yeah I know. don't care at the moment, not going for visual prettiness. Modeling and texturing ain't my calling, I'm better at animating and tagging, and for now I'm just messin around with stuff, gonna try to get as many weapons imported as I can within my power. trust me, I'll get it to "feel" like Marathon.
August 7th, 2009, 11:55 AM
Alwin Roth
Re: Ain't got time pfhor this...
that's really neat, will this just be a multiplayer map, or an Sp?
August 7th, 2009, 12:06 PM
t3h m00kz
Re: Ain't got time pfhor this...
Dunno yet. planning on at least making Thunderdome that's for sure
August 7th, 2009, 12:54 PM
Inferno
Re: Ain't got time pfhor this...
This is cool man. We must beta. I will out pro you in a game I have never played.
August 7th, 2009, 01:13 PM
Rob Oplawar
Re: Ain't got time pfhor this...
Somebody in the CE community should pull a Black Mesa and remake Marathon on Blam 3 if and when Bungie Microsoft takes it to the PC.
August 7th, 2009, 04:53 PM
t3h m00kz
Re: Ain't got time pfhor this...
It'd be awesome if the EK doesn't suck and allows things like terminals.
August 7th, 2009, 05:06 PM
Donut
Re: Ain't got time pfhor this...
i would fucking help you remake marathon if they release blam 3 on pc
August 7th, 2009, 05:09 PM
ultama121
Re: Ain't got time pfhor this...
This actually looks pretty cool man. Looking forward to it.
I never understood the .44 magnum. It appears to have chambers like a revolver, yet in-game it's reloaded with a magazine. :iiam:
August 11th, 2009, 07:18 AM
Mythril
Re: Ain't got time pfhor this...
I like the light volume on the first weapon and the shotgun has an interesting fire. Cool stuff. :neckbeard:
August 11th, 2009, 08:57 AM
t3h m00kz
Re: Ain't got time pfhor this...
Quote:
Originally Posted by Darqeness
I never understood the .44 magnum. It appears to have chambers like a revolver, yet in-game it's reloaded with a magazine. :iiam:
I noticed that as well while I was modeling it. I was like "uh,"
You don't even see a clip on the bitmaps used in-game.
August 11th, 2009, 12:47 PM
odseraphim
Re: Ain't got time pfhor this...
If you need any ideas for maps or something, you could probably look at the XBLA port of Durandal, as it has a multiplayer aspect that works on Live.
August 11th, 2009, 02:12 PM
itszutak
Re: Ain't got time pfhor this...
The only thing that bothers me right now is the shotgun, which I think should reload in a smooth circle, not a blast and then a cocking.
Everything else though :downsdance:
August 11th, 2009, 02:14 PM
t3h m00kz
Re: Ain't got time pfhor this...
I actually was looking at it and decided to redo the shotgun firing animation to do just that. Smooth circle. Came out better, methinks.
Been working on damage and weapon stuff, offsets, functionality polishing, etc. takin a break from modeling and animating. Also got the Tozt-7 ingame, but for some fuck reason the model has 32 degenerate triangles. I'm gonna have to go back and figure out wtf I did to it
August 11th, 2009, 04:36 PM
L283023
Re: Ain't got time pfhor this...
Looks great.
Keep up the good work.
Although, I have never played Marathon before.
August 11th, 2009, 06:36 PM
Pooky
Re: Ain't got time pfhor this...
Bleh. I never liked the Marathon 1 weapons, Durandal/Infinity had better ones :\
August 12th, 2009, 01:58 AM
t3h m00kz
Re: Ain't got time pfhor this...
Eh I dunno, I personally didn't like the look of the newer ones... the first one had a stylized, somewhat cartoonish look to it. Not to mention, background music. Durandal DID have that sexy shotgun though
Still haven't beaten Durandal, it's rotting away in my arcade titles... god I wish it had better multiplayer support
August 12th, 2009, 05:55 AM
itszutak
Re: Ain't got time pfhor this...
Quote:
Originally Posted by t3h m00kz
Eh I dunno, I personally didn't like the look of the newer ones... the first one had a stylized, somewhat cartoonish look to it. Not to mention, background music. Durandal DID have that sexy shotgun though
Still haven't beaten Durandal, it's rotting away in my arcade titles... god I wish it had better multiplayer support
Come to think of it, the last (and only) time I played the marathon series, it was muted and I was playing it in 15-minute intervals. It's time I tried it straight through.
I agree with the weapons. I liked M1's set, but that shotgun is just too good to pass up on. It must have a dual-wield version that fires alternating shots from each hand though
August 12th, 2009, 07:45 PM
t3h m00kz
Re: Ain't got time pfhor this...
I was thinkin about it but the animations won't look that great.. plus you could then people would be carrying 3 shotguns around.
Quote:
Originally Posted by L283023
Looks great.
Keep up the good work.
Although, I have never played Marathon before.
Eh I dunno, I personally didn't like the look of the newer ones... the first one had a stylized, somewhat cartoonish look to it. Not to mention, background music. Durandal DID have that sexy shotgun though
Still haven't beaten Durandal, it's rotting away in my arcade titles... god I wish it had better multiplayer support
Durandal and Infinity had ambient sound though, which I felt added a lot more to the atmosphere than the music did. Could always play your own music in the background if you had to have some :p
August 14th, 2009, 12:00 AM
itszutak
Re: Ain't got time pfhor this...
The splashes in M2+3 made me feel lonely :smith:
August 14th, 2009, 01:44 AM
Donut
Re: Ain't got time pfhor this...
^ same here especially since i play marathon mainly late at night in the dark in the basement of my house... after having no human contact that whole day
It's pretty simplistic, and I may do something with it after the Marathon mod. Haven't been working on the mod too much lately. Unmotivated for the past week, but things are picking up again.
I know it's not Marathon, but I may add it in to only be acessable for the Snipers gametype just for the lolz..
It's based on this:
EDIT: Alright people, I won't lie. I'm confused, 100% confused as to how I'd model this weapon. http://i655.photobucket.com/albums/u...nreference.jpg
Any links or advice or anything that would help me in figuring out the best way to model this would be appreciated. I'd be good practice for lowpoly organic modeling eh?
August 19th, 2009, 03:50 PM
Advancebo
Re: Ain't got time pfhor this...
Mudbox or Zbrush or something.
August 19th, 2009, 04:38 PM
SnaFuBAR
Re: Ain't got time pfhor this...
Quote:
Originally Posted by t3h m00kz
EDIT: Alright people, I won't lie. I'm confused, 100% confused as to how I'd model this weapon. http://i655.photobucket.com/albums/u...nreference.jpg
Any links or advice or anything that would help me in figuring out the best way to model this would be appreciated. I'd be good practice for lowpoly organic modeling eh?
Send me your AIM or something and I'll teach you myself.
Quote:
Originally Posted by Advancebo
Mudbox or Zbrush or something.
low poly? do it in mudbox or zbrush? are you daft?
August 19th, 2009, 06:37 PM
t3h m00kz
Re: Ain't got time pfhor this...
Quote:
Originally Posted by SnaFuBAR
Send me your AIM or something and I'll teach you myself.
Sent.
Thanks bro
August 20th, 2009, 01:08 AM
t3h m00kz
Re: Ain't got time pfhor this...
Bit of an update
Spnkr (Needs FP animations)
Tozt-7
And with the help of Snaf, on basic organic modeling, the Alien Rifle
Right now I need to add a #primary trigger node to the Spnkr before I animate it, the flames on the Tozt-7 come out of the 3P animations, and the Alien Weapon needs tagwork and looks fubar in 3P (nothing one could really do about that though). Other than that, just the sounds. Also fixed up the Shotgun animations
Once I'm done with everything, then comes the task of UVW unwrapping and texturing. o boi
Props, Snaf.
E: Updated the videos
August 23rd, 2009, 02:43 AM
itszutak
Re: Ain't got time pfhor this...
That pistol(revolver?) reload makes me smile every time. I don't know why.
I like how the rest of it looks, too.
Only thing I don't like is the AR reload, which looks a bit too "mushy" to me. (Also the SPNKR looks odd in first person but I have no clue how the hell it's being carried in M1)
August 23rd, 2009, 03:05 AM
t3h m00kz
Re: Ain't got time pfhor this...
I've noticed the SPNKR's icon and pickup bitmap do NOT match the FP bitmap. at all. It's really, really fucked up. I don't understand it.
In other news, I'm going to work on getting a more Marathon-y HUD. I've never worked with HUD before, so I'm diving into some really unfamiliar territory. Seems understandable though, hopefully it'll be a success... funny though, I really suck with making bitmaps.
August 23rd, 2009, 03:23 AM
itszutak
Re: Ain't got time pfhor this...
Any ideas on how terminals could be implemented (assuming you're thinking of some sort of campaign)?
August 23rd, 2009, 03:52 AM
p0lar_bear
Re: Ain't got time pfhor this...
Quote:
Originally Posted by t3h m00kz
I've noticed the SPNKR's icon and pickup bitmap do NOT match the FP bitmap. at all. It's really, really fucked up. I don't understand it.
In other news, I'm going to work on getting a more Marathon-y HUD. I've never worked with HUD before, so I'm diving into some really unfamiliar territory. Seems understandable though, hopefully it'll be a success... funny though, I really suck with making bitmaps.
You know who to ask if you need help with HUDs. :realsmug:
How are you going to go about making it, though? Not only is the HUD for Marathon intrusive as all hell, making it exactly the same won't work.
August 23rd, 2009, 04:28 AM
t3h m00kz
Re: Ain't got time pfhor this...
Quote:
Originally Posted by p0lar_bear
You know who to ask if you need help with HUDs. :realsmug:
How are you going to go about making it, though? Not only is the HUD for Marathon intrusive as all hell, making it exactly the same won't work.
It's going to be loosely based on it. Not a direct duplicate, but noticably similar. IE the Radar is going to use a bitmap designed like the Marathon radar.
But yeah when I wake up tomorrow I'll ask you more about it lolz
Quote:
Originally Posted by itszutak
Any ideas on how terminals could be implemented (assuming you're thinking of some sort of campaign)?
No idea. I've never done any SP stuff. It's a huuuuge maybe though, if I can figure out how the stuff works.
August 23rd, 2009, 04:44 AM
p0lar_bear
Re: Ain't got time pfhor this...
Quote:
Originally Posted by itszutak
Any ideas on how terminals could be implemented (assuming you're thinking of some sort of campaign)?
I've got a couple ideas to pitch for this.
Could do it like Halo 3, where a pesudo-cinematic sequence happens upon activating the terminal. The camera then pans up to the screen, the HUD is hidden while reading, and then a script would constantly check to see if the player hit some buttons (action, escape, etc), and change the permutation of the terminal's model (or change the position of it, if it's made into a device) when a button is hit. Each permutation would have the same geometry, but a different shader with a different high-res, no mipmap diffuse with the text on it.
A less convoluted and better on file size, but kinda hackish method, would be to reskin the help text screen (the screens that appear during the tutorials on Easy or Normal in the Halo campaign) to look like the terminal, and have a script set their text when activated and show you it. Multiple times for multiple pages, since help screens pause the game.
Of course, let's see, first, if m00kz can take it as far as a solo campaign.
August 23rd, 2009, 02:12 PM
itszutak
Re: Ain't got time pfhor this...
I imagine that an M1 campaign would be very easy to do in comparison to a more modern campaign; there's almost no scripting outside of the terminals, and even most of those can be skipped. Most of the monsters are in the map from the start, and the most complicated actions involved are a series of buttons.
Now, modeling 5D spots may be a bit difficult...
August 23rd, 2009, 02:33 PM
Inferno
Re: Ain't got time pfhor this...
Srsly m00kz. If you make monsters and a bsp I will script dat campaign for you.
:iamafag:
August 23rd, 2009, 02:44 PM
Gwunty
Re: Ain't got time pfhor this...
Mookz the bsp and devices are ready, just waiting for you to log on so i can send.
In-game, the background renders perfectly. However the meter is half see-through. The meter seems to be rendering behind the background, so when the background is referenced I do not see the meter.
FYI people, we're still completely stumped on the meters.
HUD meters are rendered with a framebuffer add function, meaning that the opacity is determined by the brightness of the red, green, and blue channels. We've tried setting the opacity and translucency to 1 and 0, .9 and .1, and 0 and 0, respectively, in the UNHI tag, and it doesn't seem to change how it looks at all.
So, anyone know how to get a shaded/stylized meter on the HUD that's totally opaque?
August 24th, 2009, 08:36 AM
t3h m00kz
Re: Ain't got time pfhor this...
I heard over on HM there's a way to make the meter solid and show black upon taking damage, though I'm not sure how to go about doing such a thing. I've concluded that using the "background" as a mask will help, since it seems to like to render in front of the meters.
Refresh the first image in my last post and you'll see what I've got.
Now for the HUD and some Collision geometry. Then I can worry about a few minor weapon tweaks and the levels.
August 29th, 2009, 01:46 PM
Gwunty
Re: Ain't got time pfhor this...
Mookz, bad textures are bad, ill re-do them some time. Also move up all the radar and health stuff so its at the same level as the weapon shit in the hud. ohhh and let me worry about the levels.
August 29th, 2009, 02:00 PM
t3h m00kz
Re: Ain't got time pfhor this...
heh yeah I'm not much of a texture artist, don't know all the tricks to it so I just half assed them all. I just wanted to get the fuckers UVWed
Also I'll try to get screenshot references of all the levels from Durandal at some point. Can't play in the levels on Aleph One by yourself so I'd have to use the Xbox
August 29th, 2009, 09:33 PM
Darqeness
Re: Ain't got time pfhor this...
Quote:
Originally Posted by t3h m00kz
heh yeah I'm not much of a texture artist, don't know all the tricks to it so I just half assed them all. I just wanted to get the fuckers UVWed
Also I'll try to get screenshot references of all the levels from Durandal at some point. Can't play in the levels on Aleph One by yourself so I'd have to use the Xbox
On Aleph One, just click "Begin New Game" while holding ctrl and shift and a map list will come up. Scroll down to the bottom to find the multiplayer maps.
August 29th, 2009, 09:49 PM
itszutak
Re: Ain't got time pfhor this...
Quote:
Originally Posted by Darqeness
On Aleph One, just click "Begin New Game" while holding ctrl and shift and a map list will come up. Scroll down to the bottom to find the multiplayer maps.
you're joking right
Damn I could have saved so much time if I had known this
August 29th, 2009, 10:46 PM
t3h m00kz
Re: Ain't got time pfhor this...
Quote:
Originally Posted by Darqeness
On Aleph One, just click "Begin New Game" while holding ctrl and shift and a map list will come up. Scroll down to the bottom to find the multiplayer maps.
FFFFFFFFFFFFFFFFFFFFFF
Wow thanks
August 29th, 2009, 10:50 PM
Inferno
Re: Ain't got time pfhor this...
So m00kz n00kem... When do I get to beta? :realsmug:
August 30th, 2009, 01:20 AM
itszutak
Re: Ain't got time pfhor this...
Quote:
Originally Posted by Inferno
So m00kz n00kem... When do I get to beta? :realsmug:
beta beta beta beta :haw:
In all seriousness please take whatever time you want on this, I hate seeing people doing stuff out of obligation and not for their own enjoyment
August 30th, 2009, 01:53 AM
t3h m00kz
Re: Ain't got time pfhor this...
Once I get the HUD done, I'll make a Hang 'Em High variant and hand out a beta. I'm close.
I need the health and shield meter to render OVER the Radar bitmap.
Like this:
Help?
August 30th, 2009, 03:47 AM
itszutak
Re: Ain't got time pfhor this...
Are you sure it's possible? I've never seen evidence to show that that works. The standard HUD in Halo doesn't have anything behind the energy shield at all.
You could always model part of all the weapons to be that background of the bars, but that would require some careful modeling that I've only seen work once-- if he's still around, crtlaltdestroy would know how to do it, since he did a similar on-hud effect for his Splazer.
It's very faint but you can see the charging bar on the right side of the HUD in this video.
It's part of the physical model of the Splazer, carefully positioned and animated so it follows the HUD. E: This might be worded in a strange way. It's late and I need to sleep before I'm fully coherent again
E2: I'm not sure if this would scale with different resolutions but I think it's worth a try
E3: On second though (third?) I think it would, considering that the FP view scales w/ different resolutions. Different FOVs wouldn't work though
E4: Well, that might actually work too. I'm not sure if it would remain pixel-perfect but it may remain close
E5: Actually scratch that things farther from the edge would be more stretched
E6: Well it still should be close. It's just a straight bar.
E7: Oh fuck it here's a seventh edit. (se7enth edit? I really am going to sleep now)
August 30th, 2009, 05:14 AM
hry
Re: Ain't got time pfhor this...
Betaa to me bre?c;
August 30th, 2009, 05:31 AM
p0lar_bear
Re: Ain't got time pfhor this...
What section of the unhi is the radar/healthbar background under? If you haven't already, try putting that under the first section (Unit hud background).
August 31st, 2009, 12:10 AM
t3h m00kz
Re: Ain't got time pfhor this...
oh fuuckkk that worked.
Polar, I love you in an extremely, extremely, straight, manly way.
August 31st, 2009, 12:25 AM
Ki11a_FTW
Re: Ain't got time pfhor this...
You need to make a map marathon themed (bsp wise that is) :)
August 31st, 2009, 12:32 AM
t3h m00kz
Re: Ain't got time pfhor this...
The test map is Thunderdome. It's just got Halo shaders.
Grunt has offered to make BSPs, though I'll try my hand at some too
August 31st, 2009, 12:48 AM
itszutak
Re: Ain't got time pfhor this...
Quote:
Originally Posted by t3h m00kz
The test map is Thunderdome. It's just got Halo shaders.
Grunt has offered to make BSPs, though I'll try my hand at some too
All I'd really need to do is actually go in with that CTRL-Shift-New Game cheat and check the Z-axis of stuff
August 31st, 2009, 05:23 AM
p0lar_bear
Re: Ain't got time pfhor this...
Holy shit it worked?!
Then what you can do with the meter "backgrounds" is use them for the shading, though it'll still show over the empty bar. Would make for a pretty cool "vial" look.
Looks about right to me... except for maybe the crosshairs, which is an easy tweak
August 31st, 2009, 06:47 PM
itszutak
Re: Ain't got time pfhor this...
It should be exactly the shade of green used in my avatar, and yeah it pretty much is.
Any ideas on how you're going to do terminals?
August 31st, 2009, 06:49 PM
Advancebo
Re: Ain't got time pfhor this...
Tell him to fix the metal, its blurry ):
August 31st, 2009, 10:20 PM
t3h m00kz
Re: Ain't got time pfhor this...
Unfortunately my capture card is medium quality, and there's no big enough screenshots on the internet to use to get a good, unblurred image of the hud.
September 1st, 2009, 12:28 AM
itszutak
Re: Ain't got time pfhor this...
You could always use the ol' M1 HUD
September 1st, 2009, 02:43 AM
t3h m00kz
Re: Ain't got time pfhor this...
Yeah, but that'd block the FP animations :(
September 1st, 2009, 02:54 AM
itszutak
Re: Ain't got time pfhor this...
Quote:
Originally Posted by t3h m00kz
Yeah, but that'd block the FP animations :(
Hmm. I think p0lar has a capture card, but I don't know if it can catch individual frames.
September 1st, 2009, 04:22 AM
p0lar_bear
Re: Ain't got time pfhor this...
I also don't own Durandal, no way to get it quick, and my capture card feeds off of the little yelow plug; low-res video.
September 1st, 2009, 02:30 PM
t3h m00kz
Re: Ain't got time pfhor this...
Haha, yeah. And even from S-Video my capture card still comes out fuzzy.
Anyway I think I might start on importing actual Marathon textures and try my hand on a few levels.
September 1st, 2009, 02:43 PM
Donut
Re: Ain't got time pfhor this...
last i checked, SVideo is kind of shitty. i have a pc->tv box and use my tv as an extended desktop. the svideo quality is not noticeably different from the video quality from what iv seen. actually, while the svideo cable was plugged into the tv, every other channel was black and white. when i unplugged the cable the color returned. thats probably a tv issue though
September 1st, 2009, 10:50 PM
itszutak
Re: Ain't got time pfhor this...
Quote:
Originally Posted by p0lar_bear
I also don't own Durandal, no way to get it quick, and my capture card feeds off of the little yelow plug; low-res video.
Free demo on XBLA-- but if you don't have a high-quality capture card, I'm not sure how much of a difference that will make.
got collision geometry for all the weapons too. Now once I figure out how to make you spawn with only railguns on the Snipers gametypes and SPNKRs on Rockets, I'll release an alpha on Hang Em High.
Anybody have any relevant information?
September 3rd, 2009, 05:18 AM
Advancebo
Re: Ain't got time pfhor this...
You can only reference weapons to a general gametype. You cant really make a certain weapon spawn on a custom gametype.
September 3rd, 2009, 05:58 AM
p0lar_bear
Re: Ain't got time pfhor this...
You're supposed to define the weapon's type in the weap tag, though for some reason most of them are missing from all versions of Guerilla (i'm basing this on the editor defs in HMT 3.5 which have a fuckton more weapon types).
I was sorta looking into the weap tag structure to find out how to quickly find the offset. Nothing at a quick glance.
It gets weapons based on predetermined slots in the Cheat Weapons block in globals.globals.
September 3rd, 2009, 12:41 PM
t3h m00kz
Re: Ain't got time pfhor this...
If it's possible to modify the map using HMT 3.5 I may try that.
I did notice the Weapon Type in the tags, but there were only like four selections, none of which consisted of sniper rifle, pistol, etc.
September 3rd, 2009, 02:03 PM
t3h m00kz
Re: Ain't got time pfhor this...
Alpha release on first page, please report any bugs.
Known issues:
Weapon animations in anything more than 70 FOV is fubar
TOZT-7 flames point down
Fusion Pistol empty reload limit
Was pretty fun playing by myself, especially since i've never played Marathon before.
Only error I could find was this:
September 3rd, 2009, 05:54 PM
t3h m00kz
Re: Ain't got time pfhor this...
Yeah that's Grunt's biped, I'll ask him to fix it up
September 3rd, 2009, 10:26 PM
t3h m00kz
Re: Ain't got time pfhor this...
Polar, I've got the Tozt-7 fixed. It's rotated properly. doing so didn't affect FP animations. Also I've been successful in getting a railgun start for the Snipers gametype, and a Spnkr start for the Rockets gametype. Props to you dawg.
I've also re-uploaded the alpha build, this one should have working gametype weapons and better weapon balance. Sorry for the second upload, this is something I wanted the original to have. Thanks to Polar, the features are now implemented. So, here you go.