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Thread: [WIP] Gridlock (56k beware, 1920×1128 pics within)

  1. #141
    Shit. Mass's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by SnaFuBAR View Post
    I'm wondering how you manage to always always always somehow manage to make planar surfaces non-planar. The heck are you doing??
    This.

    It's like you kind of have an idea of what it should be/look like, but no capability to get the angles right to have it look good in the bungie style.

    I really don't understand what is too hard to understand about how to not make non-planars.
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  2. #142
    got dam forumers.... SnaFuBAR's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by higuy View Post
    I see alot of them were his ramps are, and seeing that there in curved spots too it could becuase of how hes chamfering or hes using the move tool axises wrong. (like when he moves on y hes also moving on z), which to be honest, isn't very hard to mess up on :S


    Shift+X to constrain movement on an axis. It's also isn't very hard to not fuck it up.
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  3. #143
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by SnaFuBAR View Post
    Shift+X to constrain movement on an axis. It's also isn't very hard to not fuck it up.
    Yeah exactly. But there is a little square on the sides that will move both axises. idk either, It was just a thought. But yeah its pretty hard to mess that up
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  4. #144
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    It's odd, because the Z axis match up the whole way; every vertex has a corresponding vertex on the other side of the ramp which is at the same height.

    If you're talking about the park picture, I realize I did fuck up on one of the ramps, which I mirrored (and then mirrored the mirror), so there are 4 nonplanar ramps in the park picture.

    As for the escalator picture, the same business applies: each vertex has a corresponding vertex at the same height on the Z-axis. I honestly have no idea how nonplanars get there, because, to my knowledge, I am doing everything correctly.
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  5. #145
    Shit. Mass's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    The top and bottom edges of your ramps need to be parallel.

    And it looks wierd if the sides aren't perpendicular to those edges too. You really have very little wiggle room beyond rectangles before your ramps will appear distorted. You also need to understand how much the halo style relies on your geometry following the axis, because all of your maps have this ugly beer-goggles thing that just doesn't cut it aesthetically.
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  6. #146
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Very small little update:
    Is this project dead?
    Short answer: Yes and no. It really depends on my mood.
    Long, confusing answer: I'm not really feeling the urge to put this thing into Halo. That's not to say I won't put it into Halo, it just seems like a lot of effort to make something for a game that is populated primarily by Coldsnap/Yoyorastfags and RPers. Hell, Yoyo V2 isn't even that popular; what chance does my tiny little project have?
    If I can find another engine to put it in, for sure I'd put it in there (my shitty computer can't run Unreal). A Halo port is currently "Most Likely" rather than the "definitely" it used to be.
    Since I don't have the urge to put it into an engine, I'm not feeling the drive to finish. Perhaps that will change. Perhaps not.

    However, that's not to say I haven't been working on this project. Progress has been made. Things have gotten done. Interiors have been created. Non-planars have been (mostly) fixed.
    My to-do list is really as follows:

    • Complete mall interior (Bathroom and Restaurant need to be completed).
    • Complete mall exterior (Lots of work here).
    • Complete Blue courtyard/Blue base (Not looking forward to this, technically is part of mall exterior).
    • Finish Red base (Red courtyard has been completed, Red base has not).
    • Seal.
    • Texture.
    • Beta.

    I'm not giving a potential beta date. I picked this project up today simply because I was bored and someone bugged me about it on Xfire. I got quite a bit done today.
    I hope to have it released this Winter or early next Spring. Then again, I had also hoped to have this released before ODST.

    Some screens (more to demonstrate what has been done than anything else):
    Red Courtyard/Peter Marks Memorial:

    Blue Courtyard (Ignore fail lighting job and incomplete geometry):

    Blue Courtyard, alternate angle:

    Train Station/Parking Garage (examples of unfinished geometry abound):
    Last edited by English Mobster; August 21st, 2010 at 10:48 PM.
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  7. #147
    Rocket jump! Lateksi's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    I think it's pretty accurate to the Halo 3 ODST's style but what's up with the Hang em High blocks?
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  8. #148
    Free Kantanomo English Mobster's Avatar
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    The Hang 'Em High blocks are a memorial to Peter Marks, creator of Hang 'Em High, who died recently.
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  9. #149
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Nice touch. I'm really lovin' that bsp.
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  10. #150
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    Re: [WIP] Gridlock (56k beware, 1920×1128 pics within)

    Quote Originally Posted by English Mobster View Post
    Long, confusing answer: I'm not really feeling the urge to put this thing into Halo. That's not to say I won't put it into Halo, it just seems like a lot of effort to make something for a game that is populated primarily by Coldsnap/Yoyorastfags and RPers. Hell, Yoyo V2 isn't even that popular; what chance does my tiny little project have?
    Of course, you can also look at it this way (if it were available for Halo): Halo is a game that is populated primarily by Coldsnap/Yoyorast AND Gridlock players.

    Last edited by POQPrince; August 22nd, 2010 at 01:34 PM.
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