View Full Version : TM Mapping Team : Project Lumoria
Higuy
March 4th, 2010, 07:30 PM
Hi, and welcome to Lumoria.
http://img259.imageshack.us/img259/118/20478756.jpg
http://img220.imageshack.us/img220/7017/67426247.jpg
http://img137.imageshack.us/img137/9650/42381636.jpg
http://img84.imageshack.us/img84/5862/75518674.jpg
Lumoria. Lumoria is a galactic database, built thousands of years ago, storing information on almost everything in the galaxy. When a scientist team goes missing on the new-found planet, you are called into action.
You are May, a female Spartan. Bred for combat, built for war.
What was a originally just a search and rescue mission, becomes much more.
-THE TEAM-
Project Lumoria is a free-mod made in the Halo Custom Edition game by TM Mapping Team.
All rights belong to Bungie LLC and Microsoft Game Studios
TM Mapping Team runs a strict policy of management, while still being able to be creative and have fun. We are a group of people making maps for entertainment, and non-profit. Enjoy it if you like. You can read about our development process below.
-MORE MEDIA-
Development Process is the same thing as this
http://www.modacity.net/forums/showthread.php?21959-Higuys-Guide-to-Single-Player-Mapping
Teaser
cqaomsxv3Sw
Vidoc 1
ouxPcOfZTq8
Vidoc 2
UJuaLgFDdSY
Official Trailer
U_v6P63k_KA
DOWNLOAD EPISODE ONE:
http://hce.halomaps.org/index.cfm?fid=5631
EPISODE ONE RELEASE THREAD:
http://forum.halomaps.org/index.cfm?page=topic&topicID=35231
Moddb page
http://www.moddb.com/mods/project-lumoria
Updated on Modacity as of 1/17/11
S3anyBoy
March 4th, 2010, 07:31 PM
ogod I love it.
Con
March 4th, 2010, 07:45 PM
Is it me or did this just spring out of the ground? What a lovely surprise, especially since it's an SP level.
Timo
March 4th, 2010, 07:47 PM
Very nice. Awesome to see a mapping team that's actually got work to show before they announce their project. Can't wait :o
Higuy
March 4th, 2010, 07:50 PM
Is it me or did this just spring out of the ground? What a lovely surprise, especially since it's an SP level.
Well when you tell your entire team to keep quiet and don't post anything, things like that happen :P
legionaire45
March 4th, 2010, 08:11 PM
A mapping team with an actual plan that has some content to show?
For CE?
:O
Lumoria (Lemuria? (http://en.wikipedia.org/wiki/Lemuria_(continent))) looks nice so far, but some custom water textures and sprites would go a long way in making it look a bit nicer. Also, there's some mild texture stretching going on in a few spots.
The texturing and lighting for Titian is boring. Acceptable because it's an alpha but it might help to show a more complete version soon.
Are you approaching your development process the same way for all of your maps?
Higuy
March 4th, 2010, 08:17 PM
A mapping team with an actual plan that has some content to show?
For CE?
:O
Lumoria (Lemuria? (http://en.wikipedia.org/wiki/Lemuria_(continent))) looks nice so far, but some custom water textures and sprites would go a long way in making it look a bit nicer. Also, there's some mild texture stretching going on in a few spots.
Eh, the texturing was a tad rushed, will propbably be fixed before release.
and the term "Lumoria" is correct, not "Lemuria". You'll all find out eventually.
The texturing and lighting for Titian is boring. Acceptable because it's an alpha but it might help to show a more complete version soon.
Well its an alpha, with a tiled texture going around. No real texturing has been made or attempted yet.
Are you approaching your development process the same way for all of your maps?
Yes.
Answers in Red.
SilentChaos
March 4th, 2010, 08:45 PM
I love how you explained your development process, also is that tensity sky a placeholder? it looks kind of awkward in the background.
Higuy
March 4th, 2010, 08:47 PM
The sky is a placeholder for now.
Siliconmaster
March 4th, 2010, 08:54 PM
This looks really cool. Thanks for showing your development process- a lot of people could benefit from that approach (including myself, had I seen it years ago). I'm looking forward to seeing further progress- new mapping team MP releases and a new SP level are relatively rare.
Kalub
March 4th, 2010, 09:44 PM
1431
ghk
March 4th, 2010, 11:07 PM
looks nice so far
t3h m00kz
March 4th, 2010, 11:11 PM
Definitely not bad.
paladin
March 4th, 2010, 11:15 PM
its looks :iamafag:
hry
March 5th, 2010, 01:02 AM
NIce c;
L0d3x
March 5th, 2010, 12:47 PM
Lumoria, ah yes, quite the project name. Only someone with insane creativity could come up with such epicness :downs:
supersniper
March 5th, 2010, 01:07 PM
higuy i've always like your work but the names lol lumoria???
but yeah this should spring some life into this barren wasteland.
Dwood
March 5th, 2010, 02:54 PM
Oh hey look ur on hbo
Higuy
March 5th, 2010, 03:32 PM
Oh hey look ur on hbo
Cool, thanks for letting me know!
Higuy
March 8th, 2010, 05:22 PM
A couple screens we've shown at our halomaps thread but not here
http://img717.imageshack.us/img717/1271/tacticalformationbsp2.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/sapien2010-03-0522-06-19-58.jpg
Enjoy!
Dwood
March 8th, 2010, 05:28 PM
One thing that ive been wondering is, will there be voice acting?
Anton
March 8th, 2010, 06:52 PM
According to the halomaps thread, yes. Dwood, you are active in that thread, how did you miss that?:-3
Hunter
March 8th, 2010, 06:59 PM
Iza lyk :)
killer9856
March 9th, 2010, 01:53 PM
mannnnn this stuff looks terrible IM JUST PLAYIN
tis good, its the first time ive seen it on this website, where there is more good crit. cept my images are blocked V_______________________________V
Dwood
March 9th, 2010, 01:58 PM
According to the halomaps thread, yes. Dwood, you are active in that thread, how did you miss that?:-3
I missed that part during the war over the weapon set.
Anton
March 9th, 2010, 02:01 PM
I missed that part during the war over the weapon set.
Understandable.
L0d3x
March 9th, 2010, 06:14 PM
So I heard we're using Hardstyle for the music ingame :-3
Higuy
March 10th, 2010, 06:27 AM
So I heard we're using Hardstyle for the music ingame :-3
NO.
malolo420
March 10th, 2010, 02:45 PM
Looks wicked, can't wait to play.
Gwunty
March 10th, 2010, 06:48 PM
So I heard we're using Hardstyle for the music ingame :-3
can I produce music for this?
Higuy
March 10th, 2010, 07:11 PM
can I produce music for this?
hes joking about the hardstyle thing, fyi
Higuy
March 27th, 2010, 06:35 PM
Hello, small update.
Progress on the level has been going well, spring break has started for most of us on the team and we are about to get alot of things done.
Although, were starting to become in need of voice acting.
We need 5 male voice actors, and 2 female voice actors (or an extra male voice actor, if another female voice actor cannot be found, since that role isnt major for the second female)
If you want to apply:
Need some kind of experience in voice acting/ and or acting
a GOOD mic.
Reliable, can trust with beta's and the sorts.
By the way, there is one female and male lead roles.
I guess this is time to announce those lead roles in the mod as well:
May
A solitary young women who speaks little. She is in the Spartan II program.
Her life was shrouded in mystery even before the UNSC took her in. Her true name is unknown, she is simply known as May.
Brandon
A true to the book ODST. He is the squad leader of the recon squad in the mod.
He is fierce but calm in his own way, and yet has courage to fight along side his squad.
If you are intrested, pm me, or talk to me on:
aim - higuy8000
or xfire - higuy5
Thanks!
fake edit: Lodex is now playing as Brandon.
jcap
March 27th, 2010, 06:51 PM
I'm down. My friend has a recording studio in his basement and I know two other people who would lend their voices.
flibitijibibo
March 27th, 2010, 06:52 PM
Sent you a PM with my informations. I'll read whatever parts you'll let me do. XP
Higuy
March 27th, 2010, 07:25 PM
I've got 3 pending positions so far, being one person my friend knows (lol), Malloy, and flibitijibibo (Did I spell it wrong? :gonk:)
Jcap, talk to me on aim if you'd like a part.
e;
2 roles left. May ( the lead role) and a minor role.
Thanks to everyone whos helping out!
ThePlague
March 30th, 2010, 12:47 AM
I wanna do something. but i'm not a gurl :\ I'm great with voices, and can act (http://www.youtube.com/user/ThePlague897?feature=mhw4) pretty well. I also have a few good mics and a soundboard.
Higuy
April 10th, 2010, 08:30 AM
Finally got around to making a moddb page.
http://www.moddb.com/mods/project-lumoria
We also showed a pretty brief description of the mod's story.
The year is 2525. At the start of the Human-Covenant war, the UNSC had located a small planet now known as "Lumoria". The UNSC had discovered architecture and animal wild life on the planet, that no one knew of. This planet was built by the forerunners, they would later realize. A small research vessel was sent to Lumoria to study the new planet. Shortly there after, they were attacked by Covenant forces. The UNSC picked up a distress signal from the planet's surface. It was a message from one of the scientists. Their vessel was attacked by several covenant ships while he was studying the interiors of the new structures. The Endless Horizon, a small, stealthy UNSC frigate is sent in for a low-profile search and rescue mission.The story evolves into much more, I'm hoping the level to be quite long (probably like an hour or something) so we can get some pretty exciting things happening in it. We have the entire story written down, so don't think were making stuff up :v:
Also hopefully real soon we can show off some real cool stuff for you all. :downs:
Higuy
April 30th, 2010, 04:05 PM
New update!
We have a teaser video for you all:
http://www.youtube.com/watch?v=cqaomsxv3Sw
(view in high quality or die, also couldn't get the youtube tags to work... :S)
The song used is the video is "Old stuff". If you didn't recognize it by now, it's played shortly during the level 343 Guilty Spark.
And some new pictures!
http://i238.photobucket.com/albums/ff260/showbizfluffy/2-7.png
http://i238.photobucket.com/albums/ff260/showbizfluffy/1-7.png
http://i238.photobucket.com/albums/ff260/showbizfluffy/3-8.png
For now thats all we have to really talk about, enjoy the new media!
ps sorry for double post :saddowns:
sevlag
April 30th, 2010, 04:40 PM
Lookin good man. keep up the effor
Timo
April 30th, 2010, 07:12 PM
Looks damn cool. Can't wait!
TEMPTii
April 30th, 2010, 07:38 PM
Lookin pretty damn sick. The environment texturing makes me gasm :v:
Hotrod
May 1st, 2010, 04:17 PM
This does look really awesome. At first glace, second glance, and hell, every friggen glance it looks like it could easily be a part of the original game. 5/5
TEMPTii
May 2nd, 2010, 10:27 AM
This does look really awesome. At first glace, second glance, and hell, every friggen glance it looks like it could easily be a part of the original game. 5/5
Are you kidding me? This could easily be Halo 2 (of course with difference bipeds)
ODX
May 2nd, 2010, 02:05 PM
Odd, I just see it as a nice custom level made in Halo 1. A rare thing to find now-a-days ._.
SnaFuBAR
May 2nd, 2010, 02:37 PM
You guys should go nuts with bump mapping and shit on the BSP. It all looks really flat right now. I really wish you guys could/would use blend-if. The hard edges between textures on everything really makes it hard to suspend disbelief for me. I haven't done anything CE in a long time, especially texture related, but I suggest talking to dano about it.
ICEE
May 2nd, 2010, 03:00 PM
bump mapping is not a go in CE
SnaFuBAR
May 2nd, 2010, 03:03 PM
For BSP's, it is, but not weapons/vehicles/characters/scenery etc.
JackalStomper
May 2nd, 2010, 03:03 PM
Trying to make halo ce look modern has always been a terrible idea and looks horrible. Sticking to what it can do easily is the best choice.
Higuy
May 2nd, 2010, 04:38 PM
Trying to make halo ce look modern has always been a terrible idea and looks horrible. Sticking to what it can do easily is the best choice.
Halo 1's rendering can do some awesome shit but it can also do some really extremely not pretty shit. Like JackalStomper said, sticking to what it normally looks like is the best option.
Con
May 2nd, 2010, 07:43 PM
Agreed. Halo has a definite style and your map will look out of place if you stray too far. This is especially important for campaign maps where IMO you should be trying to recreate the sense of awe and wonder of everyone's first play-through of Halo's campaign. Fanciness gets in the way of that.
Corndogman
May 3rd, 2010, 07:58 PM
Original campaign did have bump maps, so use them, just don't over-do it.
Higuy
June 10th, 2010, 02:49 PM
Hey guys.
Project has been going good, so far.
Although, me (Higuy) have been becoming slightly depressed I guess. I've slowly been losing interest in the project (considering I have been working on it for about 6 months straight almost) and I'm putting it on hold until school gets out and I can get my act together.
If I cant find interest in the project and CE as it is, I'm either handing it off to someone trustworthy that I know will be able to continue leading the project, or just releasing it as is (It's still enjoyable).
- Higuy.
sevlag
June 10th, 2010, 04:54 PM
release it as is, OS it and hope someone picks it up and continues it
Lateksi
June 10th, 2010, 05:39 PM
Might want to give it to someone on your team.
Higuy
June 10th, 2010, 07:28 PM
Might want to give it to someone on your team.
The problem with this is that I would hand it off to L0d3x if I do quit; however we don't have anyone else capable of producing the same quality as the rest of the level's BSP's.
DarkHalo003
June 11th, 2010, 10:17 PM
The problem with this is that I would hand it off to L0d3x if I do quit; however we don't have anyone else capable of producing the same quality as the rest of the level's BSP's.
Are you taking a break from it all? You'll be a lot better off by letting some time pass with a break and then getting back to the Project in a week.
Higuy
June 11th, 2010, 10:23 PM
Are you taking a break from it all? You'll be a lot better off by letting some time pass with a break and then getting back to the Project in a week.
i took a one day break and started working on it again today becuase IM PUMPED FOR AWESOME SHIT
DarkHalo003
June 11th, 2010, 10:27 PM
i took a one day break and started working on it again today becuase IM PUMPED FOR AWESOME SHIT
THAT'S THE SPIRIT! I almost started working on Project 3 today too, but decided to play improved version of the B30 Contest Mod and watch Shudder Island.
So when is the Update supposedly ready by this Sunday? :q:
Higuy
June 17th, 2010, 11:14 AM
Hey guys!
Well this is one decent update!
Got alot to show, alot to talk about.
First up, here is a few pictures of the newest chapter in the level:
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/1_3.jpg
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/vista.jpg
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/5_3.jpg
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/4_3.jpg
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/2_3.jpg
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/3_3.jpg
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/ingame.jpg
We also have two wallpapers you can enjoy, there at 1920x1080. Right Click and View Image to save in full size.
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/wallpaper1.png
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/wallpaper2.png
Here is a few pictures of some new assets you'll also be seeing in the mod:
https://dl.dropbox.com/u/8027184/HaloCE/Lumoria/Images/Shield_Elite_E3_2000.png
Yes, that elite does have a shield, and that texture on it is a placeholder.
http://dl.dropbox.com/u/8039521/POOTASCOOP.png
Can you guess the new character??
Also update from Con on the sky:
http://img263.imageshack.us/img263/2796/previewex.jpg
~~
We also have a few new people to welcome to TM Mapping Team.
teh lag - teh lag is our new animator, since Jackal Stomper, our old one is gone. Jackal has become far to busy to continue working with us. teh lag will be making animations for cinematic's, and other ingame animation.
Yoko - Yoko is our new all around helper. She helps with tags, like Advancebo does, and many other things.
grhufnagl - grhufnagl (or George) is our new sound lead. He's also helping out with some of the voices in Lumoria, and doing SFX.
~~
Lastly, we have some (more) exciting news:
After a discussion with Lodex and I, we decided that we will be splitting the level in two parts. The first half of the level will be released before the second half, and that release is also drawing fairly closer then we ever would have imagined.
Secondly, we want to know if you, the public, would want the two levels named tmc_a and tmc_b, or a10 and a30. If they were named a10 and a30, they'd load right after each other. Give it a thought and give us a comment below!
We also have a small vidoc were working on, it should be out in the few days hopefully.
As always, more news and media at:
http://www.moddb.com/mods/project-lumoria
So thats all for now folks.
Keep it real, and stay tuned for the next update to find out that Pokemon!
sevlag
June 17th, 2010, 11:15 AM
i fucking love you for bringing back the triple layered energy shield
AND the thorn beast?!
next thign you'll be saying you brought back the blind wolf and the machette
Lateksi
June 17th, 2010, 12:24 PM
Shit man... This is what people should be holding their breath for, a professional level experience, not some half assed campaign mod!
Ifafudafi
June 17th, 2010, 12:36 PM
Shit man... This is what people should be holding their breath for, a professional level experience, not some half assed campaign mod!
:nsmug:
Anyways, I admittedly haven't been following this but judging by the screens this is friggin' awesome. UVs of the cliff in that picture of the Elite look a little weird though
Inferno
June 17th, 2010, 12:49 PM
Lock the fielid of view at 85 and I will love you.
Can't stand default 70.
Lateksi
June 17th, 2010, 01:01 PM
That wasn't about your campaign mod, Ifafudafi. If you look at some halomaps examples you'll understand me.
sevlag
June 17th, 2010, 01:16 PM
That wasn't about your campaign mod, Ifafudafi. If you look at some halomaps examples you'll understand me.
whats wrong with a BG campaign...oh wait
DarkHalo003
June 17th, 2010, 03:34 PM
Also, please remember to actually make the ViDoc worth watching instead of commentary video of someone playing the level with voices in the background. A ViDoc should inform the player while presenting accurate video clips and music. Playing Halo 2 MJOLNIR Mix the entire time will make it suck (because it's not as good as people say it is) and it's just obnoxious to have rock music the entire time someone is talking. On top of that, make sure you don't spoil anything in the campaign, such as surprises or really cool plot twists. As tempting as it is, it makes people think you're not being serious.
Good Example: Ifafudafi's Blood/Campaign Video. (Informative, multiple video clips illustrating what he was saying, and not just a playthrough of the level.)
Bad Example: Masters' Video Commentary (Mainly for its blandness as just playing the level, Masters' lack of energy in his voice, and the lack of other peoples' input.)
tl:dr
Watch the Bungie ViDocs. :)
That wasn't about your campaign mod, Ifafudafi. If you look at some halomaps examples you'll understand me.
You realize that people have to start from somewhere right? I can make much better things now thanks to playing and modding those campaign levels. You learn very basic and necessary things from such stuff and it's best that you probably shouldn't bash it. Some of those level are fun and people make them from inspiration and learn greatly from them.
SnaFuBAR
June 17th, 2010, 06:34 PM
I have to admit, the environments are looking really nice outdoors. The forerunner structures are pretty boring, though. I would have liked to have seen custom weapons and vehicles to go with all of this, or some sort of new feature that really brings the experience up to the next level, but that does take quite a bit of time and energy. Nice elite btw.
Con
June 17th, 2010, 10:19 PM
Thorn beast? You guys are awesome.
DEElekgolo
June 17th, 2010, 11:39 PM
We might make some more ambient life.
L0d3x
June 18th, 2010, 03:52 AM
I would have liked to have seen custom weapons and vehicles to go with all of this, or some sort of new feature that really brings the experience up to the next level, but that does take quite a bit of time and energy. Nice elite btw.
The level was designed to work with the Classic tagset.Though a few tweaks have been made here and there to some classic tags, to fit our needs.
We didn't want to become another CMT, which had the tags, but not the encounters and overall fun/well designed (single player) BSPs.
It's also much easier (and indeed less time consuming) to re-use already existing (decent) forerunner structures.
That being said, we've still got a few more surprises in store.
Cagerrin
June 18th, 2010, 04:33 AM
It's also much easier (and indeed less time consuming) to re-use already existing (decent) forerunner structures.
This makes me very unhappy.
L0d3x
June 18th, 2010, 05:00 AM
And why exactly, does that make you unhappy...
I'd understand if you didn't have an income, and had a few starving children, that you'd be unhappy.
I would understand if, you just broke up with your girlfriend, that you would be unhappy.
But a Halo CE mapping team re-using some forerunner stuff, no, I cannot believe that that would sincerely make you unhappy.
Cagerrin
June 18th, 2010, 05:07 AM
(he's unaware of the concept of hyperbole)
Really, though. You guys have got the rest of it looking so nice, and then the forerunner stuff sticks out like a sore thumb with shit on it. At the very least make a bunch of fitted textures so it's not all tiled.
Higuy
June 18th, 2010, 07:03 AM
It's Halo 1 styled structures and stock textures. There UV'd fine and fit in nice. I don't know whats wrong here.
Also, please remember that the lightmapping in the previous BSP shown yesterday was at 0.9 (ie, lowest quality possible) so that might of been the problem. Lightmapping would of taken a few days if I were to run it for a few good quality passes, and lightmapping also plays a very large role in how alot of things look.
Lateksi
June 18th, 2010, 11:42 AM
The structures look fine, are they TM's work or not. The ramps look bland but that's what Hang Em High looks like, and hey, you managed to make it look like what Combat Evolved level would look like :)
BTW I'd think Ifafudafi's stuff would look good on this...
L0d3x
June 18th, 2010, 12:34 PM
What kind of "stuff" does Ifafudafi (man what a name...) make then, that would fit in?
I am unfamiliar with his/her work, and can't be bothered to look it up ='(
Ifafudafi
June 18th, 2010, 12:42 PM
What kind of "stuff" does Ifafudafi (man what a name...) make then, that would fit in?
I am unfamiliar with his/her work, and can't be bothered to look it up ='(
Oh come on man there's a thread on the first got dang page
I deal in particle effects. There's a link in my sig to a couple of videos, and there's a few older things in the Release section.
L0d3x
June 18th, 2010, 12:48 PM
No need to get in a hissy fit, I'm not a "severe" forum member anymore. I only follow a few select threads.
Oh that stuff. Cool cupcakes.
Inferno
June 18th, 2010, 01:28 PM
Lodex is in Belgium, he has to walk 15 got damn miles to get to this forum anyways!
paladin
June 18th, 2010, 02:17 PM
Lodex is in Belgium, he has to walk 15 got damn miles to get to this forum anyways!
The internet is big, deal wid it.
Anyways, kick ass project.
Cagerrin
June 18th, 2010, 05:52 PM
It's Halo 1 styled structures and stock textures. There UV'd fine and fit in nice. I don't know whats wrong here.
Also, please remember that the lightmapping in the previous BSP shown yesterday was at 0.9 (ie, lowest quality possible) so that might of been the problem. Lightmapping would of taken a few days if I were to run it for a few good quality passes, and lightmapping also plays a very large role in how alot of things look.
"stock textures" is the problem here. They tile very obviously, and combined with the simplicity of the model(at least as far as the ramps are concerned, the rest isn't that bad) it's quite ugly. What I'm suggesting, at least for the ramps, is something like this.
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/4_3.jpg
this is very rough, but yeah. all of that would be texture detail, not geometry.
for the record, I really like the overhang above the ramps
PopeAK49
June 18th, 2010, 06:27 PM
I bet the cutsceen is pretty epic.
Arteen
June 18th, 2010, 08:36 PM
"stock textures" is the problem here. They tile very obviously, and combined with the simplicity of the model(at least as far as the ramps are concerned, the rest isn't that bad) it's quite ugly. What I'm suggesting, at least for the ramps, is something like this.
Rather, use more 'metal strips narrow ext'.
Inferno
June 18th, 2010, 08:37 PM
Rather, use more 'metal strips narrow ext'.
Who needs detail when you got metal strips narrow?
It srsly makes any map look better.
Siliconmaster
June 19th, 2010, 02:33 PM
Who needs detail when you got metal strips narrow?
It srsly makes any map look better.
Yes. This. Do it.
Mass
June 21st, 2010, 01:40 AM
for the record, I really like the overhang above the ramps
it's mine, I think from wizz, I didn't know it was in this before I read this thread, heh. Looks at home, and the whole project seems like it's coming along well.
also, follow the advice on the strips, relatively little effort for a big visual upgrade.
Higuy
July 6th, 2010, 07:17 PM
The new vidoc awaits!
ouxPcOfZTq8
Also please welcome Mass (Massacre) to the team, who is now modeling new environments for Project Lumoria. Mass has worked on other CE projects, such as Seclusion and Revelations.
More news and media at:
http://www.moddb.com/mods/project-lumoria
Dontu
July 7th, 2010, 02:57 AM
Excellent vid looks like it will be an excellent map cant wait to play the warthog encounter. :neckbeard:
Llama Juice
July 7th, 2010, 07:51 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/4_3.jpg
In that image please please please don't leave the sides of that metal straight up and down. What I mean, is make it look like the rock is overtaking it, rather than the metal flowing nicely into the rock surface.
Sel
July 7th, 2010, 09:14 AM
Whose the guy with the accent?
ThePlague
July 7th, 2010, 10:50 AM
Most likely Lod3x. I remember playing ODST with him
Sel
July 7th, 2010, 10:53 AM
I want him inside me, right fucking now.
L0d3x
July 7th, 2010, 12:23 PM
If only there was enough Lodeman to go around :'(
killer9856
July 7th, 2010, 12:56 PM
I already got me some Lod3x.
L0d3x
July 7th, 2010, 01:26 PM
What are you implying, Sahir? =O
Also, that buzzing noise in the background of my part, is my...freezer. It's a loud-ass motherfucker ='(
Higuy
July 22nd, 2010, 09:06 PM
Regular ole update of Lumoria.
New screen shots of new parts of the levels:
http://media.moddb.com/images/mods/1/16/15095/1.1.jpg
http://media.moddb.com/images/mods/1/16/15095/3.2.jpg
http://media.moddb.com/images/mods/1/16/15095/4.1.jpg
http://media.moddb.com/images/mods/1/16/15095/2.3.jpg
http://media.moddb.com/images/mods/1/16/15095/5.1.jpg
Thanks to our newest member Massacre, we have these lovely screen shots.
The level is pretty close to being done; that is, gameplay wise. At the moment, the level has about 30 minutes of gameplay on normal (regular Halo level has about the same).
We are looking for talented 3rd person animators who can give there helping hand. If you are one, and you want to work on Lumoria, we'd like to see the following from you:
Qualifications:
Experience with the HEK, and importing animations
Can animate decently (Show us a video)
PM me or add me on xfire, or aim, which both can be found on my profile page
We'd also like to say that tomorrow evening on CE3, you will be seeing the first gameplay footage of Lumoria. Stay tuned!
sevlag
July 22nd, 2010, 09:41 PM
oh lawdy is that what i think it is :D
the spiral ramp from pre-xbox halo returns
all i'm sayin is that there sure are alot of unlocked doors for a place that no one has been in...in a hundered thousand years
Siliconmaster
July 22nd, 2010, 09:58 PM
Beautiful- love the work you guys are putting into this!
ThePlague
July 22nd, 2010, 10:33 PM
Congrats on making it this far. Looks pretty badass.
DarkHalo003
July 22nd, 2010, 10:39 PM
How's the Audio going by the way?
Futzy
July 22nd, 2010, 10:40 PM
Encounters are fantastically done, its more on par and above the gameplay of halo 1s campaign.
be prepared to face the perils of backwards moving ambient life
sleepy1212
July 23rd, 2010, 07:19 AM
those stalactites look retarded but everything else is awesome
Martini-562
July 23rd, 2010, 08:20 AM
I gotto agree with sleepy, I think the stalactites are a bit sharp (now I realise that you have polygon budgets and all, but this seems a tad too sharp IMHO), but the Forerunner architecture is amazing.
So, are we going to see a video of this at HCE3? Because that alone would be a very good reason to watch.
L0d3x
July 23rd, 2010, 08:36 AM
Yes, there will be gameplay footage of Higuy playing Lumoria. I'm not sure which parts he will be showing though, I haven't even seen the vid myself!
Lateksi
July 23rd, 2010, 09:47 AM
New areas look good.
Higuy
July 23rd, 2010, 09:30 PM
If you missed the showing :
UJuaLgFDdSY
Shows raw gameplay footage.
Commentary by Higuy.
Enjoy.
Martini-562
July 23rd, 2010, 09:36 PM
Absolutely love the environments.
DarkHalo003
July 23rd, 2010, 10:30 PM
I wish we could have seen more though. :P
Also, if Peril is part of the music of that part, I'd change it to something else a bit more dynamic in style.
Timo
July 23rd, 2010, 10:41 PM
Not sure how I missed that first vid, getting more and more excited :x
Are you guys going to use any of ifafudafi's pretty particle effects?
L0d3x
July 23rd, 2010, 11:14 PM
Nope to the above ^
We're all about using as much classic tags as possible. To retain the original feeling of Halo. All our encounters are built around this too.
Timo
July 23rd, 2010, 11:19 PM
Awesome.
Siliconmaster
July 24th, 2010, 01:34 AM
Sweet. Looks like it will be a lot of fun.
PopeAK49
July 24th, 2010, 02:31 AM
This is the "custom" campaign that I've been waiting for all these years. Great job. I appreciate you all doing so much work on such an old game. Shows how much Halo CE still kicks ass.
n00b1n8R
July 24th, 2010, 08:18 AM
So how representative do you think those spaces/encounters were compared to the final version?
As in, what percentage complete were those areas?
DarkHalo003
July 24th, 2010, 09:25 AM
So how representative do you think those spaces/encounters were compared to the final version?
As in, what percentage complete were those areas?
This. So much this. Making sure the encounters are fun (not just "epic") is probably the most difficult thing, especially when you're working on your own. If you don't think an encounter is complete and ready for release, then chances are it isn't.
L0d3x
July 24th, 2010, 10:15 AM
Epic and fun go hand in hand. And we aren't working on our own. The encounter you saw is complete and has been through ALOT of iterations, just like all our encounters.
It's just too bad that Higuy kind of didn't show it off as it should've been, but hey, nobody gave him any guidelines. And to each their own way of playing.
Play it on your own, and you'll see the amount of details that went into this.
neuro
July 24th, 2010, 10:54 AM
you rly need to go over your BSPs, and fix all the smoothing group issues you've got going on in alot of places, most notably, the forerunner pipes.
PopeAK49
July 24th, 2010, 01:44 PM
That's funny because I was going to tell higuy the same thing, but he wasn't online...But yeah, like neuro said those pipes need some fixin.
L0d3x
July 24th, 2010, 06:44 PM
Here's another gameplay video of the same part Higuy showed, except played by myself. I hope this will give a better understanding of what exactly is going on in this space, and I guess it also demonstrates how differently some people can play the same encounter =)
CSbc4QHseNw
DarkHalo003
July 24th, 2010, 06:57 PM
I like it for what it's supposed to be. The only thing that bothers me is the music and Brandon's placeholderness (make him not react to the player like other marines, especially if he calls the Spartan by May).
sevlag
July 24th, 2010, 10:50 PM
you guys hiding something by not going stirght when you go into the tunnels?
L0d3x
July 25th, 2010, 06:44 AM
Haha, wait and see :downs:
Hydrogen32
July 26th, 2010, 04:22 PM
:P thats lod3x for you. anyways why have two ways? is the the person came out of going ot be blocked in the final
Resinball
July 28th, 2010, 01:09 AM
Hey you guys were mentioned on my favorite gaming info site Rock Paper Shotgun: http://www.rockpapershotgun.com/2010/07/27/mod-news-fear-and-forget/.
I thought that was cool because I cannot recall the last time HCE mappers were mentioned on a non-mod/halo site.
Dwood
July 28th, 2010, 01:28 AM
Pretty awesome. Also, you guys are the 5th link to register on google... That count for something right?
DEElekgolo
July 28th, 2010, 02:33 AM
:)
Con
August 10th, 2010, 09:08 PM
:parrot:
http://img834.imageshack.us/img834/120/preview1zd.jpg
http://img12.imageshack.us/img12/2008/preview2zb.jpg
http://img97.imageshack.us/img97/6033/preview3c.jpg
DEElekgolo
August 10th, 2010, 10:01 PM
Could use some stars.
Maybe an epic sun like in Hanging Gardens?
http://img191.imageshack.us/img191/3950/fountain.jpg
Siliconmaster
August 10th, 2010, 10:09 PM
I like! A lot! The painted look of the clouds is actually really cool- has a surreal quality to it.
Dwood
August 10th, 2010, 10:29 PM
The mountains look transparent, IMHO. Other than that, pretty awesome!
Futzy
August 10th, 2010, 10:35 PM
Just needs a bit of distance fog and it'll be amazing
Higuy
August 10th, 2010, 10:48 PM
cool cat con make a lush lumoria sky.
<3
Con
August 11th, 2010, 02:25 AM
Could use some stars.
Maybe an epic sun like in Hanging Gardens?
Stars..during the day?
Sun up to Lumoria people.
The mountains look transparent, IMHO. Other than that, pretty awesome!
Can you explain a bit more? I tried to leave as much of the mountains visible as possible while still having a smooth transition to them.
Thanks for the comments duders :)
L0d3x
August 11th, 2010, 02:58 AM
I've said this to Higuy, but I feel the areas with the little forerunner structures could use slightly more interesting terrain. Right now they're basically just on a flat plane, not bad from a huge distance, but if you zoom in with even just the pistol, it takes away the dreamish feeling imo.
Other than that it's pretty good, the hills and planets are very nice.
Con
August 11th, 2010, 03:52 AM
I agree. I'm gonna play around with the mesh a bit so it looks like there are hills there.
Kornman00
August 11th, 2010, 10:06 AM
Stars..during the day?
It's more likely than you think (on a Halo anyway)
http://www.bungie.net/images/games/Halo/screenshots/scrn_055.jpg
Depending on how large the planet really is, the atmosphere may not be that high to where the reflection of the surface water drowns out any projected light from space. That moon (in Lumoria) is pretty huge and can be seen pretty well.
ODX
August 11th, 2010, 01:16 PM
The golden rule for making shit in video games is always:
Aesthetics over Realism
Do what you think looks best Con, not always what 'makes sense.' (Of course, you can't go too far with that where it's just insanely overdone)
Mass
August 11th, 2010, 01:21 PM
It's more likely than you think (on a Halo anyway)
Depending on how large the planet really is, the atmosphere may not be that high to where the reflection of the surface water drowns out any projected light from space. That moon (in Lumoria) is pretty huge and can be seen pretty well.
I'm rather positive con thought about this and clearly he came to the conclusion that being a planet the stars would not show during the day. Despite the fact that it is small by planetary standards our installation is waterlogged in so far as we have already rendered it, and because as a forerunner construct it has an essentially terrestrial atmosphere, I think it is safe to assume that stars would not be visible in the sky during the day. But they might look cool.
Dwood
August 11th, 2010, 05:23 PM
Where the mountains meet the terrain, I can see the terrain, and it's not the as if the green gradually turned into the snow-topped mountains.
DEElekgolo
August 12th, 2010, 03:02 AM
It seems as if the mountain was floating above the ground.
Con
August 12th, 2010, 03:40 AM
I'll see what I can do. I've done something fancy with the terrain shader that allows me to mask off where the detailmap goes. If I make it so there's no detail map on the distant areas then it may blend nicer. I can also adjust the colouring of the terrain.
I could add stars but the call would come from the Lumoria guys.
Lateksi
August 12th, 2010, 03:58 AM
Along with the Revelations one, that's the best CE sky ever. Just wow.
Cagerrin
August 12th, 2010, 04:05 AM
Maybe my eyes are just fucking with me, but the forerunner planet appears to be squished.
Lateksi
August 12th, 2010, 04:48 AM
Yeah it looks stretched. Might be a widescreen problem, but then again, the other planet isn't squished.
Higuy
August 12th, 2010, 08:11 AM
Maybe my eyes are just fucking with me, but the forerunner planet appears to be squished.
Its a wide screen problem con had with taking the pictures i think; the bitmap is completley round and its fine on my end, in the older version I have.
Siliconmaster
August 12th, 2010, 08:16 AM
IIRC Con uses a very high FOV when playing widescreen Halo- because of that he could always see portal errors in my map that I couldn't.
Con
August 12th, 2010, 12:44 PM
I also increase the FOV for these screenshots so you can see more of the sky at once. It'll always be distorted around the edges.
killer9856
August 12th, 2010, 07:08 PM
Oh Con, you are very good at what you do :)
CrAsHOvErRide
August 12th, 2010, 09:44 PM
Oh Con, you are very good at what you do :)
go suck his penis while you are at it :v:
WithScars has been in business for centuries:allears:
Con
August 13th, 2010, 01:18 AM
I thought you guys might like this:
http://img231.imageshack.us/img231/8582/vistag.jpg
It's the original concept for the sky. I ended up using this as the texture for that 3d mountain.
Dwood
August 13th, 2010, 02:33 AM
I think you need more semi-triangular brushes of varying size in order to get a more realistic forest on your mountains.
Con
August 13th, 2010, 11:42 AM
Yeah, I think I need to make some more brushes with trees of different types and proportions.
LlamaMaster
August 13th, 2010, 03:36 PM
If you were going for a painted look, then by all means, it looks great. However, if you weren't, then it doesn't look like it fits in Halo very well. It's just the wrong stylization for Halo.
Edit: It's mainly the clouds that are bothering me...
Futzy
August 13th, 2010, 03:43 PM
Yes, the clouds should be lightened up a bit, and the edges should be slightly transparent, as that would be where the most light gets through
Con
August 13th, 2010, 03:59 PM
Yeah, especially around the bottom
http://ipbeats.files.wordpress.com/2008/08/day-2-puffy-cloud.jpg
*adds to sky to-do list
L0d3x
August 13th, 2010, 04:52 PM
Well since we're adding to the TODO list (you should see mine xD):
http://img12.imageshack.us/img12/2008/preview2zb.jpg
I just think this particular area needs a prettier "bottom". A prettier top view of a forest with some variation in elevation.
Futzy
August 13th, 2010, 05:27 PM
I can only remember a couple of parts that you could even look down and see that area, but a bit of variation in the detail might help
Con
August 13th, 2010, 05:39 PM
I tried to keep the detail map as uniform as possible. When you start adding variation you get those repeating patterns going off into to the distance. However, the base map is at a resolution such that I can make small enough variations to particular areas.
Futzy
August 13th, 2010, 05:46 PM
I can see what you mean, the repetition inst noticeable at all and it looks really nice out in the distance, but if you can add another one for places you can look down, like the bridge and that cliff after you have to get out of the warthog
Con
August 13th, 2010, 05:49 PM
Well if it's about having too much forest then I can definitely change that. Like I said before, I can mask off where the forest is and just have the base map (like clearings and hill-tops)
Higuy
August 13th, 2010, 06:06 PM
oh btw con, is there a mask with animated clouds on the map yet?
Con
August 17th, 2010, 02:02 AM
I wasn't planning on animated clouds, just going for a sunny mostly clear day. Want em?
Higuy
August 17th, 2010, 09:22 AM
I wasn't planning on animated clouds, just going for a sunny mostly clear day. Want em?
I think it'd be nice if there was just a little bit of animated clouds up in the sky, the one you sent me felt a bit weird without them.
Higuy
August 17th, 2010, 03:00 PM
Double post :
Updated front page, looks alot nicer now with the face lift.
Con
August 19th, 2010, 01:37 AM
Added the animated clouds (among other edits)
http://img812.imageshack.us/img812/1849/prev3.jpg
http://img804.imageshack.us/img804/1197/prev2.jpg
http://img571.imageshack.us/img571/1966/prev1y.jpg
I think it turned out pretty good. It's a calm background to the action and scenery of the maps. It doesn't get in your face or distract you, but still has that epic feel to it.
The only thing left to do is fix the lighting direction (doesn't come from the sun marker right now).
Amit
August 19th, 2010, 01:45 AM
What's the use of showing animated clouds in pictures? :p
Timo
August 19th, 2010, 02:10 AM
Those random forerunner structures look really out of place, but other than that it's pretty neat :]
NotZac
August 19th, 2010, 02:26 AM
Those random forerunner structures look really out of place
Is that what they are?
They looked like sailboats :raise:. But that's a silly idea since, you know, they're so far inland...
Other than that, the sky looks very, very impressive.
L0d3x
August 19th, 2010, 02:48 AM
I like the hilly areas and improved forest-pallet.
Still not so keen on the flat water area, but I don't think it'll be shown in your face in-game anyways, so I guess that's not a huge issue.
Nice job Con :)
Con
August 19th, 2010, 03:52 AM
That part should be mostly hidden, yes.
I can try to do something about the forerunner structures... not sure what exactly. How can I make them still there but not looking out of place?
Dwood
August 19th, 2010, 04:12 AM
Those forests on the mountains look out of place, imho... they should be sparser... try thinning them out- also, unless the mountains go SUPER HIGH they typically don't have that much snow on them.
Timo
August 19th, 2010, 04:27 AM
They don't seem to be scaled very well, there's no way there should be snow on that peak when it looks like it's only say four or five times the height of those structures (looking at the second screenshot). They seem to be far too detailed relative to the flat green texture they're sitting on as well (assuming that green plain is supposed to be a forest viewed at a distance, halo's pine trees were nearly as tall as those structures).
I can understand the ones that are on the actual level area because you're up on a massive plateau (so they're visible from a distance), but having them randomly in the middle of some grassy plains doesn't really make sense in my mind. Now that I look at it some more, it's odd that mountains that seem to be at a lower elevation to you have snow on them, yet the game area is grass.
Higuy
August 19th, 2010, 08:22 AM
Looking real nice Con. The only suggestion I have left is just to edit the structures like Lodeman said, and make sure the sun is in the correct place!!
killer9856
August 19th, 2010, 11:09 AM
The little forerunner thing bugs me, but maybe it will fit in when its in-game.
Con
August 19th, 2010, 11:25 AM
There's no snow on the mountains in this pic:
http://img804.imageshack.us/img804/1197/prev2.jpg
I was going for a sandy/dirty look hence the brown but I guess it wasn't clear enough.
If I moved those mountains closer would that look better, Timo?
edit:
The structures have been made smaller and I added some trees around their base to help blend them in.
http://img828.imageshack.us/img828/6236/47552415.jpg
Other things I did was edit the mountain texture so it doesn't look like snow anymore and made the moon with the lights a little less blue.
Dwood
August 19th, 2010, 03:27 PM
You don't have to make them closer, but if you scaled the mountains a bit so that it's larger then I think it would look a lot less out of place... Those Forerunner structures just don't seep like they would serve a purpose IMHO because they're stuck in the middle of a plain.
Cagerrin
August 19th, 2010, 06:09 PM
Perhaps if there was a wide strip of Forerunner stuff between the towers, running off behind the mountains? Making it look like the ground's eroded away from it.
L0d3x
August 19th, 2010, 06:17 PM
I think it'd be nice if you added in some more of those little trees here and there on the plane.
n00b1n8R
August 19th, 2010, 08:34 PM
It really doesn't look right how you've got a flat plane of "trees" and then suddenly some actually pop up. Either do the whole thing like that, or put the forerunner bits (and their trees) on sections of dirt or that look visually different (grass clearings) and put some more 3D trees around the far side of the clearing where the tree-line resumes.
DarkHalo003
August 19th, 2010, 09:07 PM
I agree that the Forerunner structures look pointless with nothing but standard terrain around them. They also look MASSIVE in comparison to how that Forerunner structure usually is. Unless you make the mountain bigger or make the structures different, it'd be best to remove them entirely. Just my opinion though.
Cagerrin
August 19th, 2010, 09:19 PM
Yeah, it'd make more sense to have a wall there, or rework the structures so they're different enough from beam towers that the size fits.
Con
August 19th, 2010, 10:00 PM
http://img844.imageshack.us/img844/2270/71184468.jpg
3d trees anyone?
edit: updated screenshot with beam tower
ThePlague
August 19th, 2010, 10:03 PM
Holy shit, that's in Halo 1? :o
Futzy
August 19th, 2010, 10:15 PM
That and the empty areas make it look perfect.
Cagerrin
August 19th, 2010, 11:48 PM
The towers still look out of place. I think they're too wide, and don't quite look like forerunner metal.
Con
August 19th, 2010, 11:54 PM
:|
http://img535.imageshack.us/img535/3097/structures.png
Cagerrin
August 20th, 2010, 12:07 AM
Second tower's better than the first. I know Bungie's done it in concepts, but leading edges look terrible when they've got two different angles like that without obviously being different pieces.
http://www.majhost.com/gallery/TalonX/randomstuff/structures.png
Also both towers seem too far away.
L0d3x
August 20th, 2010, 05:52 AM
Wow, Con, that last screenshot you posted looks amazing. I have no crit left, just wow.
Personally I think the forerunner structures in that shot look very cool now.
Higuy
August 20th, 2010, 09:05 AM
Im assuming the beam from the towers shoot up into the sky, right? Still looks pretty awesome.
Con
August 20th, 2010, 11:28 AM
Second tower's better than the first. I know Bungie's done it in concepts, but leading edges look terrible when they've got two different angles like that without obviously being different pieces.
http://www.majhost.com/gallery/TalonX/randomstuff/structures.png
Also both towers seem too far away.
I like this. I'll change them soon and also move them a bit closer.
Im assuming the beam from the towers shoot up into the sky, right? Still looks pretty awesome.
Yuppers. It's pretty cool to watch.
Hotrod
August 20th, 2010, 01:15 PM
This project is becoming too sexy. I don't think you should release it, because people might die of it's pure awesomeness.
Dwood
August 20th, 2010, 01:23 PM
Good job with that mountain Cons-cars, really brought it into perspective.
Rentafence
August 20th, 2010, 02:01 PM
Holy god how do you do this
Con
August 20th, 2010, 02:25 PM
Holy god how do you do this
If anyone's wondering about the trees, here's how:
http://img691.imageshack.us/img691/8782/59989574.png
I basically just duplicated the terrain mesh for every layer of the trees. Each layer has a cross section of some trees. This pattern of trees tiles across the landscape, and an overall mask hides them over water and also gives a distance fog effect with its diffuse. When you bring the layers close enough it looks like a solid object. This actually gives a bit of a performance hit so since you can't notice the effect in the distance anyway I'm going to fade it out and delete those parts of the mesh.
Rentafence
August 20th, 2010, 02:31 PM
That's pretty clever.
Timo
August 20th, 2010, 06:04 PM
Looks much better now, I like :].
n00b1n8R
August 20th, 2010, 10:01 PM
I think the one in the far distance looks great now, the one on the left still seems a tad out of place though (aren't these things usually positioned at even intervals too?)
Che Guevara
August 21st, 2010, 03:50 PM
long time watcher, first time poster. i think the issue with the forerunner towers is that they're not in scale with the surrounding "trees". the structures we came across in halo1 weren't THAT much bigger than the trees. just my 2c
Cagerrin
August 21st, 2010, 06:29 PM
long time watcher, first time poster. i think the issue with the forerunner towers is that they're not in scale with the surrounding "trees". the structures we came across in halo1 weren't THAT much bigger than the trees. just my 2c
This is an incredibly good suggestion, especially as it'll let you see more of the detail on the towers.
Move the towers into some of the clearings in the closer part of the forest?
L0d3x
August 23rd, 2010, 10:08 AM
Once again we'd like to make a shout for 3rd person animators to do one or two cutscenes for us.
If we can't find someone who meets the standard we'd like to achieve, I'm afraid we'll have to resort to using command lists in our cinematics, which obviously will lower the overall quality of the story telling...but our hands are tied.
sevlag
August 23rd, 2010, 06:01 PM
so besides the tree thing? are there any changes to the encounters you've shown so far or is it the same schtick?
FRain
August 23rd, 2010, 10:17 PM
Yo. Lod3x. 3Panims Hook me up.
L0d3x
August 24th, 2010, 05:12 AM
I sent you an xfire invite. To hook you up.
FRain
August 24th, 2010, 01:55 PM
YES SEND ME THE CRACK (anims)
shit i just reformatted and need to re-DL xfire
Higuy
August 27th, 2010, 03:39 PM
Hey guys. I've ran into a huge problem and im not sure how to fix it.
08.27.10 15:30:33 \halopc\haloce\source\rasterizer\dx9\rasterizer_dx 9_hardware_bitmaps.c(148): D3DERR_INVALIDCALL in IDirect3DDevice9_CreateTexture(global_d3d_device, width, height, bitmap->mipmap_count+1-mip_levels_to_drop, 0, rasterizer_bitmap_format_table[bitmap->format], D3DPOOL_MANAGED, &(IDirect3DTexture9*)bitmap->hardware_format, NULL) (code=-2005530516, error=<can't get description>)Basically, when I load ANY scenario of mine in sapien, a hobo, etc, the entire bsp is black, sky looks corrupt, and no bitmaps render.
http://img52.imageshack.us/img52/5364/messedupw.jpg
Does any one know a solution to this problem?
Realized it does this to Halo PC as well; haven't checked CE but its probably the same case. I'll check my other games as well.
edit; yep it does. Tested Mirrors edge; got this.
http://img64.imageshack.us/img64/6328/fuck111.jpg
Update drivers perhaps?
edit2: nvm, seemed to fix it. I have dual monitors. Earlier I had my tv hooked up up to my computer, and I guess somehow the DXT Texture thing was disabled in the ATI control center. :\
DarkHalo003
August 28th, 2010, 12:37 PM
Alright, here's a list of things you can try BEFORE updating your driver (since Driver updates can be quizical):
-Restart your computer.
-Run a Virus Scan (some applications on the web use Direct3D and might have slipped in)
-Make sure you didn't put anything you shouldn't have put inside the Direct3D folder in the HCE or HPC directories.
Other than that, I'm not honestly sure. You might want to try your Driver Update though, but I can't see why it would cause such an issue considering you've been able to open Sapien (of all things) before, right? If you haven't restarted your computer, definitely do that though: it fixed my Sapien error (the one with the obnoxious title.)
EDIT: Saw that you fix it, but always keep in mind a good restart can fix a lot of things.
Higuy
September 2nd, 2010, 05:34 AM
Hey guys! Here's another glorious Lumoria update, jam packed with explosions, epicness, and other crazy amounts of awesome things.
To get the ball rollings, I have whipped up a brand new trailer for Lumoria. Its the "Official Trailer" if you will.
Here it is located on YouTube.
U_v6P63k_KA
Con's sky is also coming to a close, if you want to expect changes you can, but It might just stay the same. No one knows, its up to Con and the Lodeman to duel things out.
http://img838.imageshack.us/img838/9092/59005235.jpg
http://img844.imageshack.us/img844/2270/71184468.jpg
Also from the trailer, your probably going, WTF? When did all these BSP changes take place?? Well.. they took place when we made them better.
Here's a review of how things look now.
http://img832.imageshack.us/img832/1182/97843581.jpg
http://img689.imageshack.us/img689/4236/50337905.jpg
http://img529.imageshack.us/img529/3698/47999333.jpg
http://img37.imageshack.us/img37/8606/49159183.jpg
http://img842.imageshack.us/img842/3259/28744276.jpg
We are also adding in ANOTHER pre-halo asset, the "Shadow". Its one hell of a machine, might want to watch out for it!
http://img155.imageshack.us/img155/1757/shadowevolution2.png
(left to right : pre-halo shadow, shadow wip1, shadow wip2)
Well.. I thinks for all today folks. We are STILL looking for a skilled 3p animator. PLEASE! Notify us if you are willing to do some [short] work. Not much is needed... The fate of Lumoria's well being could rest in your hands!
Catch y'all later!
L0d3x
September 2nd, 2010, 06:08 AM
Holy poodles, nice update.
I like the way you slowed down some of the gameplay to add in that bit more "drama" =P
Nero
September 2nd, 2010, 12:54 PM
Very nice!! Love the detail put into this.
Cagerrin
September 2nd, 2010, 02:48 PM
Is the fugly ramp/wall old footage, or is it still in for some unfathomable reason?
Other Forerunner stuff is looking good, though.
(should have used Unfolding Armies instead of Heart of Courage, oh well)
TeeKup
September 2nd, 2010, 03:56 PM
This is looking extremely well done, I'm rather happy I reinstalled CE.
DarkHalo003
September 2nd, 2010, 08:08 PM
*Correction: That's really just the Spectre's old-fashion form. The Shadow is actually a Covenant transport.
True statement: This looks great still. I wish the elite leaping at the end had that porta-shield though. :downs:
ghk
September 2nd, 2010, 09:04 PM
nice trailer,everything looks really good
SnaFuBAR
September 2nd, 2010, 09:53 PM
not a fan of how the newest vehicle has been modeled because the surfaces for it are just wrong. other than that, the gameplay looks solid.
Limited
September 2nd, 2010, 10:34 PM
Shit hot, superb, I havent played a Halo game for a while, this has really got me in the mood to play Reach and brings back memories of Halo 1, cant wait to play this map.
Amit
September 3rd, 2010, 02:06 AM
The part where the Spirit dropship drops down to unload grunts is just epic. Gives the feel of an invasion. That's one of my gripes about Halo games, the dropships always take their time. HEV and elite drop pods are instant drops so they already look badass when they come down, but you don't ever see a dropship do cool shit.
Alwin Roth
September 3rd, 2010, 09:46 AM
this has to get featured on bungie.net...
JackalStomper
September 3rd, 2010, 10:19 AM
Whoa, this sure has improved a lot.
Lateksi
September 4th, 2010, 06:17 AM
Everything looks real good and damn, you've got a shadow in there!
abc1232
September 4th, 2010, 03:10 PM
This looks really cool
Amit
September 4th, 2010, 04:49 PM
I'm not sure if this has been said yet, but the Shadow was a ground vehicle transport that was in Halo 2. This thing looks more like a slimmed down Spectre.
FRain
September 5th, 2010, 07:32 PM
Yeah, the old PRE-Halo vehicle that you said was actually made into the Revenant in Reach, except that the gun is controlled by the driver.
Futzy
September 5th, 2010, 07:45 PM
The revenant is pretty much a miniature wraith, only similar to the shadow in looks.
Can't wait to play with the G as flowers and Cons sky :)
Shade117pro
September 11th, 2010, 07:46 AM
Enough talking about TMs 'shadow' Lets get more pics up (and hopefully Great Discussion)
Edit: this was also a bump
OpsY
September 13th, 2010, 09:56 AM
Dang this looks better and better. Really was time someone made real SP stuff... not just mods.
sevlag
September 13th, 2010, 10:00 AM
too bad this will be lsot now because of reach...but if this mod DOES come out you can bet your sweet virgin asshoel i'll play it
DarkHalo003
September 13th, 2010, 05:28 PM
What kind of weapon does the turret use? Like, is it similar to a Specter turret or like a Shade Turret?
Shade117pro
September 15th, 2010, 01:50 AM
What kind of weapon does the turret use? Like, is it similar to a Specter turret or like a Shade Turret?
Its weapon is purely based on the E3 version. It does have some spectre similarities but that's all i know.
Ibeechu
October 20th, 2010, 04:35 PM
Hello there, guys. A friend of mine from HBO told me about this project and said that you guys were looking for an animator. I'm a class 2 student at Animation Mentor. I've never worked with the Halo engine before, but here's my class 1 progress reel:
SuI78Udn1A8
Aside from that, here's a WIP of what I've been working on for the last 3 weeks (still pretty rough; needs a lot of polish between now and the end of the week when it's due)
https://dl.dropbox.com/u/3794401/play_401_ex.mov
AM is a really intense program and I'm not sure how I'd be able to juggle both school and doing something like this. I think it depends on what you guys want, and what I'm doing at AM each week. I figured I'd post here just for shits and giggles. I'm not that good of an animator at all yet, but, if I could find a way to handle school and a volunteer job, that'd just be more practice, which is always good :)
Message me if you have any questions or anything. It'd really be cool to work on something like this. I'm just not very good, and I'm busy a lot, and I've never used the Halo engine :P
sevlag
October 20th, 2010, 04:50 PM
Hello there, guys. A friend of mine from HBO told me about this project and said that you guys were looking for an animator. I'm a class 2 student at Animation Mentor. I've never worked with the Halo engine before, but here's my class 1 progress reel:
SuI78Udn1A8
Aside from that, here's a WIP of what I've been working on for the last 3 weeks (still pretty rough; needs a lot of polish between now and the end of the week when it's due)
https://dl.dropbox.com/u/3794401/play_401_ex.mov
AM is a really intense program and I'm not sure how I'd be able to juggle both school and doing something like this. I think it depends on what you guys want, and what I'm doing at AM each week. I figured I'd post here just for shits and giggles. I'm not that good of an animator at all yet, but, if I could find a way to handle school and a volunteer job, that'd just be more practice, which is always good :)
Message me if you have any questions or anything. It'd really be cool to work on something like this. I'm just not very good, and I'm busy a lot, and I've never used the Halo engine :Pthis could have been sent via PM...
anyways judging from the lack of updates its safe to say this is dead in the water
Con
October 20th, 2010, 05:07 PM
this could have been sent via PM...
anyways judging from the lack of updates its safe to say this is dead in the water
The project needs animators regardless of when the last update happened. Lumoria will come out eventually, so any extra help will make it sooner. The project has come too far to be abandoned.
Ibeechu's animations look very well done and I think he could contribute nicely. Hopefully the Lumoria guys notice this soon.
Higuy
October 20th, 2010, 05:20 PM
Uh the project is no where near dead, if you've been following the Halomaps topic you'd notice that I would be saying that its most likely going to be out this month or early next. Also I haven't checked the those animations yet - I'll do that, we have one animator, but another is just really a good plus. And as usual were looking for voice actors. Were looking for 2 VA's, one for Brandon and one for the Scientist. All the other roles have been filled.
ThePlague
October 21st, 2010, 01:53 AM
Depending on the quality of what you need, and what the scripts are, i'd be able to do some voices for you. I can do different accents, tones, whatever it is I could probably do it. My range can be from Mario, to Bill Cosby, to even Arnold Schwarzenegger (yeah, I know, lol). You have my Xfire already, so you can contact me if you want :p
OpsY
October 27th, 2010, 02:03 PM
With voice acting and all? Nice. Can't wait to see. I'm working on my own mini campaign... and it surely won't get half as good as what yours looks like atm. +rep (well it's gone) for using custom BSP.
Higuy
October 27th, 2010, 05:47 PM
http://img641.imageshack.us/img641/2742/lighteffect.jpg
light effects ftw.
We have this new lens flare effect thats similar to many other new games, namely Mass Effect or in Halo Reach were it is shown a lot. Hopefully the use of this effect will help give off a semi-cool feel.
Con
October 27th, 2010, 06:33 PM
I like it.
n00b1n8R
October 27th, 2010, 06:45 PM
It's too +'ey, needs more *.
Siliconmaster
October 27th, 2010, 06:51 PM
I love it.
Futzy
October 27th, 2010, 07:09 PM
It's too +'ey, needs more *.
yep
Higuy
October 27th, 2010, 07:27 PM
I changed them to be more horizontal and less vertical, also a bit bigger. Should be better now. The idea was for a "--+--" thing going on.
ex:
http://img837.imageshack.us/img837/4585/ctorchupdatedjpg.jpg
http://img200.imageshack.us/img200/5769/indoorjpg.jpg
n00b1n8R
October 27th, 2010, 08:38 PM
That works too :)
DarkHalo003
October 27th, 2010, 08:54 PM
The Torches look very good with the horizontal, but I don't think it quite fits the Forerunner Lights. Look at an overhead light at school; that's sort of what I expect when I see the Forerunner Lights.
Higuy
October 27th, 2010, 09:02 PM
One last question:
http://img823.imageshack.us/img823/9244/newsun.jpg
Change it to this, or keep the default Halo 1 sun? I kind of like this more, its different and also pretty cool, but I'd like your guy's opinion.
seanthelawn
October 27th, 2010, 09:29 PM
As I said on Halomaps, I'm all for cool changes but this one just doesn't seem right.
Warsaw
October 27th, 2010, 09:52 PM
Default sun. This one looks over-bright and like it would fit better with a massive exposion (isn't that actually what it's from?) than it would as the star. Lens flares like this just don't suit the rest of Halo's default look. You would have to do some serious modification to everything to set the tone proper for this type of cinematic effect.
Futzy
October 27th, 2010, 10:48 PM
Does the flare occlude properly thought trees and such? If so, then keep it.
n00b1n8R
October 28th, 2010, 12:45 AM
One of the things that BLEW MY FUCKING MIND (graphicswillnevergetbetterthanthiswehaveachievedp hotorealism) when I first played halo was the sun and the way its rays filtered through trees. Put the default back D:
Dwood
October 28th, 2010, 03:15 AM
I said on Halomaps, just reduce it's power by like 25% so I don't feel like a supernova's coming.
Higuy
October 28th, 2010, 06:30 AM
It still has the rays.
n00b1n8R
October 28th, 2010, 09:47 AM
It still has the rays.
Yeah but that flare is still seriously overdone.
I'm just a purest when it comes to the sun. :p
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