View Full Version : [WIP] Mystique, oh and also... cakes!
jahrain
June 21st, 2007, 12:46 PM
Ok well its been hell, dealing with the vistas and windows exploders, gfx card toasting issues, wtf colors, epic fail, loldramas and burnt crumpets. But who gives a bloody shit?
http://img467.imageshack.us/img467/4189/halo22007062104522196ds6.jpg
http://img265.imageshack.us/img265/143/h2sapien200706210528119vs0.jpg
http://img457.imageshack.us/img457/1732/halo22007062104552263ur9.jpg
http://img140.imageshack.us/img140/6467/halo22007062105005813cx8.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2104-52-21-96.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2104-52-37-06.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2104-55-22-63.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2104-52-21-96.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2105-11-01-98.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2104-49-40-59.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2104-56-31-42.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2105-03-01-25.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2105-18-58-08.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2105-19-12-88.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2105-03-35-12.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2104-58-08-75.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2104-59-58-89.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2105-06-46-13.jpg
http://img140.imageshack.us/img140/7290/h2sapien200706210527421xj4.jpg
http://img516.imageshack.us/img516/4012/h2sapien200706210527054ar6.jpg
As you can see, this is a revamp of my old Mystic map for Halo 2. Currently I call it "Mystique", but it's mainly my guinea pig for my upcoming program I currently code named 'Cake". The program is basically just a tool that will enable you to bake your lightmaps to your map using external rendering software. Its a great solution for running you final lightmaps in little time and do things you could never do before with lightmaps.
All the lightmaps you currently see on this map was rendered in Maya and baked onto the bitmaps. The quality is relatively low though. This was the first set managed to get ingame and working. The render time for these lightmaps was mearly 30 minutes, compared to 9 hours it took to render equivalent lightmaps with h2tool. I plan on rendering a much higher res set when I finish finalizing the BSP and portaling.
As for the map now, I do plan on polishing up this map for a release as well as my application once complete. I'm just saddened that H2v has a really bad online set up for trying to do beta testing with maps :(... Hopefully something will be done soon.
Right now just ignore the bugs with the shaders, some of the trees are completely black, and for some reason I donno, the background forest shader is not showing, neither is the waterfall shader or the water shader. Still working on trying to get those shaders to work. Also, this map needs a skybox. Ascension's is not cutting it for me :mad:. guess I better get started on finishing that .render_model compiler sooner than later as well so I can get some custom models ingame.
Skyline
June 21st, 2007, 12:49 PM
Wow, I thought it looked good on halo 1. This looks even better on halo 2 nice job.
Choking Victim
June 21st, 2007, 12:50 PM
looks incredible :) excellent work as always. btw why's your battle rifle so much more shinier than the one in my game?
jahrain
June 21st, 2007, 12:52 PM
looks incredible :) excellent work as always. btw why's your battle rifle so much more shinier than the one in my game?
Thanks. The lighting in my map is accesively bright on objects as I did not run a true lightmap on the map (I did direct only). So basically all objects are excessively shiny. You should see the hog it glows, literally.
Sever
June 21st, 2007, 01:02 PM
Did you create those trees, or were they included in H2EK?
jahrain
June 21st, 2007, 01:05 PM
Did you create those trees, or were they included in H2EK?
I created them :P They are actually welded to the BSP... :ssh:
Don't like the lack of custom scenery models and Geometry instances fail my app.
Sever
June 21st, 2007, 01:09 PM
I will need you to make two mangrove trees for my map Tranquil (a Chill Out remake) when I get to the point of needing them. kplzthx?mbmb?
randreach454
June 21st, 2007, 01:13 PM
wow... very nice jahrain, once again im impressed...
Chromide
June 21st, 2007, 01:15 PM
:eek:cant wait:eek:
SuperSunny
June 21st, 2007, 01:16 PM
Good work Jahrain! I like!
What were your lightmap rendering settings btw for Mental Ray?
p0lar_bear
June 21st, 2007, 01:17 PM
http://www.h2vista.net/innergoat/stuff/dr/no%20u/megaeek3.gif
Jahrain, that is past beautiful.
Masterz1337
June 21st, 2007, 01:17 PM
Utterly amazing.
TeeKup
June 21st, 2007, 01:21 PM
Just astounding. Very well done.
Dole
June 21st, 2007, 01:22 PM
Wow, that lighting is beautiful. It looks like Fable without all of the unnecessary bloom.
Bossniak
June 21st, 2007, 01:35 PM
Looking great.
Xegrot
June 21st, 2007, 01:45 PM
Wow, that lighting is beautiful. It looks like Fable without all of the unnecessary bloom.
. That, and the scenery rocks.
Flood55
June 21st, 2007, 01:49 PM
Awsome. Just awsome. I just love the natural look of the forest and how its set around the path as it curves. The lighting also hightens the detail of the scenery. Although I do see some texture errors in there, I would have to give this an 8/10, especially for a WIP. Great Job!
Aeron
June 21st, 2007, 01:52 PM
looks freakin Amazing
Snowy
June 21st, 2007, 01:54 PM
http://www.h2vista.net/innergoat/stuff/dr/no%20u/megaeek3.gif
Jahrain, that is past beautiful.
/agree.
This map looks so hawt.
X3RO SHIF7
June 21st, 2007, 03:08 PM
very nice
Roostervier
June 21st, 2007, 03:08 PM
Nice job Jahrain.
korori
June 21st, 2007, 03:16 PM
ONE WORD "WOW" Very nice.
DominionOvrU
June 21st, 2007, 03:18 PM
Looks utterly delicious!! Awesome Job!!
Sever
June 21st, 2007, 03:20 PM
I want my cake...
Where is it...
Have YOU seen my cake?
SnaFuBAR
June 21st, 2007, 04:41 PM
looks pretty slick. i remember playing the beta. looked great on ce, looks fantastic now. good luck with your program :)
thehoodedsmack
June 21st, 2007, 04:45 PM
Great app idea, great map so far. It reminds me of Fable for some reason.
Con
June 21st, 2007, 04:46 PM
Awesome! I'm really excited about the new lightmaps, +rep
Also, if I were you, I would swap that grass bitmap for one without rocks. They don't look that good in 2d. Use some detail rocks here and there (that is, if they provided the tags)
TheGhost
June 21st, 2007, 04:48 PM
Looks amazing... framerate?
phase
June 21st, 2007, 04:56 PM
Looks good can't wait to see some normal maps on that map.
augie_doggy
June 21st, 2007, 05:01 PM
As far as I can tell, it looks cool. I played Mystic on CE, and it was fun. But I really can't pass my final judgment based on pictures. Once you release it (in due time, of course), I can repeat the "utterly amazing" and "O_o" stuff. Keep up the good work, and thanks for showing that people can actually make good maps if they don't rush something out and call it a final.
Elite Killa
June 21st, 2007, 05:45 PM
Wow.
You made a lot of good stuff, Jahrain, but this! THIS IS SPECTACULAR!
Stop showing off good stuff people! >=( This makes me even more angry that the fact I'm low on cash!!!!! btw +rep to jahrain
Snaver
June 21st, 2007, 05:47 PM
Excellent Job!
bum has knife
June 21st, 2007, 05:51 PM
Wow, look who's bringing sexy back.
I forwarded this around the office. The responses ranged from "cool" and "pretty map" to "anyone want coffee?". I think that last one may have been unrelated.
Official Hired Gun thumbs up!
Elite Killa
June 21st, 2007, 05:56 PM
Official Hired Gun thumbs up!
Jahrain, take that with pride.
Flyboy
June 21st, 2007, 06:00 PM
Two spankin solid thumbs up!
Halo2Vista
June 21st, 2007, 06:12 PM
awesome and great pics too! i honestly have no idea how the hell you work the editor. again good job
DaneO'Roo
June 21st, 2007, 06:24 PM
Wow, look who's bringing sexy back.
I forwarded this around the office. The responses ranged from "cool" and "pretty map" to "anyone want coffee?". I think that last one may have been unrelated.
Official Hired Gun thumbs up!
and so the gods have spoken
awesome stuff :awesome: < see awesome
Limited
June 21st, 2007, 06:57 PM
Wow, that is amazing :) Great work jahrain.
Stealth
June 21st, 2007, 07:04 PM
Dude, I love that look of the trees! they look so colorful!
Pred1ator
June 21st, 2007, 07:18 PM
the thumb bitmap when he weilds the battle rifle is screwed up
oh yeah good map too :-D
jahrain
June 21st, 2007, 07:20 PM
Good work Jahrain! I like!
What were your lightmap rendering settings btw for Mental Ray?
Accuracy: 400, Quality: 2.0, Particle Density: 1.5, Interpolation: 15. Thats all the settings I can think of off the top of my head.
Awesome! I'm really excited about the new lightmaps, +rep
Also, if I were you, I would swap that grass bitmap for one without rocks. They don't look that good in 2d. Use some detail rocks here and there (that is, if they provided the tags)Yeah I found out about those detail rocks while working around in sapien. I do plan on using a different terain detail map, as I agree with how it looks, anyways thanks.
Looks amazing... framerate?
I wish framerate was something good for any map in h2v. On my machine, with low settings it runs around 30 to 40 fps on average, but on high at high resolution, just like in other maps I can only get maybe 15 to 20 fps.
Wow, look who's bringing sexy back.
I forwarded this around the office. The responses ranged from "cool" and "pretty map" to "anyone want coffee?". I think that last one may have been unrelated.
Official Hired Gun thumbs up!Sweet! Wheres my cofee? :p
jahrain
June 21st, 2007, 07:21 PM
Good work Jahrain! I like!
What were your lightmap rendering settings btw for Mental Ray?
Accuracy: 400, Quality: 2.0, Particle Density: 1.5, Interpolation: 15. Thats all the settings I can think of off the top of my head.
Awesome! I'm really excited about the new lightmaps, +rep
Also, if I were you, I would swap that grass bitmap for one without rocks. They don't look that good in 2d. Use some detail rocks here and there (that is, if they provided the tags)Yeah I found out about those detail rocks while working around in sapien. I do plan on using a different terain detail map, as I agree with how it looks, anyways thanks.
Looks amazing... framerate?
LI wish framerate was something good for any map in h2v. On my machine, with low settings it runs around 30 to 50 fps on average, but on high at high resolution, just like in other maps I can only get maybe 15 to 20 fps. But my graphics card is broken, (notice the artifacts on mc's fp hands) so I really can't say for sure.
Wow, look who's bringing sexy back.
I forwarded this around the office. The responses ranged from "cool" and "pretty map" to "anyone want coffee?". I think that last one may have been unrelated.
Official Hired Gun thumbs up!Sweet! Wheres my cofee? :p Or how about just a water shader example *hint* *hint*
Patrickssj6
June 21st, 2007, 07:23 PM
Pity I can't beta this time
*CRYY*
DaneO'Roo
June 21st, 2007, 07:46 PM
One thing that would make this map even moar sexy, is some nice deep normal maps on the cliffs/rocks/trees. If you have Zbrush, you could probably whip up some awesome ones, but I tend to just photoshop them.
StankBacon
June 21st, 2007, 07:59 PM
very nice jah :D
bum has knife
June 21st, 2007, 08:01 PM
Water shader example eh? I think I could whip something up.
What other shaders are you guys interested in or need some examples for? I would say that 70% of the shaders use tex_bump or tex_bump_env_combined. Those are pretty easy to understand and there are some examples on disk.
StankBacon
June 21st, 2007, 08:09 PM
what about animated textures ?
Skyline
June 21st, 2007, 08:22 PM
Too bad you can't make models. The Bulldog (I think it was called) was fun to ride around in.
Roostervier
June 21st, 2007, 08:43 PM
what about animated textures ?
Animated textures, simple ones, aren't hard. Maybe make it for more difficult and complex animated textures?
solofortne
June 21st, 2007, 11:01 PM
Water shader example eh? I think I could whip something up.
What other shaders are you guys interested in or need some examples for? I would say that 70% of the shaders use tex_bump or tex_bump_env_combined. Those are pretty easy to understand and there are some examples on disk.
Some type of waterfall shader would be greatly appreciated :)
Syuusuke
June 21st, 2007, 11:07 PM
Hmm, how's the gameplay factor?
bitterbanana
June 21st, 2007, 11:17 PM
Man, this looks really great. I'm loving the foliage in this map.
jahrain
June 21st, 2007, 11:18 PM
Water shader example eh? I think I could whip something up.
What other shaders are you guys interested in or need some examples for? I would say that 70% of the shaders use tex_bump or tex_bump_env_combined. Those are pretty easy to understand and there are some examples on disk.That would be awesome as I have been trying 100s of different water shader settings from water shader templates and none of them get to look anything like water in halo, or even water at all. Hell I'm lucky enough if I can ever get something that shows up ingame. Also, I could use some good transparent refraction shader examples to use for my waterfall in the map.
p0lar_bear
June 21st, 2007, 11:37 PM
Speaking of water, Jahrain, make sure to actually set up the water planes correctly in THIS build. <:mad:>
Veegie
June 22nd, 2007, 01:00 AM
I like it.
One thing though, the BR and MC FP shaders seem to be edited.
It's like the alpha map disappeared to mask the reflection, and now it's in areas it shouldn't be. :S
jahrain
June 22nd, 2007, 04:24 AM
I like it.
One thing though, the BR and MC FP shaders seem to be edited.
It's like the alpha map disappeared to mask the reflection, and now it's in areas it shouldn't be. :S None of that hase been edited. Notice the blue and red artifacts on the hand texture as well. My gfx card was kinda screwed up a bit by some issues with vista and the drivers so random shit like this starts to happen. I'm still waiting on my RMA.:mad:
Soilent Green
June 22nd, 2007, 11:26 AM
Very cool looking map man! I'm digging the trees, and the textures look excellent.
:XD:
StankBacon
June 22nd, 2007, 12:35 PM
Water shader example eh? I think I could whip something up.
if possible, can you give the water used in uplift? :D
thats sexy water.
DominionOvrU
June 22nd, 2007, 01:59 PM
if possible, can you give the water used in uplift? :D
thats sexy water.
Indeed it is.....but I smell the need for a tag extractor to make that happen :)
Veegie
June 22nd, 2007, 02:10 PM
Indeed it is.....but I smell the need for a tag extractor to make that happen :)
Uh?
Considering the services offered by him already, no not really.
bum has knife
June 22nd, 2007, 03:34 PM
if possible, can you give the water used in uplift? :D
thats sexy water.
It's really not that much different from most of the water used.
I'll try to get you guys up to speed on a few of the most important properties and maybe how to create the bump map (cause its a crazy animated bump).
Skyline
June 22nd, 2007, 04:54 PM
^ I have a question. Is it possible to put a picture of your map like it does with the other maps instead of that question mark? I found one for the example map at "C:\program files\...\...\tags\ui\global_bitmaps\map_shots\(ex ample.bitmap and default.bitmap I think)". It's set in the scenario file as well but when you get ingame it's still just a question mark.
Kornman00
June 22nd, 2007, 05:59 PM
If its anything like the xbox, you have to edit the mainmenu still
jahrain
June 22nd, 2007, 06:09 PM
If its anything like the xbox, you have to edit the mainmenu still
No you can compile bitmap previews for your map, as well as their display names and use them. Its included in the tutorial.
UXB
June 22nd, 2007, 06:16 PM
No you can compile bitmap previews for your map, as well as their display names and use them. Its included in the tutorial.
Map Shots
http://h2v.halomaps.org/editor/mapshots.cfm
Skyline
June 22nd, 2007, 06:18 PM
To assign the map shot to your level, open the scenario in Guerilla, and then scroll down to the Level Data header. In the Multiplayer section, you’ll see an entry for bitmap. Click Browse to assign your map shot to the level. Save the scenario and recompile the level to see your map shot in the game.
That's what I did and it still showed up as a question mark.
Pooky
June 22nd, 2007, 06:23 PM
It looks a lot nicer than Mystic, which was a little too empty for how big it was.
jahrain
June 22nd, 2007, 07:42 PM
Well I finally got something that appears ingame and looks somewhat like water :/
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2213-33-43-14.jpg
Also modified the ground foliage texture a bit.
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2213-30-11-12.jpg
Roostervier
June 22nd, 2007, 09:27 PM
Well I finally got something that appears ingame and looks somewhat like water :/
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2213-33-43-14.jpg
Also modified the ground foliage texture a bit.
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2213-30-11-12.jpg
You fixed his thumb!
:awesome:
Good job, except that water is icky D: Glad we are getting examples.
jahrain
June 22nd, 2007, 09:35 PM
O_o? I didn't fix anything...
Roostervier
June 22nd, 2007, 10:15 PM
O_o? I didn't fix anything...
Well, I no longer see that assortment of red, green, purple, and orange I had once before.
SuperSunny
June 22nd, 2007, 10:17 PM
No you can compile bitmap previews for your map, as well as their display names and use them. Its included in the tutorial.
I and many community members have tried everything possible to get them to work, including following the help file exactly as it's stated, and it does not work? It's...odd
Lightning
June 22nd, 2007, 10:56 PM
It worked perfectly before the "update", now it no longer seems to show up in the UI.
SuperSunny
June 22nd, 2007, 11:09 PM
It worked perfectly before the "update", now it no longer seems to show up in the UI.
Bah, so it's a bug. Hopefully not a removed feature.
Does the same apply to the description? I can't seem to get one, just says String ID.
randreach454
June 22nd, 2007, 11:43 PM
Sunny, the descriptions still work... I use em all the time :D
Syuusuke
June 22nd, 2007, 11:49 PM
Hmm, how's the gameplay factor?
It would suck if it's all beauty but unfair for "real" games.
SuperSunny
June 23rd, 2007, 12:04 AM
Sunny, the descriptions still work... I use em all the time :D
Can you explain how? Mine don't appear, at all, and I create it perfectly fine.
Lightning
June 23rd, 2007, 12:18 AM
Descriptions work fine, it's the preview image, though, that doesn't.
et_cg
June 23rd, 2007, 05:46 PM
Can you explain how? Mine don't appear, at all, and I create it perfectly fine.
Sunny, just copy the example's description, then rewrite it with your information for the map.
Rename the copied file. And then compile your .txt documents that are in the description folder.
Once it's through output, just go to your .scenario, and go to where your description outputted. There's a section in your scenario that is made for description.
And yes, as Lightning stated, the Map Shots no longer work, as the update has somehow screwed it up.
The update was comprised of a new halo2.exe and some other miscellanious files in the Halo 2 Directory.
Oh, by the way Jahrain. Your map is looking pretty sweet.
jahrain
June 23rd, 2007, 09:26 PM
UPDATE!
Redid a newer lightmap bake better suiting the skybox I chose, but it's still a bit dark. Also I fixed some of the canopy tree and background forest shaders. Some texture bump enhancements as well which really isn't that noticable.
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2305-33-11-70.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2305-32-19-44.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2305-31-23-39.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2305-29-11-84.jpg
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-06-2305-36-42-07.jpg
Con
June 23rd, 2007, 09:33 PM
Looking awesome! How's the water coming along?
jahrain
June 23rd, 2007, 09:58 PM
Looking awesome! How's the water coming along? Its to shameful to show D:
I got it to animate at least. I figured out you can't make a series of moving bump maps like in CE, you have to make an animated bump map. I tried to whip one up really quickly.
http://i193.photobucket.com/albums/z11/jahrain00/water_bump_anim.png
In the function for the bitmap index in the shader I set it to transition ranging from 0 to 5 in 0.5 seconds and it cycles through all these bitmaps looking somewhat like water. But it still looks like crap. Can't wait until we get real water shader tags and bitmaps.
Zemious
June 24th, 2007, 01:10 AM
Awe man.. I love it!
Keep up the good work and keep us posted. ;)
Snaver
June 24th, 2007, 03:03 PM
I don't think anyone's even got close to having decent looking water shaders, except for madworkz, (http://www.h2vista.net/forums/showthread.php?t=3178) Here's my attempt :X http://halo.snaver.net/files/images/watershadertry.jpg (http://halo.snaver.net)
Kornman00
June 24th, 2007, 03:48 PM
your yelo landscape photos made me came snaver :-3
Con
June 24th, 2007, 03:51 PM
Snaver, that looks decent actually.
Roostervier
June 24th, 2007, 04:12 PM
Snaver, that looks decent actually.
That's what I though instantly, but if it looks anything like mine when it animates, it probably doesn't look as good as the still frame :X
madworkz
June 25th, 2007, 11:38 AM
Its to shameful to show D:
I got it to animate at least. I figured out you can't make a series of moving bump maps like in CE, you have to make an animated bump map. I tried to whip one up really quickly.
In the function for the bitmap index in the shader I set it to transition ranging from 0 to 5 in 0.5 seconds and it cycles through all these bitmaps looking somewhat like water. But it still looks like crap. Can't wait until we get real water shader tags and bitmaps.
GREAT job bud. I like seeing nature themed maps :). Also i have been out of town for a week and a half; and am dam close on getting the water to look and actaully hold water properties. Such as spashing from bullets and that cool refraction illusuon it does where the water edge meets the geometry. Had to do a little hex editing. The only problem left is fixing this FoV bug im having and where set. Cross your fingers. Also i have created a few more plants/trees for my map. i have a nice shrub that will match your scene. Its sealed, just need to weld it into main bsp. its 297 polys once i get home ill send you some pics.
klange
June 25th, 2007, 11:49 AM
Why does it look like you're all trying to use the standard Halo water bump map? It's run through a set of functions to get the real normals. You want something completely different than that if you're just going to go with a bump map...
You want something like this:
http://i9.photobucket.com/albums/a77/gruntmaps/water_bump.jpg
Also, this normal map tiles and looks fine when just moved along a line.
jahrain
June 25th, 2007, 12:20 PM
That looks good, but the bump map needs to be animated to have waves moving and splashing around, not just move in one direction or else it looks like the water is moving with uniform waves.
Skyline
June 25th, 2007, 02:18 PM
More pictures :D.
http://img526.imageshack.us/img526/7678/00057copytj8.jpg
http://img526.imageshack.us/img526/4821/00058copyzz1.jpg
http://img526.imageshack.us/img526/8968/00059copypp6.jpg
http://img370.imageshack.us/img370/6011/00060copyfv6.jpg
http://img526.imageshack.us/img526/853/00061copyvs3.jpg
^I think he's still working on the waterfall.
http://img526.imageshack.us/img526/9316/00062copyne2.jpg
http://img370.imageshack.us/img370/6752/00063copyic2.jpg
http://img526.imageshack.us/img526/4954/00064copymq7.jpg
StankBacon
June 25th, 2007, 02:33 PM
ultimate sex.
Roostervier
June 25th, 2007, 02:38 PM
The map is very good, I received a build. My only dislike is that everything stays bright no matter where you go. D:
klange
June 25th, 2007, 02:49 PM
That looks good, but the bump map needs to be animated to have waves moving and splashing around, not just move in one direction or else it looks like the water is moving with uniform waves.
I understand that, it's just that the normal map everyone is using is not meant to be used as a normal map. It's actually a "function map", so to speak. It's used to calculate the deforming normal map used for the water.
Your method would actually work the best, but if people are going to use a single normal map that simply moves in one direction, then they should use something more like what I posted, not the water function map.
@Skyline:
Amazing
stunt_man
June 25th, 2007, 02:53 PM
Great looking map! God, I've gotta get my paws on Vista soon!
A couple suggestions... Are you planning on changing the sky? Because it seems a bit out of place. I mean, everything bright and sunny everywhere, but when you look up, you see stars and clouds. Also, in the 3rd pic in skyline's post, it would be really cool if the sun was positioned so that it shone right down through the big hole in the ceiling.
Keep it up man! H2V needs maps like these!
TeeKup
June 25th, 2007, 03:55 PM
This will be one the best released, well aesthetically anyway.
UXB
June 25th, 2007, 04:15 PM
Please include the oddball so when released we can take copious unobstructed pictures
Roostervier
June 25th, 2007, 04:19 PM
Please include the oddball so when released we can take copious unobstructed pictures
When saving my scenario, it always reminds me to make things for all game types. This leads me to believe (I have no proof really) that it won't let you compile the scenario without it. Even if it does, the errors are enough to make me want to take the minute or two it takes to place everything. I'm sure he will place it =D
thehoodedsmack
June 25th, 2007, 04:21 PM
I like the look of it, but I just can't get used to Castles and Spartans.
Roostervier
June 25th, 2007, 04:43 PM
I like the look of it, but I just can't get used to Castles and Spartans.
It's actually a structure based off the temple in Zelda: OoT =p. Though yeah, it's castle-ish.
UXB
June 25th, 2007, 05:06 PM
When saving my scenario, it always reminds me to make things for all game types. This leads me to believe (I have no proof really) that it won't let you compile the scenario without it. Even if it does, the errors are enough to make me want to take the minute or two it takes to place everything. I'm sure he will place it =DSo far only half of the submitted maps have had the oddball placed in the level and the ones that had it originated from the Hired Gun et al.
jahrain
June 25th, 2007, 06:11 PM
@skyline, Nice pics!
Great looking map! God, I've gotta get my paws on Vista soon!
A couple suggestions... Are you planning on changing the sky? Because it seems a bit out of place. I mean, everything bright and sunny everywhere, but when you look up, you see stars and clouds. Also, in the 3rd pic in skyline's post, it would be really cool if the sun was positioned so that it shone right down through the big hole in the ceiling.
Keep it up man! H2V needs maps like these!Visra is finally not a game requirement anymore :P.
Also right now I have a choice between zanzibar's sky, coagulation's sky, midship's sky, and some space station sky. Ascension's sky was the only suitable sky that is closest to my CE custom skybox. The rest look ever more out of place... :/
I placed oddball spawns, I don't know if they work or not yet.
Roostervier
June 25th, 2007, 06:24 PM
So far only half of the submitted maps have had the oddball placed in the level and the ones that had it originated from the Hired Gun et al.
Well, I will make sure to place it in mine then. Thanks for at least getting rid of my rubbish theory, so now people will know to do that =D.
Neuro Guro
June 25th, 2007, 08:37 PM
Looking great!
Updated CE version too mbmb?
Pooky
June 26th, 2007, 02:41 AM
It's actually a structure based off the temple in Zelda: OoT =p. Though yeah, it's castle-ish.
Forest temple, except it's overscale and the outside doesn't match up.
Tweek
January 8th, 2008, 09:48 AM
i like how you used the hollow log thing from Zelda :3
Kornman00
January 8th, 2008, 11:41 AM
OMG WHAT A BUMP
happy Phobia?
Tweek
January 8th, 2008, 02:52 PM
Just FYI, people. Bumping isn't against the rules, and I don't know why everyone thinks it is.
:-3
supersniper
January 8th, 2008, 03:23 PM
Lolz I remember reading that quote :D.
Syuusuke
January 8th, 2008, 07:05 PM
Wish you were here. it was released.
Love,
Syuu XOXO
jahrain
January 8th, 2008, 07:34 PM
I probably would complete and finish it if there existed a H2XP that supported multiplayer, LAN at the least. But I guess that will never happen since the fact that if anyone posts anything on this forum about H2XP, the mods start screaming "THOU SHALL NOT BE SUPPORTED... LOCK!" which doesn't help at all.
Con
January 8th, 2008, 08:59 PM
Maybe someone could help you finish it
p0lar_bear
January 9th, 2008, 03:45 AM
I probably would complete and finish it if there existed a H2XP that supported multiplayer, LAN at the least. But I guess that will never happen since the fact that if anyone posts anything on this forum about H2XP, the mods start screaming "THOU SHALL NOT BE SUPPORTED... LOCK!" which doesn't help at all.
Read the announcement; we refuse to help people with getting it to run on Windows XP. Not only are instructions outlined in the readme for the hack, but it should be a given that shit might not work right. In fact, I think that it's stated in the readme that network games do not work period (not sure).
We welcome advances in Vista emulation, namely anything that will get network play running, be it LIVE or tunneling, but as long as it is a preview with screenshots and info, or a release.
The aim is to cut down on the countless "PLZ HELP ME RUN IN XP" and "Y DUZ LIVE NOT WORK IN XP" threads, and wild speculation. As of the time of this post, it is known that the network coding relies on things Vista has that XP doesn't, that can't be easily emulated.
jahrain
January 9th, 2008, 03:58 AM
Read the announcement; we refuse to help people with getting it to run on Windows XP. Not only are instructions outlined in the readme for the hack, but it should be a given that shit might not work right. In fact, I think that it's stated in the readme that network games do not work period (not sure).
We welcome advances in Vista emulation, namely anything that will get network play running, be it LIVE or tunneling, but as long as it is a preview with screenshots and info, or a release.
The aim is to cut down on the countless "PLZ HELP ME RUN IN XP" and "Y DUZ LIVE NOT WORK IN XP" threads, and wild speculation. As of the time of this post, it is known that the network coding relies on things Vista has that XP doesn't, that can't be easily emulated.
Sorry for my misunderstanding of the situations. Its just that any thread I ever saw having to do with H2 on XP would be locked instantly.
Kornman00
January 9th, 2008, 11:51 AM
Sorry for my misunderstanding of the situations. Its just that any thread I ever saw having to do with H2 on XP would be locked instantly.
I think it was more so because the threads generally failed to deliver...now meester, whar r my hawt cakes @_@
johnnyblaz20
January 10th, 2008, 09:24 PM
How did you get those leaves to look so fabtabulous.lol Are those all seperate planes or did you do some magic with the shader. I'm having some tree problems in a map i'm working on. The leaves look like butt, You can see the squares very clearly instead of leaves. I have the right base and detail bitmaps applyed to the shader but i was wondering if there is a certain template that should be used.
Sorry for kinda going off topic.
jahrain
January 11th, 2008, 06:32 AM
How did you get those leaves to look so fabtabulous.lol Are those all seperate planes or did you do some magic with the shader. I'm having some tree problems in a map i'm working on. The leaves look like butt, You can see the squares very clearly instead of leaves. I have the right base and detail bitmaps applyed to the shader but i was wondering if there is a certain template that should be used.
Sorry for kinda going off topic.
Its a custom texture I made myself. Here:
http://i193.photobucket.com/albums/z11/jahrain00/treebranch.png
Just a simple shader, applied to very dense 2d planes.
johnnyblaz20
January 11th, 2008, 06:54 AM
Awsome. Oh another thing, I have a similar bitmap for a pine tree, Is the background of the bitmap supposed to be see through? I dont know if that makes sense. When i apply my shader to my tree branch area i still see the background of the bitmap on my tree branches.
Zeph
January 11th, 2008, 08:48 AM
Awsome. Oh another thing, I have a similar bitmap for a pine tree, Is the background of the bitmap supposed to be see through? I dont know if that makes sense. When i apply my shader to my tree branch area i still see the background of the bitmap on my tree branches.
Use an alpha map.
johnnyblaz20
January 11th, 2008, 09:06 AM
Use an alpha map.
Still Noobish here. Alpha map? What is that?
demonmaster3k
January 11th, 2008, 09:17 AM
alpha map controls the transparency of the bitmap
you can add an alpha map in photoshop by going into an alpha channel, in paintshop pro, it's add an alpha mask (i find photoshop easier to use but if you don't quite have the money for photoshop, i suggest you wait till adobe releases the online free version of photoshop, or you get gimp from gimp.org) of course i think in level bitmaps, the alpha distinguishes the difference between the detail maps for the ground, and controls reflectivity for structures, i'm not too sure tho (might wanna ask conscars or dane they can give you a more complete answer)
omg jahrain sexified that tree!
johnnyblaz20
January 11th, 2008, 09:29 AM
So if i add an alpha map to my bitmap i just add it to the base map and i should be good? If so awsome and thank you alot. I'll do some experimenting. Test, compile, test, compile.
demonmaster3k
January 11th, 2008, 10:55 AM
oh... i forgot to mention 1 thing about alpha maps... black is completely transparent, white is completely opague anywhere in between determines the opacity it'll be semi-opague or semi-transparent. you can only make alpha maps monochromatic (black and white).
shouldn't these messages be on the PM service?
il Duce Primo
January 11th, 2008, 09:29 PM
To make an Alpha map in photoshop you just go into the channels. Copy one of the channels. Name it Alpha1. And then paint the opacity you want like demonmaster said. And then when you apply it to your model just click the little box next to the opac ity thing in the material editor. An dlocate your bitmap. And apply. And there you go.
johnnyblaz20
January 11th, 2008, 11:14 PM
Than how do i set it in map editor? Do i apply it to a shader? And if so where?
johnnyblaz20
January 12th, 2008, 03:01 AM
Thanks guys. I just saved my bitmap as an alpha map and applyed it to the tex_bump_env_alpha_test_indexed template and i'm golden. You guys rock. And sorry guys for going off topic. I just think those trees look sexy. Now so do mine. lol
StatutoryTrOy
October 19th, 2010, 06:12 PM
sorry to bump, but i read every page and i couldn't find the information i wanted, the information i would like to have is when is this app going to be released?
CodeBrain
October 19th, 2010, 08:57 PM
sorry to bump, but i read every page and i couldn't find the information i wanted, the information i would like to have is when is this app going to be released?
It could be inferred that since this thread hasn't been responded to in almost 3 years that there will not be any application coming out soon.
That and jahrain hasn't been alive since when H2V was out...yea.
Additionally nice http://codebrainshideout.net/too_awesome_for_pb/img_products_bump.png
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