View Full Version : Delta Halo (Working title) SP Map
Ki11a_FTW
January 28th, 2008, 06:46 PM
So here i have a video of some cool things i scripted into my map, heres the linky
8a6iYM3NpG8
I had to lock fraps at 15 fps otherwise it refused to record.... ( i usually get around 95) so some sounds might sound inaccurate, and all the other stuff that happens when you get 15 fps. Trust me it will look a lot smoother in person. Especially the drop pods, in the vid they look like they just appear :fail:, when i fix this gay fraps issue ill be sure to show a more smoother version.
BUGS: Cruiser's sound needs to be louder
One crewman i forgot to script into an ai
First part of the video is a cruiser flying by dropping many droppods. (You have to get to that cruiser later in the level)
Second part is me meleeing a crewman, and watching everyone fight. (Echo 419 lands shortly after the video ends, sorry)
Any further updates will be posted here.
Credits are at the end of the video
EDIT: also bsp IS NOT final
supersniper
January 28th, 2008, 07:18 PM
Will this come with the Delta Halo UI...[some random hurry up finish it hint]
Looks nice. Will it be based off the delta halo sp map in Halo 2??
Ki11a_FTW
January 28th, 2008, 07:21 PM
Yep. The bsps are... 8 months old, so once all the scripting and gameplay is worked out, im going to go back into the max files, and work on the surrounding details. As you can see, many thing are way to boxy and plain atm :-/
Sel
January 28th, 2008, 07:23 PM
Yeh as you said, the BSP isnt pretty :|
But I like how the covenent ship flew over, and I see potential here, I might donate some forerunner structures that might be useful, I just have to make them sometime after exam week.
Either way may not look sexed up yet, but either way It shows great potential and I hope you see it through to the end.
Ki11a_FTW
January 28th, 2008, 07:26 PM
eh, i think ill make one more video to show, then no more vids for a while
PenGuin1362
January 28th, 2008, 07:43 PM
aside from looking like crap, this has some potential. i like the cruiser flying over head. keep it up :)
Ki11a_FTW
January 28th, 2008, 07:45 PM
http://img213.imageshack.us/img213/7144/hogescortbz0.jpg (http://imageshack.us)
^ hog escort ( follows a specific path, doesnt crash)
EDIT: i could really use help with the textures, some that make it really look delta haloish, right now it kind of ruins it
supersniper
January 28th, 2008, 08:21 PM
Lol ask Arteen. I know he did textures in his Delta ruined map. Or you can ask Dano.
ODX
January 28th, 2008, 10:02 PM
You going to use one of the many Halo 2 bipeds out there and maybe animate the SMG to be a little less jerky? Also, are you trying to make it more like Halo 2? Because those Battle Rifle animations are :\. But still, I agree it has potential, only because it has Halo 2 music :)
Edit: OH SNAP! That was you who had the successful ghost boarding! Will that be in this also?
Pyong Kawaguchi
January 28th, 2008, 10:12 PM
I could rip you the h2 ones, or i could attempt at making a DH Forrruner skin, or you could change the gray forruner stuff to tan
Ki11a_FTW
January 28th, 2008, 10:16 PM
The BR was from like July, so yeah, the anims are bad.
Im going to try to make it look as much as halo 2 as possible, if better.
Vehicle boarding will be included if i have enough tag space left over, in the current builds it is not included because im going for the main things right now that make a map play good.:)
And for those of you who havent seen my ghost boarding yet, here is a short preview
http://www.youtube.com/watch?v=_nI8cWoVKyI
And if i do include it, the boarding animation will be improved and wraiths and banshees will be able to be boarded ( i already have a shit version of the banshee made)
(lol that bsp is actually the test map for this level)
EDIT: lone wolf that wont be needed. I like making the bsps custom.
Pyong Kawaguchi
January 28th, 2008, 10:35 PM
Also Killa, by ripping i ment ripping the Halo 2 Delta Halo textures. Or i could try to create some myself, as i said
Ki11a_FTW
January 28th, 2008, 10:38 PM
the only things i will have ripped in here is some vehicles\weapons\bipeds, which i am also thinking of replacing with custom content. And if i wanted to rip anything, i have all the halo 2 map files anyway.
Pyong Kawaguchi
January 28th, 2008, 11:03 PM
Oh okay good luck with this project!
nooBBooze
January 29th, 2008, 03:49 AM
we need moar decent sp maps.
keep up the good work :)
(dialogs seemed a bit out of place tbh)
malolo420
January 29th, 2008, 04:58 AM
Ahh so thats the SP you were telling me about, nice covey cruiser and drop pods :D
Remind me to send you my h2 bipeds next time your online.
Edit: Awesome boarding too.
hobojoe
January 29th, 2008, 01:16 PM
I love the boarding idea. pick up the speed and it will be awswome.
MNC
January 29th, 2008, 01:42 PM
It's decent. I demand cutscenes!
Co Redsonic
January 29th, 2008, 04:51 PM
Wow this looks really good, i like the boarding animation :D
Abstract.Error
January 29th, 2008, 09:18 PM
Boarding animation made me laugh at how the MC moves so slowly. But it looks cool.
Syuusuke
January 29th, 2008, 09:47 PM
Oh that video was from awhile back...I remember that.
Con
January 29th, 2008, 10:03 PM
If you weren't looking up when the cruiser flew over, you'd probably miss it. Maybe make it fly parallel to you?
Ki11a_FTW
January 29th, 2008, 10:21 PM
Yeah i made cortana say "Look!" Right before it comes, you could still miss it if you dont know where to look, id have to think of a way around that. I also need to keep it in that direction because you have to go to that cruiser in the 3rd bsp
Con
January 29th, 2008, 10:51 PM
make it come when you're going up a ramp and you're looking upwards
nooBBooze
January 30th, 2008, 07:28 AM
Or you could make it fly alot slower. that way it could even drop some tanks while its at it...
FRain
January 30th, 2008, 08:28 AM
Or a scarab (no jk.)
Has lots of potential, looks like it plays great, but animations are blagh and the bsp and such is blagh.
wait fuck disregard that fucking parrot act nvm.
Ki11a_FTW
January 30th, 2008, 02:24 PM
animations are hella old, from july
SnaFuBAR
January 30th, 2008, 04:34 PM
your encounters need a LOT of work :/
Co Redsonic
January 30th, 2008, 04:46 PM
Is this going to be in Campaigne or in Lan?
Sel
January 30th, 2008, 04:47 PM
Is this going to be in Campaigne or in Lan?
Single player, I would hope.
Co Redsonic
January 30th, 2008, 04:54 PM
Oh, thanks. Lets just wait and see what he says
Ki11a_FTW
January 30th, 2008, 08:51 PM
your encounters need a LOT of work :/
actuallly the one you see in the video is the worst. Trust me the rest are not like that. I was messing with those encounters before that, i got to add brute cover and add more grunts and jackals. Marines do follow you throughout the map.
The elite droppod one is fine at the moment, though i am modeling some more structures for that area, so it wont be as open.
And snaff i modeled new cliffs, running lightmaps
This map is not lan, its single player
SnaFuBAR
January 30th, 2008, 08:52 PM
so you've fixed the one from the first video where they all just appear out of nowhere after the fly-over, right?
Ki11a_FTW
January 30th, 2008, 08:55 PM
Its not actually like that, fraps was lagging the game, and i had to lock it at 15 fps for it to actually record :mad:, without fraps i get from 150-250 fps usually around in there. If anyone knows another recording program i could show it better
Bluefire
January 30th, 2008, 09:04 PM
maybe to make people notice/look at the Cruiser have it cast some kind of shadow ? (IDK anything about making maps so ..actually IDK what word I wanted to add here)
Ki11a_FTW
January 30th, 2008, 09:07 PM
^ gonna try to do that, and also going to add markers to show the flames coming out of the back of it.
EDIT:looks like lightmaps are going to take all night, ive made some major changes since last pics, so ill try to get some new pics tomorrow.
Ki11a_FTW
January 31st, 2008, 03:41 PM
So lightmaps finished...
small update
http://img259.imageshack.us/img259/7333/updategg8.jpg (http://imageshack.us)
dont worry im working on those cliff shaders
and also modifyed my marines abit
EDIT: i decided to modify those cliffs a bit
also anyone have good cliff detail maps like the cliff detail on delta halo?
nooBBooze
January 31st, 2008, 04:10 PM
im going to make you a crticicism sandwich:
+ random mp maps < Decent singleplayer levels
- ground textures look bleh. wtf is wrong with the hud
+ looks like its going to be fun to play
:)
Ki11a_FTW
January 31st, 2008, 04:28 PM
the hud will be fixed later, im thinking of using polar bears hud and modifying it
Also phantom chaceing you on the gondola is scary :X
Co Redsonic
February 1st, 2008, 12:26 PM
Ah, singleplayer, thanks.
Looking good so far. :D
MNC
February 1st, 2008, 03:51 PM
Is that lake supposed to be that shallow, or am I mistaken by the perspective?
Ki11a_FTW
February 1st, 2008, 04:05 PM
fixed that last night and added fog
Observe:
http://img142.imageshack.us/img142/7255/haloce2008020120034321ci9.png (http://imageshack.us)
adumass
February 1st, 2008, 10:50 PM
Its looking better, but you should make a new gondola current one has no cover.
Ki11a_FTW
February 1st, 2008, 10:54 PM
oh yeah, forgot, credit goes to conscars for making a new cliff bitmap for the map
MNC
February 2nd, 2008, 08:31 AM
Much, much better. It's starting to shapen up.
TeeKup
February 2nd, 2008, 12:49 PM
I think the cruiser should be a little higher to be honest. I've never seen a capital ship fly at tree top level.
Ki11a_FTW
February 2nd, 2008, 01:07 PM
Tsavo highway :rolleyes:
Botolf
February 2nd, 2008, 01:12 PM
Map looks like it'll be a blast once it's done, lots of work to be done as the other members have pointed out, though.
Tsavo highway :rolleyes:
That sequence is sweet, I'm planning on doing something like it for my project as well. Hopefully before it becomes an altogether common thing :p
TeeKup
February 2nd, 2008, 01:57 PM
Tsavo highway :rolleyes:
Yeah that cruiser was alot higher than yours. :I
Botolf
February 2nd, 2008, 02:14 PM
Yeah that cruiser was alot higher than yours. :I
Well, to be fair, it looked like it was nearly grazing some cliffs when it first appears.
Co Redsonic
February 2nd, 2008, 04:22 PM
Well, to be fair, it looked like it was nearly grazing some cliffs when it first appears.
Yeah, I agree.
Tweek
February 3rd, 2008, 06:26 AM
ì've ignored this thread for a while, but in my opinion, you can't make a map with 200 polygons.
it's horrible.
bai.
Ki11a_FTW
February 3rd, 2008, 10:49 AM
:lol:
The bsp i am using now is from JULY so yeah it IS horrible right now, and i AM making new ones
Roostervier
February 3rd, 2008, 11:08 AM
Still, if they are so old and bad, why show them off to us? Why didn't you wait until you finished the newer ones so we wouldn't complain about the shitty old ones?
Ki11a_FTW
February 3rd, 2008, 11:13 AM
i wasnt really aiming to show off the bsp when i posted this, but the bsp is getting better, i work on it on and off.
Co Redsonic
February 4th, 2008, 05:32 PM
Will Gauss hog be in it?
Ki11a_FTW
February 4th, 2008, 06:51 PM
Gauss hog is on mb, theres a chaingun hog in the beggining, but you have a chance of getting pwned, so i might swap it to gauss, it might appear towards the end aswell
supersniper
February 4th, 2008, 06:59 PM
I just want to see if the skull will be there...
Ki11a_FTW
February 4th, 2008, 07:26 PM
:lol: actually there is a skull on the last sp map i released (madness p6) and it does something to when you get it
Kornman00
February 5th, 2008, 06:51 AM
I like covie ship fly-by bit. Made me lul at the halo 1 engine :downs:
Edward Elrich
February 5th, 2008, 08:48 AM
Agreed, really shows how different the engines are. I'm hoping the finished map will have more debris and stuff than that's showing right now.
BTW I thought it was a phantom that dropped the pods, not a cruiser.
Co Redsonic
February 5th, 2008, 01:12 PM
I think its both...i think
Ki11a_FTW
February 5th, 2008, 01:55 PM
im thinking of ways to make the cruiser more pretty looking when it flys by, already added the plasma coming out the back, now some more things im gonna do to it.
Abstract.Error
February 5th, 2008, 02:36 PM
Add particles ( Bird feathers, that kind of stuff.) flying onto the side of the cruiser?
adumass
February 5th, 2008, 03:01 PM
Add particles ( Bird feathers, that kind of stuff.) flying onto the side of the cruiser?
Some dust and camera shaking, maybe random objects getting blow away?(If its that close..)
Apoc4lypse
February 5th, 2008, 03:11 PM
I think the cruiser should be a little higher to be honest. I've never seen a capital ship fly at tree top level.
not to mention never really seeing it ever do that...
I think it would be a much nicer sequence if instead of doing that you had a sequence similar to the e3 h2 video drop pods sequence occur.. The one where the drop pods fall down to earth would be nice looking.
Maybe if you insist on having a covie cruiser fly over, have that happen, but a lot higher up. Then have a few streaks through the sky or a bunch of em, indicating drop pods falling down, and then have some land near the chief.
Also, I'd make the whole thing fully cinematic, your in the hog driving then a script takes control of the players camera which shows the events unfold from better angles then what you would have from the turret.
Ki11a_FTW
February 5th, 2008, 03:19 PM
that seems like a good idea
Kornman00
February 5th, 2008, 03:20 PM
keep it up man, I have high hopes for you :)
Ki11a_FTW
February 5th, 2008, 05:24 PM
self explanatory
http://img163.imageshack.us/img163/6011/epicuz7.jpg (http://imageshack.us)
Still some bugs i have to tweak (bsp is getting redone)
I still have to make a flying animation for the drones, right now there flying around using the idle one
PopeAK49
February 5th, 2008, 06:26 PM
well thats going to be a pain in the butt to fight the buggers.
TeeKup
February 5th, 2008, 07:33 PM
Christ I hate Drones, they're like grunts, but actually deadly.
Botolf
February 5th, 2008, 08:46 PM
Drones are awesome, they turn the standard ground combat on its head, and you have to adapt.
FRain
February 5th, 2008, 08:53 PM
What the CHRIST is up with those origins? :gonk:
Ki11a_FTW
February 5th, 2008, 09:01 PM
the br is oversized, the rest is fine
Abstract.Error
February 5th, 2008, 10:52 PM
http://i268.photobucket.com/albums/jj3/Pingvinz/epiclol-1.jpg
Correct me if I'm wrong, but are those smoothing errors?
Ki11a_FTW
February 5th, 2008, 10:57 PM
you are correct
n00b1n8R
February 6th, 2008, 07:07 AM
Cool concept, as many have said, it's graphically bad though :p
the only thing from the vidio I specifically disliked was the cruiser, it seemed to fly way to low (and a bit more of a delay from the cruiser flying over to the pods coming down would give you more time to realise what just happened and you might see the pods coming and have a moment get ready (even if only for a second..)).
MNC
February 6th, 2008, 07:22 AM
I felt the Halo 2 drones were rushed. They'd have jumpy animation and strange AI.
(inb4ohwaitwholeh2isliekdat)
Hope you find a way to have decent drones, and it'll be awesome.
Hotrod
February 6th, 2008, 04:48 PM
Well, this is going along nicely. You will be using Halo 2 Brutes, right? And a Halo 2 MC? And Marines/ODSTs? Well, I hope that this gets completed soon, because I'm really looking forwards to it.
Ki11a_FTW
February 6th, 2008, 05:10 PM
Yep, h2 brutes (with a new set of animations by me) are almost done, drones need a few animation tweaks, ODSTS will be rigged with marine anims, there are no halo 1 bipeds in the map right now
ODX
February 6th, 2008, 05:19 PM
Hmmmm, whose first person arms are those? Custom made?
Ki11a_FTW
February 6th, 2008, 06:04 PM
there cmt's fp arms atm, masterz let me use them as a place holder for now, they wont be in any public betas(if i have any) or the final
Hotrod
February 6th, 2008, 06:52 PM
there cmt's fp arms atm, masterz let me use them as a place holder for now, they wont be in any public betas(if i have any) or the final
A public beta (or a closed beta) would be a good idea so you could get some feedback on your work. Maybe it/they could be through invitations.
Co Redsonic
February 6th, 2008, 07:03 PM
Is it possible to change weapons with your Marines? That'd be a great add to the map your making.
Ki11a_FTW
February 6th, 2008, 07:12 PM
yep they have smgs, battle rifles, shot guns, and snipers
Co Redsonic
February 6th, 2008, 07:27 PM
Wait, so you can switch your own weapon with one of the Marines? Nice...
Sever
February 6th, 2008, 07:28 PM
You're doing it wrong.
He asked a question looking for an answer, not an unrelated tidbit. Co Redsonic was wondering if you would be able to preform the "Hold X to take allies' _____" action, not if they will hold a variety of weapons.
Unless of course, you did do it right, and thus need to type more clearly.
Ki11a_FTW
February 6th, 2008, 09:28 PM
oh that, no but i think i know a way..
n00b1n8R
February 6th, 2008, 10:15 PM
Do it tbh. :awesome:
Ki11a_FTW
February 6th, 2008, 10:19 PM
i actually had something like it in my other older map that lets you do that, there was some errors though
p0lar_bear
February 7th, 2008, 05:36 AM
I don't think that kind of thing is possible, or would even work right at all with CE's AI engine. In CE, AI works by having general action and reaction data defined in an actor tag, and weapon firing parameters defined in an actor variant. In Halo 2, the actr/actv tags don't exist anymore, and weapon firing params are defined elsewhere.
n00b1n8R
February 7th, 2008, 05:46 AM
I don't think that kind of thing is possible, or would even work right at all with CE's AI engine. In CE, AI works by having general action and reaction data defined in an actor tag, and weapon firing parameters defined in an actor variant. In Halo 2, the actr/actv tags don't exist anymore, and weapon firing params are defined elsewhere.
gb2 sandbox <:mad:>
MNC
February 7th, 2008, 07:01 AM
I always wondered if you could just let you gun fall down and the marine's gun fall down, with a bit of practice into his and your arms, and thus switch.
But I don't recall any scripts being able to do that.
Ki11a_FTW
February 7th, 2008, 11:41 AM
ill mess with it a little later
adumass
February 7th, 2008, 12:12 PM
I don't think that kind of thing is possible, or would even work right at all with CE's AI engine. In CE, AI works by having general action and reaction data defined in an actor tag, and weapon firing parameters defined in an actor variant. In Halo 2, the actr/actv tags don't exist anymore, and weapon firing params are defined elsewhere.
What if you set in the weapon tag which actor variant tag to use like how vehicle weapons are set. Then somehow change their weapon, maybe with bump possession. They would keep their original actor tag but the weapon's actor variant would change they way they fired, right?
Co Redsonic
February 7th, 2008, 05:11 PM
maybe...
Ki11a_FTW
February 12th, 2008, 11:05 PM
sorry there hasnt been much updates lately, but i decided to add more then one map to the story. heres a little pic of part of one of the intros.
http://img145.imageshack.us/img145/648/update2cy3.jpg (http://imageshack.us)
i know i doesnt reveal anything, but there will hopfully be a larger update soon, sorry. And i am eventually gonna get a site up for the project, hosted by kororigaming.
Co Redsonic
February 14th, 2008, 04:54 PM
What was the point of posting it then? Its just a Pelican in a cloudy day. -_-
Ki11a_FTW
February 14th, 2008, 05:44 PM
wanted to post something, but didnt want to spoil some new things
Co Redsonic
February 14th, 2008, 09:12 PM
Oh. you could have done a little bit more though...
BobtheGreatII
February 14th, 2008, 11:54 PM
You better have done something amazing to that pelican in order to have a reason for not putting the rest in the picture... <:mad:>
OmegaDragon
February 15th, 2008, 09:53 AM
Apparently there is a monkey working the camera because all I see is half a Pelican :|
Kornman00
February 15th, 2008, 11:50 AM
Beggars can't be choosers -_-
Con
February 15th, 2008, 12:42 PM
Kornman learned that last night, right baby?
Kornman00
February 15th, 2008, 03:03 PM
o i c wat u di- O FUCK YOU K?!! <:mad:>
Ki11a_FTW
February 15th, 2008, 04:50 PM
Apparently there is a monkey working the camera because all I see is half a Pelican :|
Actually the pelican swoops down and then flys over the the camera, tried to press it of how i wanted to show it, but pressed it to early
n00b1n8R
February 15th, 2008, 06:44 PM
It's called faps fraps :eng101:
Co Redsonic
February 15th, 2008, 09:24 PM
if it was an accident, then redo it. :/?
Ki11a_FTW
February 15th, 2008, 09:27 PM
http://img527.imageshack.us/img527/8393/h3fencerj2.jpg (http://imageshack.us)
http://img527.imageshack.us/img527/8393/h3fencerj2.88c1dd689e.jpg (http://g.imageshack.us/g.php?h=527&i=h3fencerj2.jpg)
started working on some halo 3 equiptment
BobtheGreatII
February 15th, 2008, 10:38 PM
You really fail at taking pictures, just fyi...lol.
Co Redsonic
February 16th, 2008, 08:43 PM
Equipment? Like? o_o
KIWIDOGGIE
February 17th, 2008, 07:23 AM
I could rip you the h2 ones, or i could attempt at making a DH Forrruner skin, or you could change the gray forruner stuff to tan
Illegal much?
CtrlAltDestroy
February 17th, 2008, 10:05 AM
Except no one cares.
ODX
February 17th, 2008, 03:03 PM
Nah, they do care, just not enough to do much about it. Dennis made some really long post about it, I only understood some of it. One part I remember was how really they don't care much because it's going into another Halo game.
CtrlAltDestroy
February 17th, 2008, 03:23 PM
Since when do you speak on behalf of them?
Jay2645
February 17th, 2008, 07:10 PM
Since 12 year olds can't think.
Ki11a_FTW
February 17th, 2008, 07:47 PM
ok ok enough, lets get back on topic. im going to begin remodeling delta halo, an re scripting it, because the way i have it set up now just plain old sucks. Updates tomorrow mb
Ki11a_FTW
February 18th, 2008, 10:47 PM
http://img104.imageshack.us/img104/6394/whitemc0ojk6.jpg (http://imageshack.us)
wtf white mc 0_o easy error to fix :-P
http://img104.imageshack.us/img104/9869/cityupdateuh1.jpg (http://imageshack.us)
first level is getting some progress, gatta fix those damn windows though :-/
Sel
February 18th, 2008, 10:49 PM
Looks good so far.
BobtheGreatII
February 18th, 2008, 11:14 PM
I hate that Battle Rifle so much.
Ki11a_FTW
February 18th, 2008, 11:22 PM
BTW those little squares out there are suppost to be lights, but i forgot to add the alpha channel to them, and the lightmap quality is low
chicane
February 18th, 2008, 11:59 PM
the covenant ship flying overhead is amazing. I'm impressed. Also, brutes + buggers = orgasm. the only thing I don't like is the battle rifle. The one in the video's moving animation is quite over dramatic, and the one in the pictures has an ugly origin. However, You have my download sir.
Ki11a_FTW
February 19th, 2008, 12:16 AM
yeah, getting a lot of complaints about the br, gonna fix it
Sel
February 19th, 2008, 09:51 AM
The BR skin looks pretty low res.
Feel free to make things higher res, and more demmanding, most computers can take it now.
Just dont go overboard.
Ki11a_FTW
February 19th, 2008, 04:02 PM
the normal res ripped from xbox is 256x256, this one is from halo 2 vista, and its 512 by 512
Disaster
February 20th, 2008, 08:10 PM
Make the Battle Rifle have animations somewhat like the one in Halo 3. I love the way it looks and it would be the first Battle Rifle to have that particular animation.
chicane
February 20th, 2008, 10:51 PM
Well thats not true at all. I've seen lots of mods ATTEMPT good halo 3 animations.
Ki11a_FTW
February 20th, 2008, 10:52 PM
i kinda like halo 2 origins more for some reason, but ill think about it
Co Redsonic
February 22nd, 2008, 09:47 PM
Yay. Now more info on the equipment.
Ki11a_FTW
February 22nd, 2008, 11:00 PM
also yay another bsp ingame , doesn't reveal a lot but here is some pics
http://img245.imageshack.us/img245/2844/cityupuj5.jpg (http://imageshack.us)
http://img509.imageshack.us/img509/1741/drinkplocsir6.jpg (http://imageshack.us)
Co Redsonic
February 22nd, 2008, 11:22 PM
Ok...o_0. Cool I guess
Ki11a_FTW
February 22nd, 2008, 11:47 PM
oh and just so you dont get thrown off its inside a building in the city
Ki11a_FTW
February 23rd, 2008, 04:04 PM
http://img206.imageshack.us/img206/7654/armoryhz1.jpg (http://imageshack.us)
a little armory im workin on
Sel
February 23rd, 2008, 04:16 PM
Make a part where youre actually defending for a while.
The campaign lacked that :\
The only part was in the level halo, and that really wasnt much fun for defending :\
Make a part where you actually have to have a large firefight with a bunch of marines backing you, and a bunch of covenant trying to rape you.
Co Redsonic
February 24th, 2008, 12:05 AM
^^ I agree with Selentic, make it epic
Ki11a_FTW
February 24th, 2008, 01:28 AM
im ganna take a little vote here before i get to far into making the level, crows nest theme or poa theme?
Sever
February 24th, 2008, 01:34 AM
Neither. Be original, and give it a purpose before you start to model the gameplay layout, while still letting the theme affect the player's experience.
Ki11a_FTW
February 24th, 2008, 01:38 AM
the layout i have right now could be easily switched to a different style and still look good, and i know i want it to look either crownestish, or poaish but haveing some problems deciding
Sever
February 24th, 2008, 01:39 AM
In my opinion, you're doing it wrong, then. The level will have no reason for its layout. There will be no purpose for each area, thus making a convoluted and senseless linear path. My most worthwhile suggestion would be to look at Minerva: Metastasis (http://www.moddb.com/mods/5803/minerva) (a mod for Half Life 2: Episode 1. The architectural layout makes immense sense in its context, while also creating some of the best combat spaces I have ever experienced.
Ki11a_FTW
February 24th, 2008, 01:42 AM
alright, more updates a little later
EDIT: ok nevermind definetly NOT crows nest, it looks just wrong. ill leave it at its original design
MNC
February 26th, 2008, 05:04 AM
PoA Theme, I never like the music on crow's nest.
EDIT: You meant visual theme. Ok.
Co Redsonic
February 26th, 2008, 05:14 PM
Wait, there is an armory in Delta Halo?
Heathen
February 26th, 2008, 05:19 PM
I dont believe there is....and if it is its not like that...thats too much of an earth theme...
Co Redsonic
February 26th, 2008, 05:39 PM
EP_Killa, theres no armory in Delta Halo, explain plz. D:
adumass
February 26th, 2008, 05:47 PM
It doesn't immediately start out on delta halo.
Ki11a_FTW
February 26th, 2008, 07:25 PM
EP_Killa, theres no armory in Delta Halo, explain plz. D:
Theres 3 levels, level 1 is the cityish one, i may have to split it up into 2 different maps because its gonna be pretty big, then you have delta halo, then you have another level which you will not know about till later
Co Redsonic
February 26th, 2008, 08:58 PM
Oh, now I see. Thanks.
nooBBooze
February 27th, 2008, 06:45 AM
its the covie ship rite? :)
Heathen
February 27th, 2008, 04:11 PM
ah, I understand.
Co Redsonic
February 27th, 2008, 05:24 PM
So its 3 maps then?
Ki11a_FTW
February 27th, 2008, 06:11 PM
yes
Co Redsonic
February 27th, 2008, 06:20 PM
So when you release it, will all 3 maps be in one folder, or they will be separate?
Ki11a_FTW
February 27th, 2008, 08:03 PM
there will be a total of 5 maps one is intro, the next 3 are the playable levels, then the last is the ending
Co Redsonic
February 27th, 2008, 08:16 PM
Oh, so 2 maps are cut-scenes or something?
Ki11a_FTW
February 27th, 2008, 09:15 PM
yes
Co Redsonic
February 28th, 2008, 04:40 PM
I hope the finished map file sizes aren't over 60 MBs..
MNC
March 2nd, 2008, 04:14 PM
You betcha the campaign maps themselves are going to be big, easily around 80mb. CE has to store all sounds and bitmaps in the map instead of a seperate bitmaps.map and sounds.map
Ki11a_FTW
March 2nd, 2008, 04:28 PM
yeah there already over 100 mb each
Co Redsonic
March 2nd, 2008, 07:08 PM
Damn...:(
Ki11a_FTW
March 6th, 2008, 06:21 PM
http://youtube.com/watch?v=5qNA9XTeEPU
sorry for the lack of updates, i animated some more weapons and modifyed some models, the ar moel is not final and the bsp is just a test map
chicane
March 6th, 2008, 06:46 PM
Hurray more animations for me to critique!
Assault rifle: I really like the origin, though I think the model probably would have looked better unmodified. The melee animation looks cool, but it doesn't really look like its hitting anything, just sort of raising the weapon. The reload looks very bad. It shows that the right hand's fingers are not well wrapped around the gun. Also, the movements are jerky and unrealistic. The gun doesn't move properly when the clip is removed or inserted, and the left hand looks messy when its pushing the bolt. What I did like was the grenade throw, that looked good and it has always been one of my personal weakpoints. I wish I had gotten a good look at the ready anim but it wasn't really visible. The firing animation looked good, but it looks like you still don't constrain very well. The left hand seems to stray from the gun a bit. I might be wrong about that though.
Brute shot: The ready animation looked cool and accurate to halo 3, but the origin in its self looked clippy (the thumb). The melee looked pretty lame. There was a serious lack of implied force, just like the assault rifle. The fire looked good, I have no complaints on that, but the reload was very unappealing. There was far to much visible arm, and the left hand twisted in ways that it shouldn't have. Also, the fingers quite clearly clipped while putting the grenades in. The grenade throw and the equipment deploy both looked good to me though.
Ki11a_FTW
March 6th, 2008, 07:14 PM
just noticed that the hand wrapped around on the ar werent on right D:, in max, and when hes pushing back the ophandle, then fingures are not messed up :-/, as for the bruteshot, ill make the melee a bit faster
Sel
March 6th, 2008, 07:23 PM
I really like that modified model :D
And animations are good too :3
SnaFuBAR
March 6th, 2008, 07:26 PM
recoil on the ar is GROSS. redo it.
chicane
March 6th, 2008, 10:04 PM
recoil on the ar is GROSS. redo it.
Agreed.
just noticed that the hand wrapped around on the ar werent on right D:, in max, and when hes pushing back the ophandle, then fingures are not messed up :-/, as for the bruteshot, ill make the melee a bit faster
Disagreed. If they're in a position that isn't natural, they're messed up. As for the bruteshot, speeding it up wont fix it. You need to make it more obvious that he is hitting with the blade.
Ki11a_FTW
March 6th, 2008, 10:16 PM
the fingures are NOT messed up, they go a little fast, but if you watch it slowly theres nothing abnormal about them, how is making your fingures straight abnormal? and i wasnt just ganna fast forward the bruteshot, gonna make it come out more and more faster.
http://img442.imageshack.us/img442/3105/scene1lz7.jpg (http://imageshack.us)
anything abnormal there, hes pushing back the op handle with his thumb
CtrlAltDestroy
March 6th, 2008, 11:06 PM
You have a bad thumb rig.
Ki11a_FTW
March 6th, 2008, 11:21 PM
yeah some others all a little messed to, will take a look soon
Shad0w
March 7th, 2008, 03:00 AM
Nice looking forward to it ;)
teh lag
March 7th, 2008, 02:44 PM
the fingures are NOT messed up, they go a little fast, but if you watch it slowly theres nothing abnormal about them, how is making your fingures straight abnormal? and i wasnt just ganna fast forward the bruteshot, gonna make it come out more and more faster.
anything abnormal there, hes pushing back the op handle with his thumb
Irrelivant if it's "normal" from another perspective; what matters it it looks good where you see it ingame. And as of now, it doesn't look that good. The movements are fairly jerks and unrefined throughout the anims, fingers especially. They could all use some work.
Ki11a_FTW
March 14th, 2008, 09:07 PM
so i found i still had a build of deltahalo on my comp so i though ah, why not one last pic before the whole thing gets redone, so here you go
http://img182.imageshack.us/img182/7105/lastupdateze1.jpg (http://imageshack.us)
the tags arent up to date like some of the past updates because the build was compiled right before the first level got textured and in sapien, so dont expect updates on this map for a while
edit: i know about that cliff in the corner
LlamaMaster
March 15th, 2008, 01:29 AM
Needs less box! :gonk:
Ki11a_FTW
March 15th, 2008, 02:15 AM
its actualy just that side, but yeah, the mesh is from july, and i was no where as good as modeling as i am now :-/. i hate the bsp right now i cannot stand it. imo the play just seems wrong, and the layout is boring :fail:
BobtheGreatII
March 16th, 2008, 11:43 PM
imo the play just seems wrong, and the layout is boring :fail:
Then fix it <:mad:>
SnaFuBAR
March 16th, 2008, 11:53 PM
going to do the temple area?
Ki11a_FTW
March 17th, 2008, 02:04 PM
something like it, yeah
Ki11a_FTW
March 19th, 2008, 10:39 PM
update
http://img149.imageshack.us/img149/3252/deltaupdatefs8.png (http://imageshack.us)
started fixing up some of the weapons (new animations, shaders, etc)
also i rigged and partly animated a new link biped which has absolutely nothing to do with this wip..
EDIT: forgot i didnt show you guys the hud yet, custom halo 3 hud by me, as you can see the ammo counter and radar isnt finished yet, except the assault rifle ammo hud is finished. im still debating on weather halo 2 or 3, the halo 3 one has some alpha problems , as you can see, but thats an easy fix
chicane
March 20th, 2008, 12:32 AM
BR origin looks horrible. the hand is going through the gun... I suggest using a larger model. Also, the bolt is a dradle. The jew in me is tempted to spin it and sing.
Anyone else notice that link's got a little captain in him?
http://www.paravia.com/DonMaitz/Version3/Artwork/Pirates/CaptainMorgan/images/CaptainMorgan2.jpg
Ki11a_FTW
March 20th, 2008, 01:11 AM
when i put the br ingame it was like, super small so i scaled it up to like that, its much bigger in max because i fucked something up with the scaling..
anyway ill screw with it more
supersniper
March 20th, 2008, 04:15 AM
Link looks good.
Co Redsonic
March 20th, 2008, 07:39 AM
Yeah, Link does look good, well done.
thehoodedsmack
March 20th, 2008, 09:36 AM
Looks like it's just a rip from SSBM.
Co Redsonic
March 20th, 2008, 04:02 PM
Actually yeah. Didn't notice
jngrow
March 20th, 2008, 08:48 PM
Looks nothing like the SSBM model. But he didn't say he modeled it, he said animated and rigged.
^
nvm :/
Ki11a_FTW
March 20th, 2008, 09:37 PM
oh yeah, i did not model it, its from ssb melee, sorry about that
Co Redsonic
March 21st, 2008, 07:39 AM
shoulda made from Brawl :/
Ki11a_FTW
March 21st, 2008, 03:57 PM
well im getting a wii this sunday, ill look into finding an emu when i get it
Oh and im working on new smg anims, and some other things right now, so excpect an update this afternoon.
Ki11a_FTW
March 21st, 2008, 05:32 PM
As promised
the origin on the smg needs to be moved up a bit, but yeah heres the pic
http://img528.imageshack.us/img528/7416/eliteshadestu1.jpg (http://imageshack.us)
In the pic
new elite shaders
new smg animations
Hotrod
March 21st, 2008, 06:14 PM
This is looking great, keep up the good work! How far into completion would you say you are? I just can't wait to play this!
Ki11a_FTW
March 21st, 2008, 06:17 PM
id say im around... 20% done , theres still a lot to do
chicane
March 21st, 2008, 07:31 PM
Smg origin looks like its aiming to the left. The thumb looks messed up too. Why don't you just use halo 1 hands instead of those? They don't look very well rigged.
Ki11a_FTW
March 21st, 2008, 07:55 PM
if you look closly its the right hands thumb over the trigger, not the left
chicane
March 21st, 2008, 08:27 PM
Oh I see it now, it blends in because of the textures.
Co Redsonic
March 21st, 2008, 08:52 PM
lawl, i dont like how he holds it tho...
chicane
March 21st, 2008, 09:07 PM
Me either. One problem I have that you don't would be putting the gun to close to the screen. Thats what always gets me (@ killa)
Ki11a_FTW
March 21st, 2008, 10:17 PM
im working on the smg origins, and i pretty much perfected the br origins, except for the hand goes through the gun a little stiff :-/
Phopojijo
March 23rd, 2008, 08:32 PM
Very very late to mention this -- but the placeholder brute in the video (post #1) -- was that mine? o.o
Sweet.
Co Redsonic
March 24th, 2008, 07:42 AM
yes, very late. -_-
Ki11a_FTW
March 24th, 2008, 04:53 PM
its cmt brutes
Co Redsonic
March 24th, 2008, 05:03 PM
how'd u get a hold of them
LlamaMaster
March 24th, 2008, 05:10 PM
how'd u get a hold of them
He's part of CMT.
Hotrod
March 24th, 2008, 05:55 PM
Didn't they release their old Brute tags to the public? Seeing as they weren't using them anymore.
Co Redsonic
March 24th, 2008, 06:09 PM
They did? Look for link or something
Ki11a_FTW
March 24th, 2008, 06:12 PM
He's part of CMT.
thank you, though i barely have time to help them
Didn't they release their old Brute tags to the public? Seeing as they weren't using them anymore.
They were suppost to go to public ages ago, but they never got to it,and they are still being used in the betas i am receiving from masterz, the new ones are close to being ingame though
Sel
March 24th, 2008, 06:14 PM
how'd u get a hold of them
Hes in CMT last I looked :o
Co Redsonic
March 24th, 2008, 07:01 PM
Yes I can see that now. Your sig is also very funny BTW, Selentic xD
Phopojijo
March 24th, 2008, 07:12 PM
its cmt brutesOf which I made the first one... I was asking which one was it -- mine (#1, too low poly, baked armour but detachable helmet) or TehLag's (#2, detachable armour)
I thought Dano released the CMT biped a LONG time ago...
He made some changes since -- but this is the latest version I have...
http://www.chimpire.com/Brute.rar
It's just the model -- the tags and shit is all Masters. It's also in Maya format. If there really is a request for an unrigged Brute biped... then I could convert it to OBJ and/or FBX (or whatever format provided... you know... it's possible without me buying anything extra).
http://img.photobucket.com/albums/v342/Phopojijo/new_brute_skin_02.jpg
http://img.photobucket.com/albums/v342/Phopojijo/new_brute_skin_01.jpg
Had some issues with black seems in Mental Ray due to Anisotropic filtering... still not sure what caused it.
I'm also not sure if this includes the transparency channel for the beard. I think so but I can't test it. Got a major presentation Wednesday.
Heathen
March 25th, 2008, 02:52 PM
never liked those brutes....look like shrek in armor...
Hotrod
March 25th, 2008, 05:38 PM
never liked those brutes....look like shrek in armor...
Agreed, I never thought that they looked like Brutes, more like a completely different kind of alien, especially with those toes, and fingers, and head, and etc...
Heathen
March 25th, 2008, 08:00 PM
I twas a good go though....just not brutey enough...
Sub-Zero
March 25th, 2008, 09:10 PM
the brute looks halo 1 decent in a way. Even though it has no hair
Co Redsonic
March 25th, 2008, 09:16 PM
eh...kinda...
Phopojijo
March 25th, 2008, 10:17 PM
the brute looks halo 1 decent in a way. Even though it has no hairIt actually had a beard which you could barely see around the helmet (or directly if you shot the helmet off the head).
As for more hair -- that could have came with extra plane extrusions.
Sub-Zero
March 25th, 2008, 10:34 PM
lol ya it does look like a santa beard on the sides. wouldn't the extra plane extrusions cause alittle frame lag.
Phopojijo
March 26th, 2008, 07:56 PM
lol ya it does look like a santa beard on the sides. wouldn't the extra plane extrusions cause alittle frame lag.While it's true that adding any detail what-so-ever would increase the computation time... if you think about the whole beard being ~12-16 triangles... even if you spend a whole 100 triangles on the biped in hair... you might then lose a single frame per second... assuming you have multiple brutes on screen.
I think you can stand the drop from 56FPS to 55FPS... worst case scenario.
Sub-Zero
March 26th, 2008, 09:32 PM
Really? well i dont know alot about characters that much.
Phopojijo
March 26th, 2008, 11:49 PM
Really? well i dont know alot about characters that much.Characters are just another animated object.
They really only take up extra performance because of all the vertex animation, skeleton animation, AI, etc. that is required. Still, 100 triangles would barely be noticeable unless you have like -- 5-10 onscreen.
Depending on the engine of course...
p0lar_bear
March 27th, 2008, 12:43 AM
Don't forget LODs. You can drop the beard on lower LOD models to increase performance.
Phopojijo
March 27th, 2008, 12:55 AM
Don't forget LODs. You can drop the beard on lower LOD models to increase performance.Yea that'd defeat the purpose of worst-case scenario though.
Heathen
March 27th, 2008, 01:22 AM
the brute looks halo 1 decent in a way. Even though it has no hair
kinda....if your monitors off...the only way that would have been "good enough" is if players weren't supposed to LOOK at the character...
MNC
March 29th, 2008, 03:18 PM
kinda....if your monitors off...the only way that would have been "good enough" is if players weren't supposed to LOOK at the character...
Why Mr. Heathen, are you implying the Brute looks total rubbish?
_TheArbiter_
March 29th, 2008, 06:34 PM
those brutes look kinda....skinny
Heathen
March 29th, 2008, 11:21 PM
not total rubbish....like I said (I think I said) There a good first go....but they aren't close to what you would want as a permanent placement....
Ki11a_FTW
April 3rd, 2008, 12:15 AM
slightly larger update here, i spent all day animating and tagging the energy sword, i still need to add lens flares to the blade and brighten the sword itself, and in the pic the sparks didnt get captured right,so dont complain about that atm, i went a little overboard with them, gonna tone them down. Also as you can see i have tombstone in the backround, that will be released with the campaign , also new sexy sky :-3( the hud reticle and the rest of the hud is not final, and fp rig still needs some tweaking, but i never got to it yet. I also fixed the smg origins, and made new BR anims ,origins and shaders that took me around 2 days and it is lookin pretty darn close to halo 2. anyway, instead of babbling on what i have accomplished (a ton you havent seen) heres a pic
http://img292.imageshack.us/img292/8471/swordupdateva0.jpg (http://imageshack.us)
the map has a fully syncing and functioning gravity lift script, that doesnt lag or use damage effects.
oh almost forgot, the sword works really close to halo 2, it has 2 different primary fireing animations. And if you look by the chiefs left hand, you can see the sword floating like halo2, and it still looks fine in 3p when the player is holding it, so yay. Lunging has been removed for now, until i can think out a better way to make it work
also, help here, does anyone know how to get a illumination map into a shader transparent chicago? i tried adding it through a shader model but it didnt show up ingame, so help that works will be +rep
FRain
April 3rd, 2008, 12:03 PM
just noticed that the hand wrapped around on the ar werent on right D:, in max, and when hes pushing back the ophandle, then fingures are not messed up :-/, as for the bruteshot, ill make the melee a bit faster
If you're using that downloadabe rig from jahrain, get rid of it, ASAP.
The thumbs and fingers weren't rigged correctly, so if you animate with H1 or different the thumbs and fingers look shitty.
I think I've got a good rig laying around, but I can't get to my comp so I can't help you.
p0lar_bear
April 3rd, 2008, 12:56 PM
Or you could simply rip the fp.gbxmodel rigged with bones using bluestreak's model importer. :v
Ki11a_FTW
April 3rd, 2008, 02:00 PM
im not using jahrains rig, its my own from h2, and the ar has been canceled for now
If you're using that downloadabe rig from jahrain, get rid of it, ASAP.
and im the one who told you to get rid of it when you were on h3t, so why would i use it :haw:
Heathen
April 3rd, 2008, 04:36 PM
Looks good....but imo I think if the sword cant lunge it might as well be dropped....but with all the work put into it I guess you wouldn't think of dropping it.
Ki11a_FTW
April 3rd, 2008, 05:47 PM
i have the lunging animation in my animation tag, its unused atm, i will put it in if i figure out a less online laggy way of lunging
ICEE
April 3rd, 2008, 07:24 PM
Rather than lunge, cant you just increase the melee's range?
Heathen
April 3rd, 2008, 11:03 PM
but then that would just look lame...
Hawkeye
July 26th, 2008, 12:59 AM
Have you got any video updates ? 0_o
Corndogman
July 26th, 2008, 01:32 AM
Bump from the Grave.
Hawkeye
July 26th, 2008, 01:45 AM
and will there be odsts in the map?
SnaFuBAR
July 26th, 2008, 01:46 AM
moron.
Hawkeye
July 26th, 2008, 01:59 AM
moron. Who me?
Con
July 26th, 2008, 02:03 AM
Play nice.
SnaFuBAR
July 26th, 2008, 02:03 AM
who do you think i was talking to? look at the date of the post before yours, then think really hard.
E: seriously you should've pm'd instead of bumping a dead topic. if he had video updates i think they'd be here. it was a stupid question.
Ki11a_FTW
July 26th, 2008, 02:05 AM
Oh this is still alive, i just haven't been posting updates :-P
ah, heres one just for the hell of it
http://img67.imageshack.us/img67/7903/picture3mp9.jpg (http://imageshack.us)
update is directed at the odst. So yes there will be odsts.
Next update will most likely be a sp video. And trust me, you will see major improvements (Also, no containment 4 u)
Hawkeye
July 26th, 2008, 02:22 AM
Thanks for the update. Will the odsts have a better ai than the average marine?
Ki11a_FTW
July 26th, 2008, 02:24 AM
Well they are stronger and have more health, i also have created animations so that they can melee other enemies.
CtrlAltDestroy
July 26th, 2008, 02:24 AM
Please use proper normal maps rather than those terrible ch2r heightmaps.
Pooky
July 26th, 2008, 03:40 AM
Well they are stronger and have more health, i also have created animations so that they can melee other enemies.
You could also try increasing their accuracy and response time... since they're supposed to be better than regular Marines.
Hawkeye
July 26th, 2008, 04:12 AM
does the second part look like delta halo now?
Hotrod
July 26th, 2008, 12:09 PM
I forgot about this, somehow, though I'm still as excited for it now as I was back when updates where regular enough. So, if I understood correctly, the ODSTs will be able to melee enemy Covenant? If so, that would be a first for allies in Halo SP.
Ki11a_FTW
July 26th, 2008, 03:39 PM
@ Pooky, even the normal marines have a better firing rate and accuracy, but the odst is even better.
@hotrod, yes
Heathen
July 26th, 2008, 03:53 PM
:gonk:
No offense, but why does the ODST look.....fuzzy?
Ki11a_FTW
July 26th, 2008, 04:18 PM
probably because i took the picture at a bad resolution, then stretched it out
Inferno
July 26th, 2008, 05:25 PM
Whats this campaign all about. Is it a continuation of the madness series?
Ki11a_FTW
July 26th, 2008, 05:36 PM
madness is over, i was remaking it a while back, but i decided to let it go. Deltahalo is a whole new story
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