PDA

View Full Version : WIP: Milo (56k warning)



LlamaMaster
May 10th, 2007, 09:56 PM
I have very little time to talk right now so I'll just post pictures. One thing though, this is only a small portion of the level. The rest is untextured and I'll post renders of it later.

http://img249.imageshack.us/img249/2583/milotexturedjc1.jpg

http://img250.imageshack.us/img250/2724/milotextured2xg3.jpg

http://img385.imageshack.us/img385/8137/milotextured3qd7.jpg

http://img385.imageshack.us/img385/114/milotextured4nt7.jpg

http://img385.imageshack.us/img385/528/milotextured5nb8.jpg

http://img250.imageshack.us/img250/6875/milotextured6ya7.jpg

http://img405.imageshack.us/img405/4707/milotextured7hc2.jpg

http://img252.imageshack.us/img252/7517/milotextured9ow9.jpg

http://img76.imageshack.us/img76/5708/milotextured10qt4.jpg

http://img76.imageshack.us/img76/4135/milotextured12le1.jpg

This next room isn't quite finished yet, so ignore the big UV errors.

http://img524.imageshack.us/img524/575/largeforunnerbasemr7.jpg

http://img293.imageshack.us/img293/7121/largeforunnerbase2pz6.jpg

http://img220.imageshack.us/img220/9387/largeforunnerbase3zo8.jpg

http://img512.imageshack.us/img512/635/largeforunnerbase4ps3.jpg

http://img170.imageshack.us/img170/300/largeforunnerbase5si9.jpg

http://img170.imageshack.us/img170/4462/largeforunnerbase6dl3.jpg

Comments? Remember my last map was tiny-ass...

megaxp
May 10th, 2007, 10:02 PM
nice work

SuperSunny
May 10th, 2007, 10:02 PM
I like! Can't wait to see it ingame!

Hurrvish
May 10th, 2007, 10:09 PM
a tribute eh? ;)

Con
May 10th, 2007, 10:50 PM
Cool, but it could use bit more variety in texturing and more model detail. I would also change those grimy, outdoor textures for nicer ones.

soccerbummer1104
May 10th, 2007, 11:01 PM
haha, i remember the beta test of this with you and me. Those mountains on the outside were fun as shit to get air off of. I think i actually still have it in my maps folder :)

Sever
May 11th, 2007, 12:40 AM
those exploding box things? if you're talking about the yellow glowing panels, then you are just an unobservant NOOB! Those are standard Halo 1 lights, NOT Halo 2 Fusion Cores.

Kalub
May 11th, 2007, 01:16 AM
Yea; no, why don't you shut up.

It was an honest mistake, and I'm sure you didn't have to be an asshat.

Kalub
May 11th, 2007, 02:36 AM
Gawd, its so annoying dealing with people like him, especially since I've been around... oh since I was 11 (Currently 16)

I remember when we used hex editors and meta swaps, and when Ironforge found the offsets.... good times

Tweek
May 11th, 2007, 04:39 AM
I remember when we used hex editors and meta swaps, and when Ironforge found the offsets.... good times

good times, good times.

swapping bitmaps and projectiles, sigh. good times.
back when log-mods were still cool.

DarkLord
May 11th, 2007, 06:40 AM
It looks very nice, this si way better than tiny ass keep up the good work!

Kalub
May 11th, 2007, 08:09 AM
Log mods WERE the shit. Building bunkers in BG with sparkedit, and whatnot :)

Sever
May 11th, 2007, 08:26 AM
^@ n00b1n8r: Just making a farce of your name noob1. I was also up late when I wrote this, so I found it funny then but I don't now. Sorry :(

Also, will peole stop calling me seRver?!?!?!?!?!? I have ONE 'R' in my name. One. Not two, just one. If you (everyone in general) can't spell someone's name right, either copy & paste/quote it, or dont say it.

PenGuin1362
May 11th, 2007, 01:35 PM
modeling is rather bland, however not a bad layout. defiantly has some potential

Pred1ator
May 11th, 2007, 01:42 PM
^@ n00b1n8r: Just making a farce of your name noob1. I was also up late when I wrote this, so I found it funny then but I don't now. Sorry :(

Also, will peole stop calling me seRver?!?!?!?!?!? I have ONE 'R' in my name. One. Not two, just one. If you (everyone in general) can't spell someone's name right, either copy & paste/quote it, or dont say it.


shut up server :lol:

good map Llama, when i saw tiny ass i didnt even think it was a map, anyway major improvement from tiny ass, cant wait to see it ingame

paladin
May 11th, 2007, 04:46 PM
It looks good, but i would add more detail to it. Whether it's by improving the textures or adding geometry. Also, I would make it bigger, but its a good start.

Agamemnon
May 11th, 2007, 05:04 PM
Very different from your last "map." Good stuff.

Xegrot
May 11th, 2007, 05:46 PM
I'm liking it so far, and it looks like it's gonna have a lot of potential. For some reason, the architecture reminds me of Tomb Raider... must be the textures. Oh well, keep at it!

LlamaMaster
May 11th, 2007, 09:35 PM
Cool, but it could use bit more variety in texturing and more model detail. I would also change those grimy, outdoor textures for nicer ones.

Believe me, if I could texture myself instead of using bungie textures thing map would look way better.



modeling is rather bland, however not a bad layout. defiantly has some potentialI realize that, but I'm just freehanding all of this with no concepts but my mind. It's look a little better ingame too. :D

Alright, here are some renders of the rest of the level. Of course there is still alot of work to be done, since it's a WIP and all...

http://img526.imageshack.us/img526/3752/milorenderma7.jpg

http://img175.imageshack.us/img175/9537/milorender2oi8.jpg

http://img526.imageshack.us/img526/842/milorender3vo4.jpg

http://img228.imageshack.us/img228/8536/milorender4xv3.jpg

http://img175.imageshack.us/img175/9153/milorender5ej9.jpg

http://img175.imageshack.us/img175/6788/milorender6qf1.jpg

http://img175.imageshack.us/img175/9351/milorender7rl0.jpg

http://img177.imageshack.us/img177/6047/milorender8ev1.jpg

http://img228.imageshack.us/img228/642/milorender9dn4.jpg

http://img134.imageshack.us/img134/6674/milorender10if7.jpg

http://img228.imageshack.us/img228/6136/milorender11xe5.jpg

http://img144.imageshack.us/img144/1246/milorender12md8.jpg

http://img177.imageshack.us/img177/4909/milorender13qs0.jpg



Here are two more freakishly large renders of the entire level (they are 7500x5625):

http://static.filefront.com/images/personal/l/llamaboy772/34741/lovsdkklfd.jpg (http://static.filefront.com/images/personal/l/llamaboy772/34741/uookpwygoz.thumb500.jpg)

http://static.filefront.com/images/personal/l/llamaboy772/34741/uookpwygoz.jpg

The whole thing is 16,086 faces.

Patrickssj6
May 11th, 2007, 09:40 PM
0.o this could have potential

SMASH
May 11th, 2007, 09:44 PM
I liked the start of it, but the whole bunch of balls and crap make it look too much like a ballsack.

Too many styles in one map.

LlamaMaster
May 11th, 2007, 09:47 PM
I liked the start of it, but the whole bunch of balls and crap make it look too much like a ballsack.

Too many styles in one map.
Say what? I only see one ball....

Edit: Are you talking about the caves?

LinkandKvel
May 11th, 2007, 10:10 PM
God don't I remember the first alpha. This is a BIG step from that one lol. BTW where'd you get this idea and the name for it?

LlamaMaster
May 11th, 2007, 11:12 PM
God don't I remember the first alpha. This is a BIG step from that one lol. BTW where'd you get this idea and the name for it?
Idea = Daydreaming in school Name = my cat

Ki11a_FTW
May 11th, 2007, 11:38 PM
tiny ass ownes this

i remember testing the untextured version i said it needs a shit load of l smoothing l

and still does

but its getting there nice model. gj

jk about tinyass

Xegrot
May 11th, 2007, 11:58 PM
Whoa! You've made some serious progress on this! I can't wait to see what'll come next. I think it looks great.

Leiukemia
May 12th, 2007, 12:02 AM
I think you've improved over time. The place definantly looks interesting. Although, you do seem to have wasted a lot of polygons on some spots. It also seems rather boring for gameplay. But I do say I like it for creativeness.

{MMT} Pope
May 12th, 2007, 12:39 AM
I love it dude i just love it..it looks kool, and fun and it will be number 1

LlamaMaster
May 12th, 2007, 10:50 AM
I think you've improved over time. The place definantly looks interesting. Although, you do seem to have wasted a lot of polygons on some spots. It also seems rather boring for gameplay. But I do say I like it for creativeness.
This will most likely be a SP map, seeing as how all one team has to do is capture the flag and toss it down to the bottom to score. About the polys, I agree. There are a few spots I went overboard in, but it should be ok since I'm portaling it.

Ki11a_FTW
May 12th, 2007, 01:20 PM
actually i know a scripting way to prevent that.

Tweek
May 12th, 2007, 02:25 PM
http://img175.imageshack.us/img175/9351/milorender7rl0.jpg

thats the only non-bad part i noticed.

like the cave, hate the rest. sofar.
add more stuff, and make it less empty. make it somewhat interesting to look at. at the moment, its totally boring.

LlamaMaster
June 19th, 2007, 09:58 PM
Took long enough, didn't it? I only got one textured room ingame so far, so I think it looks sexy. :) (ignore the glass)

http://img161.imageshack.us/img161/2519/haloce2007061921485129cb8.jpg (http://imageshack.us)

Elite Killa
June 19th, 2007, 10:21 PM
Sweet Jesus! :eek:

SnaFuBAR
June 19th, 2007, 11:51 PM
it's boring. texturing isn't bad, modeling is. needs way more mesh detail.

Ki11a_FTW
June 20th, 2007, 09:40 AM
glass ftl

LlamaMaster
June 20th, 2007, 09:44 AM
it's boring. texturing isn't bad, modeling is. needs way more mesh detail.
I fail to understand your logic. Does having a ***gasp*** plain wall make something boring? Real life has those everywhere, and even bungie levels like hang 'em high have plenty of plain walls. The madness maps may not be all that pretty, but some of them are hella fun. I haven't even put in scenery yet, and the whole place in going to be full of bipeds too. Don't get me wrong, I'm certainly not rejecting you comments in any way, I just have no idea what else I could add. (Besides random SVC style extrusions)

Edit: Lol killa...

Con
June 20th, 2007, 10:08 AM
Forerunner halls aren't boxes with beveled edges. You have to look at other examples in the game. Go look at the interior of Death Island's bases, the AotCR generator rooms. There is a reason that there is more shape in a room in high traffic areas. Scenery doesn't always solve the problem. Detail doesn't have to be SVC style extrusions. Just look at what's already in the game; it's really not that hard.

LlamaMaster
June 20th, 2007, 02:58 PM
Well, I looked at B30, and damn, thats alot of detail. I still have no idea what I'm supposed to do with that room though, any suggestions?

Sever
June 20th, 2007, 03:04 PM
Angle the walls, like the hallways in AotCR (they're hexagonal, but with the top half stretched upwards). That's what I'm doing for the bridge on my remake of Chill Out.

EDIT: \/ give me a day or two to think and research. I'll think of something that should fit.

LlamaMaster
June 20th, 2007, 03:17 PM
Angle the walls, like the hallways in AotCR (they're hexagonal, but with the top half stretched upwards). That's what I'm doing for the bridge on my remake of Chill Out.
Thats would completely kill the whole style of the room, so no. I'm looking to add detail, not change the whole structure.

phase
June 20th, 2007, 10:39 PM
http://img161.imageshack.us/img161/2519/haloce2007061921485129cb8.jpg (http://imageshack.us)



Good modeling bad texturing.
Looks like its not uwv unwrapped.
The coloured walls look weird.
How about using textures intended for floors on floors?

DaaxGhost
June 20th, 2007, 11:07 PM
That's actually the proper way to texture. even on some of bungies maps you'll see that. I like it, but the walls with coloring are kinda weird. But I like it so far.

phase
June 20th, 2007, 11:09 PM
That's actually the proper way to texture. even on some of bungies maps you'll see that. I like it, but the walls with coloring are kinda weird. But I like it so far.
Just becuse bungie textured that way doesn't mean you have too.

DaneO'Roo
June 21st, 2007, 12:36 AM
Good modeling bad texturing.
Looks like its not uwv unwrapped.
The coloured walls look weird.
How about using textures intended for floors on floors?

uh...

It's meh modelling, decent texturing.
It most certainly is uv mapped, because if it wasn't, it'd look like a huge mess of shit.
The coloured walls are actually the alpha channel and cubemap, not the texture.
The floor textures he has ARE floor textures, as seen in the single player "The Silent Cartographer". They just also get used as wall textures in places. The darker, exterior varient of that texture is the one he has around the middle pole. That is meant to be on walls. It's just too dark to look good with other wall textures, unless you have dark ones made. Wich is why he has the lighter, interior varient of it on the floor. A slight bit of contrast in colour, but not a drastic change of shade to totally take away from the walls.


I think it's just because after 2 years of custom maps, 90 percent of them using the same textures, maps just start to get boring.
wich is why my map will be unique >:]

Sever
June 21st, 2007, 01:52 AM
Try some indented sections in the walls, and don't just do squares, do octagonal-based poygons sectiond off into segments. PM me if you need more explanation on this idea.

phase
June 21st, 2007, 02:55 PM
uh...

It's meh modelling, decent texturing.
It most certainly is uv mapped, because if it wasn't, it'd look like a huge mess of shit.
The coloured walls are actually the alpha channel and cubemap, not the texture.
The floor textures he has ARE floor textures, as seen in the single player "The Silent Cartographer". They just also get used as wall textures in places. The darker, exterior varient of that texture is the one he has around the middle pole. That is meant to be on walls. It's just too dark to look good with other wall textures, unless you have dark ones made. Wich is why he has the lighter, interior varient of it on the floor. A slight bit of contrast in colour, but not a drastic change of shade to totally take away from the walls.


I think it's just because after 2 years of custom maps, 90 percent of them using the same textures, maps just start to get boring.
wich is why my map will be unique >:]
Its meh texturing and layout, decent modeling.
I never asked if the coloured walls were cuased by the cubemap or alpha I just said it looked weird.
I was talking about the celling texture witch I haven't seen used as a celling
My map shall also be unique, if I ever get halo 2 vista to test the core gameplay.

LlamaMaster
June 25th, 2007, 07:25 PM
Ehhh, my concepts never turn out how their supposed too....

http://img508.imageshack.us/img508/1923/milorender17ub6.jpg (http://imageshack.us)
Shot

I know, it sucks. I need to add WAY more detail to that room with the tanks. Their will be a metal mesh screen over the hole in the wall. I'll keep trying to make it look better...

Btd69
June 25th, 2007, 08:02 PM
Try making pipes along the inside walls.. also you could make a portion of the 'tank' transparent and show liquid or something?

LlamaMaster
June 25th, 2007, 08:06 PM
Try making pipes along the inside walls.. also you could make a portion of the 'tank' transparent and show liquid or something?
I have a few pipes, but I'm not sure where to put any others.

http://img256.imageshack.us/img256/8145/milorender18je1.jpg (http://imageshack.us)

Ki11a_FTW
June 25th, 2007, 08:08 PM
:XD: needs work

Neuro Guro
June 25th, 2007, 08:28 PM
Well Llama I have to agree with everyone else that it is bland and such but I do have to mention that I notice you are getting better at modeling, this is a step ahead of most of the shit i've ya post and I beleive that if you do indeed practice more and really concentrate on modeling you can have some potential.

Heres what I want you to do to practice some, play halo. Halo CE or Halo2, and try to look for some very cool modeling and try to think "How would I start to model something like that?". Try and think of the whole process that goes through a good modeler's mind when he is constructing something, then try it out. Spend a couple nights just practicing a bit then go back to work on your map. Also I'd recommend you join some populated servers and go in dev camera mode and watch people play the map. Truely study how this game works in terms of gameplay and look for all of the little things in a good maps layout that make it fun then try to come up with your own ideas of little parts of the map that would be fun that you could build for your own map.

LlamaMaster
June 25th, 2007, 09:23 PM
Well Llama I have to agree with everyone else that it is bland and such but I do have to mention that I notice you are getting better at modeling, this is a step ahead of most of the shit i've ya post and I beleive that if you do indeed practice more and really concentrate on modeling you can have some potential.

Heres what I want you to do to practice some, play halo. Halo CE or Halo2, and try to look for some very cool modeling and try to think "How would I start to model something like that?". Try and think of the whole process that goes through a good modeler's mind when he is constructing something, then try it out. Spend a couple nights just practicing a bit then go back to work on your map. Also I'd recommend you join some populated servers and go in dev camera mode and watch people play the map. Truely study how this game works in terms of gameplay and look for all of the little things in a good maps layout that make it fun then try to come up with your own ideas of little parts of the map that would be fun that you could build for your own map.
All good tips, and I've done the first one several times. I believe my problem doesn't lie within my modeling ability, but my imagination and drawing skills. Everything I've ever made (except guns) have been freehand modeled. By that I meen that I use zero reference pics, and just model whatever come to mind. I believe this habit makes my modeling suffer, and as you guys said "plain". I always had trouble adding detail to my work. This is not because my modeling skill is flawed, but is simply because I DON'T KNOW WHAT I SHOULD MAKE. Also I can't draw worth shit, and that causes me to model completely from a blurry half drawn mental image embedded in my brain. In my sleep I'm extremely creative, and create vast environments with little relation to reality. When I'm awake all of that dissapears, and I'm forced to mimic the structures from Halo. How you guys make you stuff anyway? Do you have all the details planned out on paper before modeling, or do you just know how to make everything extremely detailed from the start? Do tell...

Also I'm still looking for ideas of what to add to the room.

Ki11a_FTW
June 27th, 2007, 11:12 AM
What i do when i try to make a good model of something for my map, i would draw the object on a piece of paper. Top view, and side views. Then Scan it onto my computer and put em on planes in 3ds max and start plane modeling the object. But if you cant draw good nvm..

DaaxGhost
June 27th, 2007, 11:45 AM
I Have a Visual creation. I'll draw it on a pice of paper and look back and forth from 3ds on the pic on my desk. Sometimes it doesn't turn out exactly how I wanted it but its ok. But You do whatever will make it better.;)