Was gonna say he was joking but you guys took care of that.
Any news on that RL?
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Was gonna say he was joking but you guys took care of that.
Any news on that RL?
I was being sarcastic. I guess I should hit myself though since I didn't back it up with an emot.
Haha both of us misunderstood each other. Its all good man.
Good to know :)
Back on topic. I'm eager to see new textures for that launcher.
Hunter I wouldn't mind seeing yours put to good use somehow, you did well on it.
I might just release it. Dunno. WoL, any updates?
What kind of updates are you guys wanting? I guess I could tell you that the RL is already animated and in-game, and in the process of being uv'd. You'd have to ask WoL about any other updates.
Did WOL ever fix the sky issue he asked me about?
Not sure, but by the looks of the sky in the build I have... no.
Rooster, the sky i was having issues with was a skybox i was fucking around with. The one in mombassa is oooold.
and CV, i havent fixed it yet, havent had time as of late.
Hey WOL, I'm working on that stuff on page 92, what do you want the poly limit to be on the scenery?
That is of course, if you don't mind I contribute something to this.
Edit:
Well... got this done today... dunno what everyone will think, but there's always room for improvement.
http://img520.imageshack.us/img520/7...mpstersiw2.jpg
Poly counts in order from left to right:
669, 634, 789
Wow that looks great. I love it.
Consider including bits of peeled-back metal or debris around the broken bin. Holes don't just "happen".
Looks great, except for the crack, which looks pretty unconvincing. Instead of having a crack, why not have it overflowing or on its side missing a few wheels and dented a bit?
Change the break in the last one to a more torn, bent-inward (since the hole was probably caused by a large explosive projectile) look, rather than a sort of shattered look. Metal doesn't shatter like that. And add something sticking out of the first one, to justify the lid being open like that.
basically what they said about the hole...
I decided to scrap the hole:
http://img89.imageshack.us/img89/371/dumpstershq4.jpg
http://img207.imageshack.us/img207/5...sangle2mv6.jpg
Any better?
how did the stuff get out of the third one?
OR they threw it in there and it fell out :)
I love them, bob. Though, you modelled the interior wrong. You made a hole in the top and then just dragged the edges downwards, when in reality im pretty sure the can would be completely hollow. I can't wait to get these dumpsters ingame, thank you so much man.
I'll make sure to fix that real quick.
Also, another thing I just whipped together. I'm not impressed myself by them, and will most likely redo it. but it is 11:18 here, and I'm rather tired, so here's a render of what I've gotten done on the rooftop window things:
http://img84.imageshack.us/img84/9722/roofwindownx0.jpg
Edit: Also, all 4 of those (not including the plane underneath) contain 756 polys together
Actually, i like em. I say if you don't like them, make another variety of them. I have a total of 6 rooftops of different buildings that could use em, 1 or two varieties would really be all i needed.
Double Post:
Tool Box:
http://img100.imageshack.us/img100/4214/toolboxac9.jpg
Palm Trees, rather high poly at the moment, mostly the trunk, too many sides on the cylinders:http://img175.imageshack.us/img175/9956/palmtreewo8.jpg
Second version of the roof top windows:
http://img502.imageshack.us/img502/8...indows2il4.jpg
I think you need to look at some references for palm trees, Bob :/
Those rooftop windows look like those schoolyard fiberglass umbrellas.
Jah bob, love the other stuff, no so much the palms. Heck, i'm gonna have to look up extra stuff for you to make :o
Also, we're gonna need quite a few cars to make the parking structures/roads look less bland--i felt we should pay homage to some great sci-fi. If anybody wants to model them, or add, please feel free to. Remember, civilian vehicles. Maybe some air-vehicles for the top-levels :o
http://www.bikemenu.com/art/cartoons/Tron03.jpg
http://www.collectiondx.com/gallery2...nedasbike1.jpg
Hmm...a pelican w/ some crates around it might do well up there on either side. I'd want to handle that puppy myself, because its the effin' pelican.
The palm trees needs some work, but everything else looks good.
Yeah, I know, sorry guys, didn't honestly know how to model the trees, I can scrap them if you want.
As for the windows, the top things are supposed to be like the tin vent covers... but in retrospect, doesn't make much sense for pipes to be running up the middle of circular windows.
I'm not really positive on what you want modeled in those pictures... Is it the railing?
Would you mind if I made some higher poly versions of the crates scattered through Mombassa in Halo 2?
These ones:
http://hce.halomaps.org/images/files/lg/crates_pic.jpg
Atleast I think those are like the ones you see in Mombassa, I'll look when I get home from school, if I'm wrong, I hope you know what I'm talking about.
What about those containers from Halo 2. The ones that say CQBB or something. The large ones you can walk into. Those would look good high poly.
Yea, the railings, and these things would be good for roofs:
http://roofhatchrail.com/yahoo_site_...190044_std.JPG
This would be like an emergency escape ladder on the side of buildings:
http://www.simplifiedbuilding.com/bl...374da8322b.jpg
http://www.simplifiedbuilding.com/bl...871c44445a.jpg
See those air conditioning units? I need things like that.
I'm starting to worry if my computer will be able to run this. And my computer can run just about any game.
I'm pretty sure that if you can run Crysis on medium to high settings, you'll be able to run this.
It's COBB. And I think I know what you're talking about. And I think they might take up too much room in the city. Not much purpose for them being there either.
I've taken a few minutes to post some other things that I think should be included in the city:
The crates mentioned in the quote:
Separate box, and bundled boxes:
Trash Can:
Manhole cover:
Bench:
Just some ideas...
Edit:
Already been fixed.
I decided to model that trash can.
There will be 3 versions:
1. Normal trash can.
2. Same trash can, but with the lid to change the bag opened.
3. Same trash can, but with the lid opened and the can itself coming out.
http://i449.photobucket.com/albums/q...kip_Army/1.jpg
A WIP of number 3, there's a couple holes in the model still.
293 polygons, 614 trits.
What about an Albatross? It's the UNSC equivalent of a Chinook or a Sea Stallion, which would be ideal to ferry large amounts of supplies into a city under siege. (The reason I suggest this is because it gives you an opportunity to expand on the universe and backstory, as well as give some atmosphere to NM, not to mention a cool, reusable tidbit. It'd also give you a place to make something really interesting, seeing as the albatross hasn't really been expanded upon)
Albatross, thats an interesting idea.
Also, benches:
http://mocoloco.com/archives/metrofa...rete_bench.jpg
Dont forget street cones :D
Is this good enough? It can be edited to your liking. Was bored and thought I would give it a shot.
Just in case...
The albatross
I actually REALLY like that idea.
http://images2.wikia.nocookie.net/ha...Albatrossd.jpg
Yeah, I noticed that too. I fixed it. I'll PM WOL the link to the model.
Bit of an update:
http://i449.photobucket.com/albums/q...p_Army/1-1.jpg
What do you think?
I think trash.
Nah, they're fine, what did you want us to think. Like WoL said make a few variants as they're all the same really just different stages of being emptied?
what about a wheelie bin, foot stamp bin (the ones that open when you push down the lever with your foot) go mad.
What have I started!? :tinfoil:
Also, welder:
http://img175.imageshack.us/img175/6696/weldersu9.jpg
As you may have noticed, I didn't add any cables, but I kind of figured you might be able to model your own and have them scattered on the ground on the map.
EDIT:
Large Tool Box:
http://img110.imageshack.us/img110/3...toolboxud3.jpg
Edit x2:
I really think you should change up the design a lot more than it is in Halo 2. I don't like those trash cans at all, I was just saying, that we probably need some. Although, if they're not moving (scenery) then it might be kind of difficult to place them on street corners and what not when you might be running in to them in the Warthog during chases. That would piss me off, that's for sure.
Wow bob, you and me think alike. I was going to say that about the trashcans myself. And good idea for the wires.
Heck, i might have to take you onto the team if you keep this up :o
He would definitely be a great addition :)
Last addition for the night:
Utility Pole:
http://img4.imageshack.us/img4/1276/...onepolenz7.jpg
Oops, when i posted that, i just wanted the transformer itself. The whole lightpost is kinda unnecessary, for the reasons ExAm posted.
You want me to try the Albatross WoL?
I think he said he wanted to do it. :P
Nahh, i don't really have the time. Give it a shot, hunter.
@ Hunter... Use the Halo 2 map 'Relic' I think, for a better reference.
the front is covered in Sandtrap.
Someone needs to model streetlights and such :V
WoL made some already... Atleast they were in the early pictures of the map... dunno what it looks like as of right now.
Edit:
Yes? No?
http://img3.imageshack.us/img3/4922/transformerkk4.jpg
I dont think transformer boxes on the side of buildings have those rods :V
In the building that these will go, the rod things will come in handy, keepem.
I dunno when I am going to have time to do it though WoL. Aint been on PC for a while.
E: This is what you want right?
http://www.bungie.net/images/news/in..._albatross.gif
mmhmm
Heh, everyone is changing their names.
If you say Wave's aloud with fluent speech it hasnt changed at all.
^Malloy's correct :)
E: Also, is that a Yes?
The Albatross is in Halo 3 on Sandtrap, and in Halo 2 on that map. Though you only see the cargo bay, you will have to make up your own front part.
albatrosses are in halo wars.
Just wanted to say that I haven't stopped working, I've been trying to get stuff in game roughly just so whomever the person is who is creating the tags may have an easier time.
It's been rather troublesome using 3ds Max 9, but I'll keep messing with it. The current problem I'm having is some parts of objects appear to have the faces facing inward in game (Sapien). I know it's something like a box I forgot to check or something, but if someone has an idea what I'm talking about, could you help me out?
Also, that material thing is really kicking me in the butt, I don't remember having so much trouble with it. <:mad:>
Ok, I'll mess with it when I get home.
Also:
Did this ever finally make it in game?Quote:
Originally Posted by Wave of Lag
I sure hope so. That thing is badass.
That warthog is like sex on a beach.
Not that I actually know.....
mudflaps :v:
E: Not saying they're a bad idea. I really like them
Damn, that Warthog is simply amazing, though I think I've said that before...
Add the mudflap movements into the animations.
Will the dirt tracks still fly up behind it?
The mud flaps have no nodes, I'm pretty sure.
then why put them?
I'll have to talk to WoL. I think it'll cause us to have to make a new physics (which is unfortunate) and I'd have to merge all the nodes to the 12 or so max files I've got of the hog, so that it always has the same node graph. We'll see though, but this mod isn't mine to make decisions about.
I do not see how adding a node messes with physics.
OMGWTFBBQ, WUT R U DOING SHOWING OUR TOP SECRET MAPP?!!??!
Seriously, Rooster, if you're up to fixing the physics tag and redoing the animations after adding the nodes to the coll and model (and then rigging the model as one mesh with the skin modifier), then do it. I can't believe i didn't think of nodes on the flaps earlier.
Better yet, remove the mudflaps from the model and use a .flag attachment widget for them. This way they'll have wind/explosion physics and all that good stuff as well.
Won't that make them stretch when you move though?