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View Full Version : if you want i can get it ingame...(It's a Stargate if you didn't know)



kid908
May 9th, 2008, 12:09 AM
=P i can get this ingame if you guys like it. i'll need to fix it up a bit since it originally wasn't suppose to be ingame and it came out to about 9k polies(17k faces) give or take. i don't have to fix it up.

http://i113.photobucket.com/albums/n211/kid908/stargate-1.png

NuggetWarmer
May 9th, 2008, 01:24 AM
That is :awesome:. You are :awesome:. Get it in-game, make a map including it, suddenly receive massive amounts of +rep and win.

SnaFuBAR
May 9th, 2008, 02:43 AM
nice retarded triangle count for ingaming. don't bother.

Hunter
May 9th, 2008, 04:13 AM
Lol. Snaf. Always positive thinking :D

PenGuin1362
May 9th, 2008, 07:18 AM
Lol. Snaf. Always correct thinking :D

ftfy


nice retarded triangle count for ingaming. don't bother.

.

Hunter
May 9th, 2008, 07:32 AM
Thats what I ment penGuin :D

kid908
May 9th, 2008, 08:57 AM
XD not really hard to fix it... most of it is in details on the back and the roundness of the stargate(also parts that you don't see now. i was planning on doing something with it but never mined[stargate destructable]). which i can get rid really quickly. just delect it and make it flat.

Matooba
May 9th, 2008, 11:54 AM
Already made and in a map......
See Here: http://hce.halomaps.org/index.cfm?fid=524
They made the "traveling through" pretty different too.

Pooky
May 9th, 2008, 04:10 PM
I was just going to show that Matooba :p

Map was pretty awesome except that you could shove vehicles in the stargate and people would die when they went through :\

NuggetWarmer
May 9th, 2008, 04:13 PM
The gate model on that map wasn't very good either.

kid908
May 9th, 2008, 09:32 PM
give me a good face/poly count. so i know how much i have to reduce in size.

SnaFuBAR
May 9th, 2008, 10:25 PM
~4k tris would be fine.

kid908
May 10th, 2008, 01:30 AM
i got it down to ~5500 faces. give or take a few. is that ok?

Pooky
May 10th, 2008, 01:33 AM
He's not your mother, I think you can figure out some of it by trial and error <_<

SnaFuBAR
May 10th, 2008, 01:43 AM
i got it down to ~5500 faces. give or take a few. is that ok?
i would try to get it down a little more, but that's just me. 5500 is a little high for a single static object imo. but, like pooky said, trial and error. ingame it at that detail level and see what happens.

kid908
May 10th, 2008, 10:36 AM
=P k it doesn't lag and the details are noticable. i'll get ingame soon.

kid908
May 10th, 2008, 03:58 PM
here's ingame...still trying to fix the event horizon

http://i113.photobucket.com/albums/n211/kid908/stargateingame.jpg

Roth
May 10th, 2008, 04:21 PM
I was just going to show that Matooba :p

Map was pretty awesome except that you could shove vehicles in the stargate and people would die when they went through :\

Lol would be funny way to get owned

Corndogman
May 10th, 2008, 07:11 PM
Needs to be more blue and less transparent. but you probably already know that

Rentafence
May 10th, 2008, 10:16 PM
I don't understand how that could possibly be 5500 triangles. It doesn't look that detailed. Do you have any wireframes?

LlamaMaster
May 10th, 2008, 10:24 PM
I don't understand how that could possibly be 5500 triangles. It doesn't look that detailed. Do you have any wireframes?
I agree, it looks much lower poly.

Sel
May 10th, 2008, 10:34 PM
None the less, it looks good, just try optimizing it further.

Corndogman
May 10th, 2008, 11:18 PM
Wait, are those symbol things around the circle actually modeled or part of the texture? I cant really tell. If so, thats probably a contributing factor.

kid908
May 10th, 2008, 11:43 PM
Wait, are those symbol things around the circle actually modeled or part of the texture? I cant really tell. If so, thats probably a contributing factor.

it's combined. it's a diff shade in the texture and it's takes up the faces for the 5500 triangles. hope that answer why it's that much. i reduced the symbols as low as possible. this has a lod too.

MetKiller Joe
May 10th, 2008, 11:49 PM
it's combined. it's a diff shade in the texture and it's takes up the faces for the 5500 triangles. hope that answer why it's that much. i reduced the symbols as low as possible. this has a lod too.

Maybe I'm dumb, but what I understood was that the symbols actually have their own polies?

If I were you, I would just put the symbols in a texture and not give them anything model wise. You could get away with it in better engines, but not here.

Now, if I misunderstood what you said, just ignore that comment.

kid908
May 10th, 2008, 11:53 PM
there's no lag on my computer at all. i can get in about 20-30 models. and you didn't miss understand.

http://i113.photobucket.com/albums/n211/kid908/wireframe.jpg

SMASH
May 10th, 2008, 11:56 PM
Is this even your model? I doubt you modeled each letter with the idea of putting this in CE.

Rentafence
May 11th, 2008, 12:02 AM
Making the symbols part of the texture would be a lot smarter, and would look exactly the same, not to mention the triangle count would go down. And @ Smash, turbosquid came up with only 2 stargate models, both of which are completely different from his. I think kid is legit.

kid908
May 11th, 2008, 12:14 AM
Is this even your model? I doubt you modeled each letter with the idea of putting this in CE.

read first post -.-


=P i can get this ingame if you guys like it. i'll need to fix it up a bit since it originally wasn't suppose to be ingame and it came out to about 9k polies(17k faces) give or take. i don't have to fix it up.

NuggetWarmer
May 11th, 2008, 12:51 AM
I've seen some of his progress pictures. He modeled it, but the model can be optomised even more.

Reaper Man
May 11th, 2008, 11:13 AM
The letters could just be part of the texture instead of the model, that would cut down the polies bigtime.

kid908
May 11th, 2008, 11:50 AM
=P k i'll fix that. anyway here's the sgc:

http://i113.photobucket.com/albums/n211/kid908/wip.jpg

Corndogman
May 11th, 2008, 11:57 AM
I suggest making the symbols part of the texture, and make the model part of the BSP, that way you can use a bump map on the symbols. then the Stargate could act as a teleporter and you could make a chiron type map with crazy teleporters going to different areas.

SnaFuBAR
May 11th, 2008, 02:25 PM
use the modeled symbols as normals or bumps and forget them being actual geometry...

E: why are so many of you repeating what has already been said so many times? holy crap, i didn't know modacity was a pet store selling parrots.

kid908
May 11th, 2008, 08:16 PM
-.- i get it. i'll fix it. anyway here's a walkthrough of the base. NOTE: this is just the base not the entire bsp

t3PDgtvyzNM

SnaFuBAR
May 12th, 2008, 02:33 AM
uh... nice...uh... :confused:

WTH was that? If you're going to do a walk through, please don't use 100x speed.

Patrickssj6
May 12th, 2008, 05:13 AM
lmfao and disable that FPS meter...it's not like we are impressed or anything. He speed it up so you don't notice it lagging because of FRAPS amIrite? But still...

kid908
May 12th, 2008, 09:23 AM
lmfao and disable that FPS meter...it's not like we are impressed or anything. He speed it up so you don't notice it lagging because of FRAPS amIrite? But still...

how do i disable the fps meter? =P i can't find a tut on adding light to an entirely closed environment that why no lightmap. for the speed. it's only 9mb. the reg speed is about 60-70 something. and i don't want to w8 around for it to upload. im using xfire vid capture. FRAPS fucking lags my computer! even if im in a big box with no details =\

Pooky
May 12th, 2008, 04:40 PM
how do i disable the fps meter? =P

Ctrl + F12 same way you turn it on? :S

=sw=warlord
May 12th, 2008, 06:54 PM
how do i disable the fps meter? =P i can't find a tut on adding light to an entirely closed environment that why no lightmap.
Open a stock sky in guerrilla and check the box saying luminates interior.

kid908
May 14th, 2008, 12:10 AM
there fixed. gyphs are now bitmaps. also i added lights to the chev's. srry if the first pic is too bright. my test map has a white bitmap.


http://i113.photobucket.com/albums/n211/kid908/sg-1.jpg
http://i113.photobucket.com/albums/n211/kid908/sg-2.jpg

SnaFuBAR
May 14th, 2008, 12:48 AM
there you go. now use the old 3d glyphs as bump maps, and you're golden.

kid908
May 14th, 2008, 09:13 AM
there you go. now use the old 3d glyphs as bump maps, and you're golden.

link to tutorial. never used bump map on anything but bsp. so don't know how that'll work out.

FRain
May 14th, 2008, 09:31 AM
He means bring back the glyphs as models, as well as bitmaps, so it'd fake a bumpmap.

SnaFuBAR
May 14th, 2008, 01:45 PM
no i don't.

Heathen
May 14th, 2008, 05:45 PM
Looks Great!

kid908
May 17th, 2008, 07:22 PM
agh i can't get this right! can someone help me?
http://i113.photobucket.com/albums/n211/kid908/help.jpg


also i finished the gatestand that's in the sgc. also the p90. i need to fix the fp mag tho:
http://i113.photobucket.com/albums/n211/kid908/stargate-2.jpg
http://i113.photobucket.com/albums/n211/kid908/untitled.jpg

Heathen
May 18th, 2008, 12:55 PM
p90 eww. or is that just me?

Roostervier
May 18th, 2008, 07:50 PM
Give that bitmap an alpha map leaving only the 666C in white. Then, recompile the bitmap with explicit alpha. Then, make sure the shader is alpha tested.

SuperSunny
May 18th, 2008, 07:58 PM
You need to apply a proper specular mask and give it a fake/baked bump. The multipurpose bitmap would be the specular mask, and the reflection/glow mask. Right now the model shader looks exactly like every other custom model shader people put into Halo, plain, boring, and unattractive. It can easily look good, just work on the shaders, a lot.

The gate portal itself can be a water shader, it has that look. Give it a nice one with smaller bumps and a good movement. From what I've seen it has a water shader, or something like it, but it's missing something to make it look good, compared to others. The whole model shader itself needs to be attractive and look good no matter what lighting it is in. It just doesn't shade and blend well with the rest of the environment.

kid908
May 22nd, 2008, 12:19 AM
i added some shader updates. the milkyway stargate i don't know really how to do the shader since it's not suppose to shine like the atlantis gate and i finished the atlantis gate. unlike the mw gate it has a shine to it. also as of right now i have no intention of making the atlantis control room(just incase those who ask)

atlantis:
http://i113.photobucket.com/albums/n211/kid908/atlantisgate.jpg
http://i113.photobucket.com/albums/n211/kid908/atlantisgate2.jpg

milkyway:
http://i113.photobucket.com/albums/n211/kid908/mwgate.jpg

DaneO'Roo
May 22nd, 2008, 01:09 AM
Argh my eyes. Work on your lighting and remove the photo from the middle of the ring. Just put a water shader there instead with a central cubemap (the warthog cubemap).

SnaFuBAR
May 22nd, 2008, 02:22 AM
HNNNNG! That barrett .50 hurts my eyes. Also, do something about the red clamp thingies, they're killing it.

kid908
May 22nd, 2008, 09:01 AM
i've really done nothing. i'm just trying to get the stargate finished and all the models ingame first. i'll fix the lightmap later. right now you're look at a radiosity of 0 0.1 so really there's alot to complain about...

Matooba
May 23rd, 2008, 12:11 PM
No complaint, Just bad red texture.......
"Turn to chevron 6"

Pooky
May 23rd, 2008, 04:41 PM
Also do what snaf said and get some bumps on those runes already so it doesn't look so flat and gross D:

kid908
May 27th, 2008, 11:57 PM
XD i got the mask to work...i forgot it to save it to the alpha channel. basicly i was trying to make something not there to work correctly...stupid me.
http://i113.photobucket.com/albums/n211/kid908/fixed.jpg
also i added bump to the glyphs and made higher res bitmaps. i might have made the bump wrong b/c i keep getting a zeo-height thing when compressing the bump so any link to bump mapping tutorial is welcome.
http://i113.photobucket.com/albums/n211/kid908/bump.jpg