemed to have fixed its self.

paladin
August 27th, 2009, 01:07 AM
I actually really lik this.

DEElekgolo
August 27th, 2009, 02:43 AM
I actually really lik this.
Why thank you.

Lateksi
August 27th, 2009, 12:58 PM
He's not alone, the design is awesome :)

Dr Pepper
August 27th, 2009, 02:27 PM
I never thought of this before reminds me of a gun game map in css

chrisk123999
August 27th, 2009, 02:49 PM
Reminds me of this:
http://www.mattepaintinguk.com/images/122.jpg
from Superman Returns.

L0d3x
August 27th, 2009, 03:42 PM
Simple yet very interesting desigh Dee, I like it.

DEElekgolo
August 27th, 2009, 06:05 PM
Some pics from the 3ds max viewport.
http://img37.imageshack.us/img37/3801/poot.png
http://img30.imageshack.us/img30/7443/bootw.png


Cant run lightmaps:
radiosity error: degenerate triangle [or triangle with bad uvs] (see blue in error geometry)
It shows some faces but I don't know what to do with them.

Also does anyone know how to convert a .wrl file to any other format? I cant import a .wrl file into the 64 bit version of 3ds max since the plugin is 32 bit.

Hunter
August 27th, 2009, 08:15 PM
Dee, I seriously think that map would look amazing, with moss and stuff growing on it. You should base it in the middle of the sea, with random rocks on the outside.

Stormy weather.

Water running of the surfaces and stuff, like the Superman thing posted above (But not as much water). Shiny surface.

You get the jist. You should make the main surface look rocky and green like the rocks -url=http://www.walksydneystreets.net/photos/kirribilli-stairwell-moss-xo.jpg]here[url], but darker and wet, shiny look, do your magic with bumpmaps.

Down the sides you should have the moss type stuff, but make it like fade away... if you get me, so you can see stone lower down.

You should make it foggy as well, with a LOT of rain. Adds the stormy effect.

In my mind my idea looks amazing Lol, shame I can't show you.

DEElekgolo
August 27th, 2009, 08:18 PM
How about we fix the error first...

Hunter
August 27th, 2009, 08:21 PM
Upload it and PM me the link, I will take a look.

Inferno
August 27th, 2009, 08:28 PM
Import debug.wrl.
The blue faces.
Select them all.
Modifier: UVW Map.
Box.
100 by 100 by 100.
Collapse.
Re-Import.
Radiosity.

Repeat if you still get the error.

Once you get it to run lightmaps then do a proper unwrap. The box unwrap will fix the error but randomly tile your textures.

DEElekgolo
August 27th, 2009, 08:34 PM
About importing the .wrl. Is there a converter out there that can convert the .wrl file to something else? 64 bit 3ds max cant import it. I have to keep asking friends to convert it using there 3ds max.

Hunter
August 27th, 2009, 08:43 PM
I cannot find one. I have looked on google, is the model finished? If it is can't you ask someone to do what Inferno said?

DEElekgolo
August 27th, 2009, 08:53 PM
I just did what inferno said to all the faces, didn't work.

Inferno
August 27th, 2009, 09:06 PM
Okay... well then you fucked something up beyond UV's. Most likely a face that's a zero width or height.

In short.
:ohdear:

chrisk123999
August 27th, 2009, 09:40 PM
Check your shaders. Check "simple parameterization" at the top of the shader they try.

DEElekgolo
August 27th, 2009, 09:53 PM
They all have that checked.

chrisk123999
August 28th, 2009, 12:49 AM
Have you imported the .wrl yet? Why not just get someone to import it then save it as a max file? I can do it, if you haven't done that already.

Ki11a_FTW
August 28th, 2009, 01:24 AM
Have you imported the .wrl yet? Why not just get someone to import it then save it as a max file? I can do it, if you haven't done that already.
umm
:beer:

DEElekgolo
August 28th, 2009, 01:28 AM
Killa has been doing that exact thing for me. I have the faces shown but no matter how i turn the triangulation or change the face, I get the same error.

DEElekgolo
September 2nd, 2009, 01:43 PM
http://img12.imageshack.us/img12/7504/sapien2009090210420415.png
Welp. How do I make the sun smaller?

Ki11a_FTW
September 2nd, 2009, 02:30 PM
the lens flare tag

DEElekgolo
September 2nd, 2009, 05:16 PM
I've been fucking with it for an hour now. What am I supposed to change?