View Full Version : [WIP] Sidewinder
et_cg
July 29th, 2007, 11:05 PM
Figured I'd post what I got, since my other thread has it. I'm working it out still, currently re-lighting, and testing, etc. The whole works, you know.
http://img243.imageshack.us/img243/6250/myeyescanstandthislp5.jpg
http://img404.imageshack.us/img404/4315/butthisarrrghso6.jpg
The title pretty much explains itself. :D
Bastinka
July 29th, 2007, 11:08 PM
For H2v?
Seems a bit too bright ATM, also the snow shader seems a bit too shiny :\
et_cg
July 29th, 2007, 11:08 PM
For H2v?
Seems a bit too bright ATM, also the snow shader seems a bit too shiny :\
Hence the [WIP] :D
SuperSunny
July 29th, 2007, 11:24 PM
Good work! I see you're trying to make the shaders much like H1! I'd actually say, upgrade! If there is a similar shader in H2 with an upgraded texture of the original, use that! Play around, but so far so good!
jngrow
July 29th, 2007, 11:39 PM
The best H1 shader in the game is the one base (dont remember which) in blood gulch, its hella detailed, shiny, bump mapped, and awesome. H2 shaders are ugly and plain IMO.
SuperSunny
July 30th, 2007, 12:17 AM
The best H1 shader in the game is the one base (dont remember which) in blood gulch, its hella detailed, shiny, bump mapped, and awesome. H2 shaders are ugly and plain IMO.
http://i15.tinypic.com/5x7alcj.jpg
Indeed they are. They are nasty and provide no beauty whatsoever :D Cubemaps and detailmaps don't do anything on them! Oh welllll! Especially this screenshot on low quality. It's terrible!
Bad Waffle
July 30th, 2007, 01:22 AM
Sorry sunny, but its still not as awesome as that rusted metal on the blue base in good ole h1. cant beat the classics!
SuperSunny
July 30th, 2007, 01:28 AM
Sorry sunny, but its still not as awesome as that rusted metal on the blue base in good ole h1. cant beat the classics!
That blue base shader can be recreated easily. It's a matter of what you put into the shader. I've done things with metal in H2 that are crazy, while playing around. I'm trying to make the statement that Halo 2 does not have dull shaders. Bungie just dimmed the reflection amount in them compared to H1. That can all be increased.
The blue base texture was good use of a bump-map with a fitting texture and a nice reflection. That's it. Change one property of that and it looks terrible. If the same engine is upgraded, of course it can beat the classics. If it can't, I'd call that a downgrade.
dcemuser
July 30th, 2007, 01:34 AM
Bungie just dimmed the reflection amount in them compared to H1.
I was wondering why some of the HCE shaders that were around 0.6 were at 0.15 in H2V. Must have had a good reason; performance, maybe?
SuperSunny
July 30th, 2007, 01:41 AM
I was wondering why some of the HCE shaders that were around 0.6 were at 0.15 in H2V. Must have had a good reason; performance, maybe?
The look. Bump-mapping looks different in H2. They wanted to have a unified look. Though increasing the reflection amount makes the bump-maps like they were in H1 by reflecting the bump, AND in H2 by expressing the bump through lighting. Even better!
But there are things that they could have easily increased without any performance loss. I wonder why they didn't. The game would have looked much more beautiful.
Terin
July 30th, 2007, 01:43 AM
I got a copy of this on my hands. At least, I think it's yours. The skybox is Ascension's and it had no description linked to it.
The textures/shaders of the canyon itself are not good on the eyes. Kinda hard to play with them.
Everything else seems fine, though, as far as I can tell.
et_cg
July 30th, 2007, 01:44 AM
LOL
I haven't even packaged the map yet.
That's coag's sky, btw.
Terin
July 30th, 2007, 01:47 AM
Someone must have haxxor'd your computer and stole the scenario files!
...or just used the same geometry and textures. Small world, huh?
et_cg
July 30th, 2007, 01:48 AM
Well it is Halo 1, right? I mean, c'mon.
Kornman00
July 30th, 2007, 01:53 AM
I wonder why they didn't. The game would have looked much more beautiful.
Maybe because they were rushing to get things to work in Halo2, not rushing to get them to work right?
TBH, I've always considered the game to be pretty hawt for the platform is was on.
et_cg
July 30th, 2007, 01:54 AM
TBH, I've always considered the game to be pretty hawt for the platform is was on.
Yeah, I've always considered Korn to be pretty... er, uh, I mean Halo 2 to be pretty hawt too.
et_cg
July 30th, 2007, 10:19 AM
I've been using tool to compile Lightmaps since 2 o'clock this mornin'. Sunny gave me hopes that it'd take less time, but outdoor maps just take ages to compile on super.
Meh...
If the level it picture worthy by the time they're done, I'll post up some pictures when I get home :D.
5 hours! Gee... and it's at 70%. At least I have a good idea how long the actual final build will take. :)
The lightmaps I'm compiling right now are just so I can work shaders out and get a lot of finite details work out. Then onto Instanced geometry and hopefully someone will have lens flare tags that work like those ol' signals on the bases and the center hallway. (Sunny... ergh, gimmie your kitties!)
boltdwright
July 30th, 2007, 10:47 AM
How big did you make your box to make this map?
et_cg
July 30th, 2007, 10:50 AM
How big did you make your box to make this map?
Check out my post on this thread (http://www.h2vista.net/forums/showthread.php?t=4619&page=5). It's #42.
boltdwright
July 30th, 2007, 10:52 AM
that doesnt tell me how big your box was, or am i just plain stupid LOL
flibitijibibo
July 30th, 2007, 01:40 PM
Nice... Always need moar H1 maps. Any estimate on when it'll be finished? I saw 70% around here somewhere, but no dates...
stunt_man
July 30th, 2007, 01:47 PM
Good work and all, but is this just going to be a straight port from Halo PC?
:eyesroll:
flibitijibibo
July 30th, 2007, 01:50 PM
Would that be bad? I mean, it is cool to do changed like Bungie did with their remakes, but some of the changes kinda booted the old feel of the map, amirite? Maybe some texture changes if a modder felt like it, but other than that, I'd keep it still.
boltdwright
July 30th, 2007, 06:58 PM
I cant wait for you to release this et_cg
Ki11a_FTW
July 30th, 2007, 08:40 PM
http://www.h2vista.net/forums/showthread.php?t=2958
GTFO
nah, jk i abandond the project after i lost the files :gonk::downsgun:
LlamaMaster
July 30th, 2007, 08:42 PM
No friends, don't fight! J/k fight....now. Also, looking awesome. If I had H2V I'd download this...
TeeKup
July 30th, 2007, 08:46 PM
I cannot even begin to describe how happy you made me you by porting this map. You sir are awesome.
Pooky
July 30th, 2007, 10:38 PM
and I hope the map is just as frustrating when you're getting base raped by Halo 2 ghosts! :downs:
stunt_man
July 31st, 2007, 01:13 AM
I'm not suggesting you stray very far from the original idea, but gameplay isn't the same in Halo PC and Halo 2. It might be a good idea to make this port adapt more to the changes - maybe add some turrets and change the weapon/vehicle placements?
These changes may seem very unimportant, but in truth, with some minor tweaking you can completely change how a map plays.
Please consider.
Reaper Man
July 31st, 2007, 01:17 AM
I think that Sidewinder should be remodeled to fit Halo 2.
Kornman00
July 31st, 2007, 06:38 AM
You should have allowed it to show the people who vote for what. So that if you do change it, you can see who bitches even though they voted yes :/
boltdwright
July 31st, 2007, 09:30 AM
make it more H2 with the weapons and turrets, but try to make it more H1 with all the textures and bitmaps
DaneO'Roo
July 31st, 2007, 09:46 AM
How about, remodel it totally, change the bases, so the upper floor doesnt have a roof, and put in man cannons that shoot you all over the place, instead of teles.
:awesome:
Terin
July 31st, 2007, 02:47 PM
That would be fun.
Tweek
July 31st, 2007, 03:13 PM
not like it's hard, i have like 3 sidewinders on my PC, i just can't ever be bothered detailing them.
i've got a billion 3d-sketches for maps, just cba making em, since i've got more important stuff to do.
in fact, my first map evah was a sidewinder ripoff. it sucked though. was my first map.
innovate yaaay, new sidewinder <3
CrippieBoy
July 31st, 2007, 05:27 PM
Dude please dont "shitify" the map, and if you must make it more h2 just release 2 copies of the map.
a suggestion for the h2 version: one side covi and the other human.
et_cg
July 31st, 2007, 06:13 PM
one side covi and the other human.
Imo, I don't like that. The weapons on one side will piss someone off, while the guy next to him's hugging his gun. I'd rather keep it well balanced. It's gameplay-wise, purely symetrical.
Sever
July 31st, 2007, 07:08 PM
Make one side forerunner, and the other human in architecture, but keep the weapons layout symmetrical.
Ki11a_FTW
July 31st, 2007, 07:14 PM
Dude please dont "shitify" the map, and if you must make it more h2 just release 2 copies of the map.
a suggestion for the h2 version: one side covi and the other human.
That would destroy the gameplay.
Anyway, when i was re modeling side winder, iwas making it more delta-ish
Elite Killa
July 31st, 2007, 07:21 PM
Re-model the bases to make them more complex. For example, like a new flag room all the way in the back of the base, or a special room with the more high-quality weapons like the sniper or the energy sword and stuff. Look at the base in Last Resort for Halo 3. It's been completely overhauled since it was Zanzibar in Halo 2.
X3RO SHIF7
July 31st, 2007, 08:51 PM
bleh, original ftw.
et_cg
July 31st, 2007, 08:59 PM
Well, let's just say... whatever I do decide, you all better give it a chance before shelving it. :D
Phopojijo
July 31st, 2007, 10:55 PM
o.o Who says you need to do just one? If you got momentum -- do both. If you're tired o.o Well then yea.
et_cg
July 31st, 2007, 10:57 PM
o.o Who says you need to do just one? If you got momentum -- do both. If you're tired o.o Well then yea.
Phopojijo. I think the work you've done in the past had me caught dumbfounded. You did amazing work from what I remember.
I don't think living up to, or trying to do what you did is my goal, but the idea of what you did does linger in my mind.
And who says I ruled out two releases? :D
Edit: Phopojijo: Maybe, just maybe. But that's progress non-the-less.
Phopojijo
August 1st, 2007, 12:48 AM
You must be remembering someone else -- All I have are WIP's for H2V and the first CMT Brute Biped. Spent the last 3-4 years researching game design and learning Maya. Nothing really released playable yet.
Now if you're talking about this (http://www.h2vista.net/forums/showthread.php?t=4301) then thanks.
Thanks regardless, I just don't want to steal someone else's thunder.
stunt_man
August 1st, 2007, 01:45 AM
I like the idea of man-cannons (ONE-WAY MAN-CANNONS, XBOX STYLE: they really fucked the PC version by making the teleporters two-way), though you would have to do some major remodelling. It would be cool if the cliffs were higher, too - this way banshees could have a new importance (and the map would work better with the man-cannons).
Another thing that I totally agree with is changing the flag room. I find it's too easy to defend/too hard to get out of. That, or change the spawning points so that all the players don't spawn on the 'exit route.'
And don't forget about turrets! Use your judgment, of course.
et_cg
August 1st, 2007, 02:00 AM
http://img406.imageshack.us/img406/5889/sidewindersuperjulearlygy2.jpg
/original
/playing with lighting
/happy
X3RO SHIF7
August 1st, 2007, 02:21 AM
http://img406.imageshack.us/img406/5889/sidewindersuperjulearlygy2.jpg
/original
/playing with lighting
/happy
Nice!
Phopojijo
August 1st, 2007, 03:50 AM
Got to say
That is really friggin awesome.
boltdwright
August 1st, 2007, 08:58 AM
Was it hard to get it like that?
et_cg
August 1st, 2007, 09:22 AM
http://img443.imageshack.us/img443/1388/sidewinderinteriorpowerrj8.jpg
I'm still working on getting the lighting right. It seems as though the powers in Halo 2 have a large difference from Halo 1. (at least that's what it seems like, the rule so far is add a zero and a decimal to all your numbers) (e.g. 5 = 0.05, I believe)
Warningshot3
August 1st, 2007, 10:05 AM
looking sweet. but is the teleporters going to be like the xbox version or pc?
on the xbox the base teleporters are one way and the pc was 2 two way.
boltdwright
August 1st, 2007, 10:08 AM
you can make it two way.
randreach454
August 1st, 2007, 10:18 AM
but will he make it two way :-o
ha, levels looking pretty good bro, keep it up
Llama Juice
August 1st, 2007, 10:19 AM
He was asking which one he was going to go with... considering it changes how you defend the base significantly
X3RO SHIF7
August 2nd, 2007, 01:32 AM
very true, i'd go the xbox way, but its all personal preference
Arteen
August 2nd, 2007, 01:53 AM
You could make it like Xbox, but with a switch to make the teles two-way, maybe?
Con
August 2nd, 2007, 02:01 AM
If you're gonna make the teleporters one-way, you could always add in some interesting rocks and shit for cover so they can get to the base. Like between where the base teleporter comes out and the base could be like the coagulation rockslide. That would kick ass. It'd be sweet if you made the kind of difference to this as coagulation was to bloodgulch. I'd love to see this map revamped.
Boba
August 2nd, 2007, 02:28 AM
If you're gonna make the teleporters one-way, you could always add in some interesting rocks and shit for cover so they can get to the base. Like between where the base teleporter comes out and the base could be like the coagulation rockslide. That would kick ass. It'd be sweet if you made the kind of difference to this as coagulation was to bloodgulch. I'd love to see this map revamped.
Sorry to go off topic here, but how is Geomar coming? :d
et_cg
August 2nd, 2007, 02:29 AM
Sorry to go off topic here, but how is Geomar coming? :d
Stay on topic... Please :P
My plans for this map so far are going to remain a secret. But progress with what you guys have seen already will, of course, be public.
EDIT: I appreciate the input, guys. It's always helpful to hear what the community wants. :D I'm not really the one who will decide gameplay, the testing stage will decide what goes on!
Sever
August 2nd, 2007, 12:37 PM
I suggest that you make a glacier rockslide like in the last outdoor area in AotCR (opposite the temple) or on the map Concealed. I think this would work with the snow theme (if you are still doing a snow theme) and add some cover wherever you put it. And just look cool. Ice walls kick ass.
randreach454
August 2nd, 2007, 04:50 PM
mancannon.. in a locked halo 2.. right..
fletcher77
August 2nd, 2007, 05:40 PM
mancannon.. in a locked halo 2.. right..
your right it would never work you would die from impacted anyway Because of the fall damage.
DaneO'Roo
August 2nd, 2007, 05:49 PM
Cliffs need more polies and normal maps.
Lightning
August 2nd, 2007, 05:52 PM
Uhh.. fall damage? =/
And it's not totally locked, btw.
X3RO SHIF7
August 3rd, 2007, 04:57 PM
You could make it like Xbox, but with a switch to make the teles two-way, maybe?
^ good idea
et_cg
August 5th, 2007, 09:35 PM
http://img375.imageshack.us/img375/4702/almosthalo1swmd5.jpg
Meh, the lighting was close a few days ago, but I trashed it unknowingly. I've also been recieving some crap from Tool, so I've decided to hold off on this for a while. :(
Bastinka
August 5th, 2007, 09:55 PM
Turning out to be very nice! Smashing work, keep it up then 'poppit. :)
Roostervier
August 5th, 2007, 10:23 PM
http://img375.imageshack.us/img375/4702/almosthalo1swmd5.jpg
Meh, the lighting was close a few days ago, but I trashed it uknowingly. I've also been recieving some crap from Tool, so I've decided to hold off on this for a while. :(
D:
how did you end up trashing it? Stuff like that happens to me when I save over old work with something different. In any case, the bloom is blinding me, lol. If you picked it up again, maybe edit the sky bitmaps and radiosity settings to make it less bright.
et_cg
August 22nd, 2007, 02:57 AM
http://img392.imageshack.us/img392/2835/puresexalmostls6.jpg
Slowly but surely.
Far from satisfaction, though.
DaneO'Roo
August 22nd, 2007, 04:06 AM
looks great, but the cliffs need BUMPS/NORMALS D:
Flyboy
August 22nd, 2007, 04:35 AM
Tis Hawt.
StankBacon
August 22nd, 2007, 05:05 AM
nice.
Kornman00
August 22nd, 2007, 06:38 AM
I just realized how lacking sidewinder was :-3
SL1CK1337
August 22nd, 2007, 08:09 AM
Nice,The ground looks good but like Dano said the cliffs need bumping as well.
Snowy
August 22nd, 2007, 10:56 AM
The Cliffs need whole new textures. :/
Other than that, it looks nice :)
Con
August 22nd, 2007, 11:29 AM
The Cliffs need whole new textures. :/
nooo! Keep the cliff textures the same for nostalgia's sake, just add some detail maps and bump maps.
SL1CK1337
August 22nd, 2007, 12:35 PM
Yea, I think it would be better to try and keep it original as possible
hobojoe
August 22nd, 2007, 12:39 PM
In my opinion if you work on the cliffs a little it should almost be finished
Enigma
August 22nd, 2007, 01:10 PM
Very nice man I like the trees.
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