Page 9 of 62 FirstFirst ... 7 8 9 10 11 19 59 ... LastLast
Results 81 to 90 of 612

Thread: [WIP] Precipice

  1. #81
    Movie Maker Siliconmaster's Avatar
    Join Date
    Sep 2006
    Location
    NJ (College)
    Posts
    2,192

    Re: [WIP] Precipice

    Double post for quick thread bump:

    As mentioned above, the wasp tags are being uncooperative to say the least. The files found here cause an exception when placed in the map, as do ripped tags from Immure and Solitude. There is a cyborg.model_animations tag included in the rar, which I initially placed in the cyborg folder. Is there some trick to getting these to work? It's pretty frustrating.

  2. #82
    Senior Member
    Join Date
    Nov 2007
    Posts
    2,576

    Re: [WIP] Precipice

    rip the ones from immure and use overwrite function

  3. #83
    Movie Maker Siliconmaster's Avatar
    Join Date
    Sep 2006
    Location
    NJ (College)
    Posts
    2,192

    Re: [WIP] Precipice

    Tried it already. No luck. It's very bizarre. In the meanwhile I've started work on revamped banshee pads. They should look much more forerunner-like than the previous incarnations.

    Edit: I should probably mention that the wasp will show up in sapien, but the game will exception on startup. Seeing as sapien doesn't display all of Halo's effects, I'm guessing maybe a lens flare, or a specific shader issue? Is there any way to track down an exception other than trial and error?
    Last edited by Siliconmaster; October 5th, 2009 at 04:52 PM.

  4. #84
    Shaka when the walls fell sleepy1212's Avatar
    Join Date
    Sep 2009
    Location
    Pennsylmurrika
    Posts
    960

    Re: [WIP] Precipice

    post the debug sapien gave you...i helped someone get the wasp in-game a couple weeks ago..

    there were issues with the pelican_engine.sound_looping which you can rip or simply copy+rename the banshee loop.

    ...and you should probably back up the original cyborg animation tag and replace it with the one that came with the wasp, no worries though, it comes with all the stock animations but also has the wasp ones added. this is why it shows up in sapien but not in-game...assuming you checked all the game boxes in sapien :P

  5. #85
    Has no custom user title UnevenElefant5's Avatar
    Join Date
    Dec 2008
    Posts
    326

    Re: [WIP] Precipice

    Yeah dude, just check debug.txt

  6. #86
    Chasing Meteors Sever's Avatar
    Join Date
    Jan 2007
    Posts
    2,405

    Re: [WIP] Precipice

    You know, you could've avoided all of these problems stemming from the inclusion of the Wasp by taking our earlier suggestions about the map's design...

  7. #87
    Movie Maker Siliconmaster's Avatar
    Join Date
    Sep 2006
    Location
    NJ (College)
    Posts
    2,192

    Re: [WIP] Precipice

    Quote Originally Posted by sleepy1212 View Post
    post the debug sapien gave you...i helped someone get the wasp in-game a couple weeks ago..

    there were issues with the pelican_engine.sound_looping which you can rip or simply copy+rename the banshee loop.

    ...and you should probably back up the original cyborg animation tag and replace it with the one that came with the wasp, no worries though, it comes with all the stock animations but also has the wasp ones added. this is why it shows up in sapien but not in-game...assuming you checked all the game boxes in sapien :P
    The sapien debug shows nothing, just the normal startup/shutdown text, but I'll try the looping noise. Thanks.

    Quote Originally Posted by Sever View Post
    You know, you could've avoided all of these problems stemming from the inclusion of the Wasp by taking our earlier suggestions about the map's design...
    The suggestions that involved scrapping the main part of the map? :P Thanks, but no thanks. I have been taking the other suggestions into account, and my conversations with Con reflect that. The wasps are simply one more experiment to see how they might effect gameplay.

  8. #88
    ლ(-_-ლ) Reaper Man's Avatar
    Join Date
    Sep 2006
    Location
    Los Angeles
    Posts
    3,469

    Re: [WIP] Precipice

    Awesome stuff man, can't wait to see some updates!

  9. #89
    Movie Maker Siliconmaster's Avatar
    Join Date
    Sep 2006
    Location
    NJ (College)
    Posts
    2,192

    Re: [WIP] Precipice

    Deletion and repost to prevent DP:

    I should have some new renders at the least up by tonight- I'm doing some more detail work on those pads- they're now a hundred times more detailed, with a locked doorway, etc. I'll see what you guys think of it when I post them.

    And now the update, as promised:

    I have remade the banshee/wasp/flyingthings pad so it looks substantially more interesting. As a reminder, here's the original, as it currently stands in the map:



    It's basically a slightly elongated box with a pad attached and one light.

    Here's the work I did today in my free time- full explanation after the pictures:

    Pad view:


    The ceiling detail:


    Far shot:


    The right doorway, which will be unlocked:


    And the left doorway, which will either be open, or locked to prevent players from getting lost:


    As always those images are in high resolution, but in shot tags. If you want a bit of a closer look, click on them to enlarge.

    My thought behind the new design is that a teleporter wouldn't just be hanging out on a pad, it would be in a back room similar to Gephyrophobia. Also, it being a whole facility and such, there would be other areas in the map players either can't get to, or are unused by gameplay. The second doorway is one such example, similar to the side doorways in 343 Guilty Spark. I may place a locked door there, and fill it with covenant crates or something similarly atmospheric. I can also use crates and lighting to direct players to the correct door pretty easily.

    Where the pad meets the canyon wall it looks a little bland to me, but I'll think of something. The textures are semi-finalized, but I didn't put a huge amount of effort into them, so they can always be changed. The main light in the area will come from the recessed lights in the ceiling. With the ceiling design I was going for a bit of the Death Island/B30 look, with visual scaffolding and lattices in high spaces.

    I'll update the OP while I'm at it.
    Last edited by Siliconmaster; October 5th, 2009 at 09:49 PM.

  10. #90
    walk the platypus Cagerrin's Avatar
    Join Date
    Jul 2008
    Posts
    1,180

    Re: [WIP] Precipice

    Long sides of the doors look very weird at that angle, should be 26.6 degrees rather than 45.



    ... or something like that, but not as simple. As it is that protrusion looks out of place.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •