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Thread: High-Resolution-Halo

  1. #521
    am I an oldfag yet? Heathen's Avatar
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    Re: High-Resolution-Halo

    No. The day you get touretts and become a pedo is the day you start saying what I am thinking.
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  2. #522
    I LOVE mint tea! Bad Waffle's Avatar
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    Re: High-Resolution-Halo

    Me and NMC junkie Dal just compared notes on NMC, we ran through the map and he reminded me of a few things. Updates to a few things soon!
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  3. #523
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: High-Resolution-Halo

    I have to say that the addition of the out-of-map area around the map is great; many CE maps lack that extra atmosphere, and I always liked the extra details Bungie threw into their Halo 3 maps in the forms of unreachable areas.

    Portals are still quite screwy, and I know there isn't much you can do about it, especially right now, since you'll be adding and subtracting from the map as time goes on. The tops of the bases have a tendency to flicker in and out of existence as you walk around.

    You're missing the buildings that should go right next to the hog cages across from both bases.

    For your next test build, please use a sky that illuminates everything (no shadows)? I can't see a lot of things very well and I get disoriented easily trying to figure out how things look.
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  4. #524
    The one and only Dal's Avatar
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    Re: High-Resolution-Halo

    There's plenty that still needs to be modeled and portaled, obviously. I didn't get disoriented easily (but I am fairly visual, take that for what you will), and I think it's worth trying to recapture the atmosphere of NMC (noticeable shading, but nothing too dark). I think it's worth noting that the build ran fine on both my 8800 and my laptop's punier 7600 GO; so even with triple the polies (+ texture space) I don't think it'll pose a threat to modern hardware, at least not more than NMC did when it first came out.
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  5. #525
    got dam forumers.... SnaFuBAR's Avatar
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    Re: High-Resolution-Halo

    i had absolutely no problems on my 512mb x2600xt other than the aforementioned portaling errors.
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  6. #526
    am I an oldfag yet? Heathen's Avatar
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    Re: High-Resolution-Halo

    Snaf...will I be able to play this?
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  7. #527
    I LOVE mint tea! Bad Waffle's Avatar
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    Re: High-Resolution-Halo

    Quote Originally Posted by Dal View Post
    There's plenty that still needs to be modeled and portaled, obviously. I didn't get disoriented easily (but I am fairly visual, take that for what you will), and I think it's worth trying to recapture the atmosphere of NMC (noticeable shading, but nothing too dark). I think it's worth noting that the build ran fine on both my 8800 and my laptop's punier 7600 GO; so even with triple the polies (+ texture space) I don't think it'll pose a threat to modern hardware, at least not more than NMC did when it first came out.
    Dark shading, i agree. I was thinking of maybe dusk so i could bring out some colors.

    Quote Originally Posted by p0lar_bear View Post
    I have to say that the addition of the out-of-map area around the map is great; many CE maps lack that extra atmosphere, and I always liked the extra details Bungie threw into their Halo 3 maps in the forms of unreachable areas.

    Portals are still quite screwy, and I know there isn't much you can do about it, especially right now, since you'll be adding and subtracting from the map as time goes on. The tops of the bases have a tendency to flicker in and out of existence as you walk around.

    You're missing the buildings that should go right next to the hog cages across from both bases.

    For your next test build, please use a sky that illuminates everything (no shadows)? I can't see a lot of things very well and I get disoriented easily trying to figure out how things look.
    At moment--the only 'portals' were the exact portals, and i dont believe they were even working. So, the errors you saw were simply the engine overflowing. Polar, i dont know what you're talking about, you should turn up your gamma--i can see everything. And yes, im actually missing 4 buildings.



    Let's look at my checklist:


    • Finish modelling the buildings (the corner by the base, and the highway sided buildings)
    • Shrink the highway entrance and make it merge into the lanes, not become the lane
    • Finish modelling the bases (the garage, the extra paths)
    • Fix the starcases of hell
    • Finish the Parking Structure
    • Finish the connecting section of one of the outlying buildings
    • Make curbs lower
    • Finish walkways from base to adjacent buildings
    • Finish pathway along the buildings to OS
    • Model highway doors (and overhead FRG place thing)
    • Finish the doors and energy field thingy to serve as boundary markers for map

    Anything i forgot, guys?
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  8. #528

    Re: High-Resolution-Halo

    Quote Originally Posted by Ki11a_FTW View Post
    could we get a poly count?
    Quote Originally Posted by Wave of Lag View Post
    40302, my good sir
    OH COME ON. ARE YOU F***ING SERIOUS? AN INSTANTANEOUS RESPONSE?! IT'S ALL A CONSPIRACY TO DRIVE ME CRAZY!

    The transparency on those renders makes it kind of hard to see what's going on in there, but it's still damn cool looking. May I ask what technique you used for that?
    eee: oh ok, now i understand the renders. nvm.

    Also, I'm very impressed that you've kept it down to 40k. Now I'm willing to believe that you'll actually get this to work, especially if you do a lot of your detail in LOD'd scenery. +rep if I can.

    e: your rep get reset, WoL? ,':|
    ee: *looks more closely* oic. well fine, don't have my +rep! >=U
    Last edited by Rob Oplawar; August 31st, 2008 at 12:13 PM.
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  9. #529
    HA10 Limited's Avatar
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    Re: High-Resolution-Halo

    I'm not getting excited till I see some ingame pictures. We know you are a beast at modelling, but this is called high res halo. Not high res render that might go into halo on a good day?

    I have my doubts, but still, good job so far.
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  10. #530
    I LOVE mint tea! Bad Waffle's Avatar
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    Re: High-Resolution-Halo

    ohoho, without a problem, limited. BRB, going ingame.
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