How is a screenshot of a christmas tree on shrooms useless?
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How is a screenshot of a christmas tree on shrooms useless?
Sadly I already fixed that part lol. Sorry.
Your goal in life is to make me unhappy isn't it?
Ahh, the part where the universe is unstable and is starting to collapse.
That's always been my favorite area in your map.
Clearly this a project that isn't meant to be finished.
Time to rerun lightmaps, again.
Just wait for Prometheus to be released, it has a fix lightmaps button.
Very funny Llama haha! Silicon said there is another phantom bsp error, but no biggie and I know he is more than half way done with fixing the lightmaps for the (hopefully) last time. I like the psychedelic hallway though.
Don't forget there are bugs in many games that end up being features instead. Don't sweat it man.
Yeah, it seems almost obsolete. If anything, the general community will just see it as a glitch (not the ones who know what it is).
Can you just put a crate or something there in sapien?
Crates can fix anything.
I like that idea, just put some crap on the bridge there
Don't use an actual crate, though, unless you've got a bunch of non-forerunner stuff scattered around the map already.
Yea, like warthogs and such....
Yeah, but as "necessary for gameplay" items, they pretty much fall under WSOD.
would a crate, or a bunch of crates not attract players to that area? for cover.
make it a deadly poisonous crate?
Just put a tree on the bridge. If I saw a tree obstructing my path I'd navigate as far from it as I can possibly falling off the other side.
Of course, you could place a wrecked vehicle at the spot (if crates, trees or boxes are too tacky).
Actually, a flaming or burnt out vehicle (like one of Penguin's new Pelicons hanging over the edge) might be pretty cool.
:eng101:
^I approve.
Then model in more destruction on the bridge and rerun lightmaps four times.
You could place some forerunner stock metal (scraps) over the phantom BSP if you want a simple solution with modeling in too much. I think if the Bridge is also destroyed, there should be some scrap metal here and there. That, or you could place an exploded vehicle over it.
Maybe just put a large box over it?
Just a question, what IS phantom BSP?
It's a collision compile error. Usually happens around nearly coplanar surfaces that are vertically oriented (ie walls). Also, it usually only happens around one nearly coplanar error at a time. So, if you fix the problem, the invisible mass just migrates elsewhere.
My advice to Silicon is to try to persevere and fix the problems. The big, featureless abyssal walls look to be the culprit. Add more geometry to break up the big flat surface or just rough it up and make it a rock wall and Tool will be grateful.
Actually, these two errors are caused by a single part of the railing, one on each end of the bridge. Honestly most people won't hit these errors due to their location- I drove back and forth on the bridge a bunch of times trying to pinpoint the first one, and the only reason I know about the second one is because Skarma found it by accident. I missed it every time I drove over the bridge.
Ugh- I know the right thing to do would be to fix them and redo all the lightmaps, again. But every time I do that I lose more and more energy. I'm getting pretty frustrated.
Would anyone be willing to assist me in fixing a few of the lightmaps? Even a little help would be appreciated. I need assistance in unwrapping the lightmaps uvs- the rendering is no trouble.
Crates fix everything.
Alright, after thinking about it, I've decided that it would be a good idea to have some forerunner debris anyway on the bridge. I'll make it look as natural as possible, and then people will just avoid those two areas. Simple, effective, and best of all, I don't have to unwrap the lightmap uvs for the 3rd time.
It's better to do it that way anyway, the center is the only cover on the bridge.
Okay, quick update: I've been working on fixing the last of the uv errors that are still floating around the map. However, I'm having some extremely annoying issues related to the import of new lightmap uvs. I have a suspicion that the import process using usertool isn't totally accurate, and as a result I'm seeing errors crop up in Halo that don't exist in 3ds max. Now to try to get in touch with Firescythe. Pm time!
Edit: I've exported my lightmaps from max, then reimported directly back into it- no errors. It's only when I import into Halo that the errors show up. What's odd is that it's the exact same errors, every time. I deleted previous exports in the change that I might accidentally be importing an old copy, but it's still the same. What. The. Hell.
Edit: Alright, I think I've managed to fix all the uv errors. In the process, I managed to reverse all the lightmap uvs in the map. Thus, I give you:
Precipice: The Trippy Edition
I should have everything fixed very soon.
Whoa...that is very "groovy."
Halo: Hippie Edition?
...or is it "shaggadelic?"
http://s.buzzfeed.com/raw/the-worlds...shagadelic.jpg
:tinfoil:
I dare you to release that as one of the versions.
Thought i had a flashback there ^^
incense and peppermints, the color of....oh wait...shit.
You asked for feedback, but it's hard to give feedback to perfection.
All right, so I got the map files to Inferno, and he's been tackling all the issues and glitches I was unable to fix. To the best of my memory, these include:
Fixing the flag glitch
Fixing the ambient flood ai
Making a beautiful new plasma shader
Fixing/Deactivating/Renaming all controls in map
Fixing destroyed warthog model
Sync and time the beam
Oh yeah, and this:
I only need to finish tweaking the lightmaps, then do weapon placements and such, and this baby is almost ready for release. :D
What the fuck I don't even
Please tell me that'll be in the map, or at least in the disco-lightmap version.
Holy cow -- that is funny!
Who is that mad man?
:worship:
*EDIT - Oh wait. It is Bobby Kotick! LOL!
That's a really strange glitch.
Best. Easter egg. EVAR!
Now you gotta put that easter egg in a spot where no one will get to activate it without being in the way. Oh, and make sure that when it activates, everyone in the server sees it, haha.
This is the greatest addition to any Halo CE map that I know of.
Reminds me of:
http://www.youtube.com/watch?v=vb_9vxXyqdU
It was probably inspired by that prank, which happens to be one of the best in-game pranks ever pulled (that video is not the original...those players have obviously been jaded by it).
It's an intentional easter egg, and will only activate if a player stands in front of each -redacted- for more than 10 seconds, if I remember correctly. It is indeed inspired by that prank, and a similar prank Inferno placed in another CE map- I can't remember which one. The best part is, it fits in the existing tag space, and I even have a little bit more for further small additions.
Once again, make sure that those easter eggs don't mess up the gameplay as teh secret room in yoyorast 1 !!!11oneONE which makes everyone cease-fire and go into ze room not actually playing the game, make it devmode-only plz!
Awesome map by the way. :neckbeard:
It must be in the release, sorry silicon!!
Any and all easter eggs will be either completely out of the way of normal gameplay, or difficult enough to trigger that it would take coordination between multiple smart people to do it. There won't be any solo idiots running around looking for easter eggs. Hopefully.
The only ester egg I want to see in game right now is Mega Kotick XD
Any other easter eggs are things like the credits plaque, some flood behind windows, that sort of thing. Theoretically it should affect gameplay in any way. Also, the Kotick thing can only be triggered once per game. That way even if someone is determined to set it off every game, it'll only mess with people for a minute or two.
Edit: Inferno wanted me to post the script for syncing the beam emitter.
Code:((script continuous "detect_beam"
(if ( = is_host true)
(begin
(if ( and ( >= (device_get_position beam_emit) 0.92 ) ( <= (device_get_position beam_emit) 0.95 ) )
(begin
(sv_say "beam emit sync period! 0.92 - 0.95 / latency 0.07")
(object_teleport beam_hog beam_flag)
(sleep 60)
(object_teleport beam_hog beam_flag_2)
)
)
)
)
)
(script continuous "sync_beam"
(if ( = is_host false)
(begin
(if ( <= (unit_get_health beam_biped) 0.1 )
(begin (device_set_position_immediate beam_emit 0) (device_set_position_immediate beam_dummy 0) (sleep -1) )
)
)
)
)
It's a biped crush system that activates every time the beam gets close to finishing its animation, and then when the biped is crushed the players all have their beams reset to match the host.
Yeah, it's really for art and fun. The easter eggs are for further entertainment, and the gameplay is so that for those few occasions when there are actually people playing on it the map will still be fun.
fuck that, ill be trying to find people to play an accual game on this once its released :)
He just needs to balance the tags for the map lol.
Done done done done lightmaps are done!
:downs:
LOTR Gollum? LOLQuote:
Originally Posted by Siliconmaster
Nice job, cant wait for the release :woop:
Pics? :downs:
I guess they'll come after it's rendered, which means about 3 - 4 days XD
Dude... eyegasm.
Thissucksis a work of art.
This looks effing sick, good job dude.
Can't wait!!!
On the outside, I am :golfclap: , but on the inside, I am :woop: !
:eng101:
Fantastic job on the lighting. I'm blown away.
:aaaaa:
The lighting on this map is so sexual...:pervert:
Has to be the best lighting in any Halo map, ever.
I dunno. A lot of the interiors look like the light was just painted on instead of coming from various sources. Exterior stuff is great, though.
RELEASE!
Srs. I just reinstalled Halo.
imo it makes the lighting look almost kind of bland in a way.
It looks nice, but it doesn't feel halo.
Have you played on the map?
I know it does, I'm asking him (higuy) because he's claiming it doesn't feel Halo. I played on an older build when the lighting was first being worked on (only red base had some of the awesome lighting you see now), but that felt Halo to me.
finally. a reason to put the hce disk back in my comp. lol
Inferno and I did some weapon placements earlier, since I couldn't find a time when Sel and I were both around. Once I have some free time, there might be a playtest.
After having just finished playing the latest build, I can now say that it really does feel like Halo. All it needs are some gameplay tweaks.
Also, Inferno: :cheeseargh:
i saw precipice in my server browser and i got all excited...
Any hints on were those pesky flood will be :D
(Basically once I get this map im going to look for a flame thrower, find that window, and shoot it even though the flames won't go through! LULZ)
Well I'm not telling :P
If you search enough through this thread you'll see one of the places where the flood will be in a video (I guess the one showing the sun)
That was an early test for the ai. They're far more discreet now.
Follow the yellow splatters and Flood you shall find?
Basically. Also, stick around those splatters- some of them are on timers, so you'd miss it 90% of the time. Inferno and I had to look in opposite directions just to remember which side it was on.
Alright, double post for good purpose:
The map is almost, and I mean, potentially within a few hours, done. It won't be released until the promo video is finished (god, another project), but I'm working on the credits plaque in the map. I need everyone who has actually betatested the map to make sure their name is correctly on the plaque. Everyone who has posted in the thread is covered under "Modacity.net", so I'm only looking to make sure that people who physically played, online or locally on the map are under "Testers".
Note: The white stroke around the letters looks a little weird here, but ingame it's pretty readable.
When you rename this thread so it's not [WIP] anymore it'll crash the internet.
Think of the kids at the library.
Do you want to take away their internet?
Also, you should give extra special thanks to www.youtube.com/LlamaJuice
Yup :P
In all srsness though sir, FINISH THIS BITCH! Haha :D Let's play the FINAL. :3
Can I has special thanks because I linked you to the Monitor anims please? :P
jk
I tested a few versions around the start of the year (I think that's when).