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Masterz1337
July 26th, 2011, 12:33 PM
Part 1: The Big News

Yes, that’s right, you don’t need your eyes checked; you’ve read that right, you don’t need your eyes checked – Custom Mapping Team is, in fact, back.

We know many of you were eagerly anticipating our last project, and we know we let you down. Why, you ask, should you trust us to come through this time around? Because we’ve got a new team put together, built not only out of CMT veterans but of new additions handpicked from the community’s best and brightest, all brought together for one reason: making what we believe to be the best Halo CE maps possible. There have been a lot of changes the past 2 years since we disbanded, and most are for the better, meaning we can finally realize our foremost devotion: finally finishing what we started.

If you know of CMT, you know about SPV2... and how we never finished it. We’ve got two years of 20/20 hindsight since we last worked on it, and one of the first things we've done was look at all the areas where it went wrong. We have a better-organized, better-disciplined team with a clearer vision – which will ultimately result in a better (and completed!) end product. As popular as the multiplayer maps have been, we love single-player, and it’s really the area where we can really push the game the most – as such, the reformed CMT will be focusing on single-player maps, in a project aptly named “SPV3”.

Part 2: The Big Details

So what is SPV3? Is it another mod of Halo 1’s campaign that you’ll have to wait years to play? Nope! A significant portion of SPV3 will be comprised of polished and completed versions of what we were working on with SPV2, and refining our tagset to accommodate that goal will be our first priority, but the real goal is to create a series of custom-built campaign maps based on events throughout the Halo franchise, and we hope to start on this in the not-too-distant future!

Now, you may be thinking, “this sounds all great, but between an entire campaign and custom maps, you can’t possibly finish any time soon!” Granted, our projects are never small, but we’re going to be doing something new this time around: to avoid the endless crawl that came with the original SPV2 project, we are opting to release maps incrementally, gradually refining and adding to the tagset until it is complete, similar to Ifafudafi's ASCM - but more about him later. Right now, the team is working on touching up Truth and Reconciliation, and we hope to have it ready for public consumption by the end of the year, if not sooner. We’ve got some cool things planned for it, including an all new exterior section. We also hope to have the .scenario done before the end of summer, and will release as soon as the rest of the tags for that level are in a polished state.

(If you don't remember what we did with Truth and Reconciliation last time, here's a quick reminder)

http://www.halomods.com/cmt/pixxx/haloce%202011-07-26%2012-03-50-38.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-26%2012-04-04-13.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-26%2012-04-48-08.jpg

We will then move onto touching up our next SPV2 map (right now it’s looking like Silent Cartographer or Pillar of Autumn), and begin work on our first custom map. Hopefully come 2012, we will have several maps available to play, each at a higher level of quality than we have ever offered before, and offering exciting new stories and gameplay. If you’re worried about older maps being outclassed by new releases, we will also be updating the older SPV3 maps with a newly-compiled version at each new release, fixing any bugs and updating the tagset in that map, so every time you want to play SPV3, it will be using the latest, most refined tagset.

Part 3: We Have The Tags

Within our tagset, we've got some really neat things in development to once again push our gameplay in a new direction. We’re aware that as nice as our Brutes look, we were always at a loss as to how to fit them into gameplay, but we’re happy to say our new Brutes have a distinct gameplay personality, finally coming into a unique role rather than just serving as beefier Elite clones. Though incredibly tough, they have no shields, opting instead for reinforced helmets. Their large amount of health makes it difficult to kill them without headshots, but you'll need to shoot off their helmets before that becomes an option. If you don’t have a headshot weapon available, you’re going to have to be careful – they’re much more dangerous to the player expecting a fragile but agile Elite. To top this off, we are once again reanimating them, this time with a focus on expanding their movement options in battle. We’ve also added sharp shooter Jackals, which you’ll have to look out for in the new exterior BSP we’ve added to T&R. We’re also looking into having a Reach-style Skirmisher type variant of the Jackal as well which will be featured in upcoming maps, although it is unlikely they will be featured in T&R. And, as always, the Covenant forces sport many new ranks and abilities.

SPV2 had a lot of weapons - but not all were really ideal for first-person use, such as the hunter gun or sentinel beams. We have been successful in coming up with a new campaign-friendly way of doing support weapons, and as of now we plan on converting the flamethrower, the three hunter guns, and the two sentinel beams to being support weapons carried in third-person. We have three other weapons in the works that we’re not quite ready to talk about yet, but we can tell you it’s something a few of us have wanted to do ever since H2 Coagulation back in 2005. We’re not quite ready to show any pictures of these support weapons, as they are currently receiving a custom set of 3p animations.

We’re also looking into expanding the functionality of our guns. Back before H3, we had a lot of really cool weapon ideas, and with the constant onslaught of new Halo games we ended up losing focus on them and opting instead for uninspired clones. This time around, you can expect to see things from our guns you won’t in other Halo games - for example, our Brute Shot now has a secondary trigger which fires EMP grenades: they are perfect for disorienting a room full of enemies, but not so useful for damaging them. With our BRG, its role has been expanded by the Brute helmets, as it is the only weapon other than the sniper that can destroy a Brute's helmet and kill it with a single pull of the trigger. We’ve also brought back another weapon that was cut from SPV2 and given it a new role (which has the coolest charge effect out of any gun in any Halo game!), which we won’t spoil for you here but is highlighted a bit further down the post. I think you’ll all be satisfied with our many tweaks to the gameplay and what we’re doing with our weapons. Even classic “untouchable” vehicles are being looked into in getting weapon overhauls.

When we started back up, one thing that we noticed was seriously showing its age was the HUD. We designed our HUD with a lot of thought, but it’s old and low res, and nearly 5 years old. Everything is still in the concept stage, but what’s there is FANTASTIC, and we’re really proud of what’s been done so far; not only that, but we’re also interested in your feedback on it. For now, here is our initial concept, and you can see more in our HUD thread (check the bottom of this post for links).
http://img26.imageshack.us/img26/1091/hudshiz.png
Now, onto our team!

Part 4: Meet The Team

I am proud to say that the majority of the old team was happily eager to join back up from SPV2. The active team roster presently consists of:

The Old Boys
Masterz1337 - Team leader and gameplay design lead. I will be focusing solely on the gameplay and debugging this time around. I’m stepping down from HUD and particle work, as well as encounters and their related scripts; my successors are a few lines down.

Teh Lag – Modeler, animator, sanity checker and all-around tagset content guy. He's been behind a lot of the definitive custom CMT tags, had his hands in most of the team's tagset at some point or another, and will be taking a lead role in making the new tagset as clean and polished as possible.

Arteen - Lead BSP modeler. Most of you know him; he’s the genius behind many multiplayer maps, and has done many of our SP BSPs in the past. He, like a lot of you, wasn’t all to happy with some of the custom BSPs in the past, and he’s devoted to doing whatever it takes to making sure the new BSPs and encounters are of the highest quality.

Conscars - The brain behind many of our particles and skins ranging all the way back to SPV1, he’s back again and still helping us pump out amazing particle effects.

Dano – Yes, that’s right - he’s coming out of retirement! He’s already contributed more to
SPV3 than anyone else already, and it’s something that’s going to blow your mind.

The Middle Bros
Kirby - When something’s tough to figure out, Kirby has the answers. Kirby’s already helped come up with our new support weapon system, and he’s also had a breakthrough with FP legs we may pursue. He’s also been working on our Sparrowhawk, and has had some breakthroughs with making it function like no other vehicle in Halo CE before.

Sin0w - Sin0w joined up with us near the end of SPV2 when everything was falling apart, but he’s back now and has two more years of experience. Sin0w is in charge of music and sound for the mod, and is also taking over my role over for encounters and SP scripting.

ShadowSpartan - Technically he’s new to the team, but he’s done a lot to help us in the past and he’s going helping us with several behind the scenes things. He’s a brilliant guy and is the only active remaining member of Zteam.

The New Peoples
H3Freak - Our new HUD guy, he’s responsible for the images you saw earlier. He’s got some amazing stuff planned we haven’t shown yet, and has showed us things to do with the HUD we never thought possible. Keep an eye out for his work (bottom of the thread!!!), you’re sure to be impressed.

ODX – He's worked with Teh Lag in the past, and now he’s agreed to contribute his animation talent to our team. We’re really happy to have another talented animator to balance the workload.

Ifafudafi - You may know him from Another Stupid Campaign Mod, which had some stunning effect and particle work. He’s integrating his many of ASCM’s effects with SPV3, while improving both. There’s a lot of really neat stuff coming out from him, and we’re all really happy to have him on the team. He’ll be working closely with Conscars to deliver ever-prettier effects for SPV3. He’s put together a little vidoc for those of you who are interested in seeing what he’s been doing:

http://www.youtube.com/watch?v=g-ZN4wTyNBU

(And as with the HUD, you can keep up with his work in his Effects thread; again, check the bottom for links)

...So that’s our new team. We’ve got a lot of great talent, and we’re all happy to be working with each other again. The only person we’re still trying to recruit is CAD, who disappeared about 2 weeks before we reformed the team. (Our dear CAD, where have you gone!?) We also are happy to announce our partnership with another team: The guys behind Project Lumoria (http://hce.halomaps.org/index.cfm?fid=5909) (you can also check out their latest work in their thread here (http://forum.halomaps.org/index.cfm?page=topic&topicID=37905). Obviously, our goals are very similar, and the teams will be closely talking between and contributing to each other. Both teams are dedicated to bringing you awesome single player experiences, and we feel there is much we can learn from Higuy, Lodex and their team..

So that pretty much sums out what we have planned, and what we have done. We’ve only been back for about two weeks, but we’ve already made enormous progress. Even now, there is an incredible jump in quality between the last SPV2 and the newest SPV3 builds, and we look forward to showing that to you as soon as we can.

But there is one more thing...

Part 5: The Sauce

CMT's SPV3 will support Open Sauce! We’ve been working closely with Kornman and Firescythe, and this is the second partnership we are announcing today. Thanks to Open Sauce, we will have a TON of new features in the mod available to you if you chose to install it. While we are building the mod with OS in mind, if for whatever reason you cannot/will not/don’t want to install or don’t like OS, the maps will still play normally for you. Though we do not plan to make Open Sauce a requirement we do expect to be taking advantage of a number of features it affords to users, while maintaining backwards-compatibility for those unable to run it (though at the expense of a few cool new features!) Players who use Open Sauce with our maps will be able to experience normal maps on objects (such as in Halo 2, 3 and Halo Reach), VISR mode, altered gravity, vehicle boarding, and possibly other fun features as well. We’ve only just recently got it working with our tagset, but here’s some of what we've been able to accomplish so far...

http://www.halomods.com/cmt/pixxx/haloce%202011-07-22%2019-16-58-56.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-22%2019-17-21-71.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-22%2019-18-16-91.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-24%2022-38-29-40.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-26%2012-13-23-58.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-26%2012-13-29-66.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-26%2012-13-38-58.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-26%2012-23-05-83.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-26%2012-27-25-12.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-26%2012-28-27-25.jpg
http://www.halomods.com/cmt/pixxx/haloce%202011-07-22%2016-07-40-79.jpg

You also may remember the planned vehicle boarding for SPV2; thanks to Open Sauce the content we created for that feature will be featured in SPV3 as well.
http://www.youtube.com/watch?v=oOHjU5gtvCg
http://www.youtube.com/watch?v=9KmbsYobyVI

Part 6: The Conclusion

And that's that! More information will come as it is available, and we will sincerely do our best to not let anyone down. We’ve got a new home on www.halomods.com/cmt so be sure to register on the forums. If you like CMT, this is where we will be posting the majority of our updates and several of our members have their own threads if you wish to discuss certain topics in depth. It’s worth checking out and it’s the only place where you will be able to have your voice be heard by all the CMT members. So get ready, everyone, tell your friends, your family, your school, your workplace, your pets, and whoever else you can think of, and let people know that CMT is back, because we're ready to show you how ten years of Halo are REALLY celebrated.

Oh right, and those links!
Ifafudafi's Effects Thread (http://www.halomods.com/ips/index.php?/topic/300-ifafudafi-writes-about-his-mod-work/)
h3freak09's HUD Thread (http://www.halomods.com/ips/index.php?/topic/302-new-spv3-hud-design/)

neuro
July 26th, 2011, 12:37 PM
why still halo CE though?

Limited
July 26th, 2011, 12:39 PM
OS? Finally!

Will this have animorphs?

Nero
July 26th, 2011, 12:54 PM
why still halo CE though?

Honestly.... This.

Edit;
Does Dano have a portfolio?

Cortexian
July 26th, 2011, 01:29 PM
Looking forward to this, as always my server and I'm sure the Modacity servers are/will be available for multiplayer map testing and/or hosting single player maps to distribute to authorized testers.

Amit
July 26th, 2011, 02:34 PM
When I first started reading I was like:

Lumoria vs SPv3 :neckbeard:

And then I kept reading..."We also are happy to announce our partnership with another team: The guys behind Project Lumoria."

http://i66.photobucket.com/albums/h262/amit9821/hmmm-1.png

Lumoria + SPv3 :iamafag:


Looking forward to this, as always my server and I'm sure the Modacity servers are/will be available for multiplayer map testing and/or hosting single player maps to distribute to authorized testers.

When they don't crash. (not Modacity servers)

p0lar_bear
July 26th, 2011, 03:10 PM
why still halo CE though?

Because they're most familiar with this engine and would like to release at least one thing for this ole game that's less than 90% terrible?

:downs:

n00b1n8R
July 26th, 2011, 04:29 PM
So Duke came out and CMT is back together.. Pooky when are you castrating yourself?

Rainbow Dash
July 26th, 2011, 04:34 PM
n00bin8r: how does it feel knowing 50 teenage nerds would suck your dick for a half finished render

Siliconmaster
July 26th, 2011, 04:38 PM
Woah. This was unexpected. Cool, to be sure, but unexpected. My obvious first comment is "oh, but HA10 looks cooler, and is coming out sooner." But then my second thought is "HA10 doesn't have vehicle boarding or any of the other new gameplay features." Therefore, I am excited :D

Cortexian
July 26th, 2011, 04:50 PM
When they don't crash. (not Modacity servers)
Both my server and Modacity servers are rock solid. That TeamSpeak crash was an isolated incident that has been fixed on my end.

Higuy
July 26th, 2011, 05:00 PM
When I first started reading I was like:

Lumoria vs SPv3 :neckbeard:

And then I kept reading..."We also are happy to announce our partnership with another team: The guys behind Project Lumoria."

http://i66.photobucket.com/albums/h262/amit9821/hmmm-1.png

Lumoria + SPv3 :iamafag:

As we are in a partnership we will be working together to help build up some of the best single-player mapping experiences. While both experiences will be drastically different, and we are both still our own independent teams, the help on both sides will help speed the process of each, and create good content for everyone to enjoy.

Mr Buckshot
July 26th, 2011, 05:12 PM
Do you still have the non-buggy unencrypted versions of the SPV1 maps?

Pooky
July 26th, 2011, 07:05 PM
why still halo CE though?

People are still making mods for games like Jedi Knight and DOOM. Halo isn't that old, and it's still an awesome game.


So Duke came out and CMT is back together.. Pooky when are you castrating yourself?

I never said anything about Duke or CMT, and I got out of yoyov2 because that map sucked.


Seriously though, it sounds like you guys are serious about getting shit done this time around and I'll be interested to see what comes out of it.

Hotrod
July 26th, 2011, 07:42 PM
This news makes me happy :) Glad to see that the team is back together and working to release something kickass. The additions coming with Open Sauce sound fantastic (especially VISR mode).

Oh, and I spy a Brute Plasma Pistol in Ifafudafi's video that's looking quite sexy.

Amit
July 26th, 2011, 08:04 PM
Both my server and Modacity servers are rock solid. That TeamSpeak crash was an isolated incident that has been fixed on my end.

Lancer's Edge Hour Long crashed when I was playing the other night. I'm just giving you a hard time, though. I play there about an hour every night and it hardly crashes.

EDIT: I take that back. Crashed about 30 mins ago.

seanthelawn
July 26th, 2011, 08:48 PM
I am definitely ok with this

Glad to see people starting to focus on singleplayer more

E: Dano's back? :O

NullZero
July 26th, 2011, 09:10 PM
Quite a few people in this team (plus helping) which sounds promising. Good luck guys, and don't get drowned in the fanboys' clusterfuck like last time.

ODX
July 27th, 2011, 11:45 AM
FP Animation updates by me can be found here:
http://www.halomods.com/ips/index.php?/topic/311-odx-and-the-weapons-56k-warning/

As said in the link there's a 56k warning since I'm using .gifs but they are behind [/spoiler] tags. I suggest you use Firefox if you want to view them correctly however. If it's too much of a hassle I can always upload to video but I find it annoying to have to click "replay" over and over again.

DarkHalo003
July 27th, 2011, 12:31 PM
So....You guys should make new Running animations for the Elites....and a dive animation for the Brutes....

Futzy
July 27th, 2011, 01:08 PM
http://www.youtube.com/watch?v=g-ZN4wTyNBU

Damn. Makes this game look good.

n00b1n8R
July 27th, 2011, 05:46 PM
FP Animation updates by me can be found here:
http://www.halomods.com/ips/index.php?/topic/311-odx-and-the-weapons-56k-warning/
The carbine reload animation looks weird at the end where the gun moves up then down into position. It'd look better if it moved back laterally like it does at the start of the animation when the left hand lets go.

Also, if the mod is using backpack weapons (is it?) then shouldn't weapons like the sniper be coming from up and behind the camera when they're drawn, not from down and in front?

=sw=warlord
July 27th, 2011, 06:24 PM
That carbine firing bitmap looks corrupted pretty badly either that or it's been compressed horribly.
I'm assuming that's going to be fixed?

ODX
July 27th, 2011, 06:57 PM
The carbine reload animation looks weird at the end where the gun moves up then down into position. It'd look better if it moved back laterally like it does at the start of the animation when the left hand lets go.See now here's the thing: some people say they like my return to origin there and others say it looks weird. I honestly don't know what to do now...


Also, if the mod is using backpack weapons (is it?) then shouldn't weapons like the sniper be coming from up and behind the camera when they're drawn, not from down and in front?You would think that with all of the weapons in Halo 3, but none of them do now do they? The ready there was made before CMT revived itself and recruited me so beforehand I was just going with whatever. I do kind of not like that ready though so I'll go try a backpack one right now and update when I'm done.

Ifafudafi
July 27th, 2011, 08:34 PM
That carbine firing bitmap looks corrupted pretty badly either that or it's been compressed horribly.
I'm assuming that's going to be fixed?

ding

We were having a bit of a tagspace crisis until we remembered that bitmaps (usually) don't count towards the limit, and just about everything ever was compressed in the process.

Keep in mind that literally everything in that video is so WIP that it's WIP; everything there is basically my first pass at each of the weapons so I can get a certain style going, and most (if not all) will probably change quite a bit before the first release.

Cloud
July 27th, 2011, 09:53 PM
EPIC!
So glad to see this Awesome guys
you need any servers or help with testing let me know.
I'm always around and have plenty of members/servers that can be of use.

RedBaron
July 27th, 2011, 10:01 PM
Wow has it been 5 years? Can't believe it has been that long already. Great finding out that this is getting revisited, I first joined these forums only to follow spv2 (lawl I was such a fanboy, among many others). For nostalgia's sake, I wish you all best of luck with finishing this time around.

Rosco
July 28th, 2011, 07:44 AM
ifafudafi is godly at particles. so glad he's onboard :)

nuttyyayap
July 28th, 2011, 11:13 PM
Looks good. You better not remove the B30 dogfight or BRG...

TheGhost
July 29th, 2011, 12:01 AM
Wow, a large dev team still working on this game after all these years. Can't wait to see what you come out with.

supersniper
July 29th, 2011, 08:52 PM
lol again?

Elite Killa
July 30th, 2011, 03:38 PM
Good luck in your endeavors, CMT. The stuff shown now looks amazing!

Masterz1337
August 24th, 2011, 04:04 PM
For those interested, we have been posting numerous updates on our forums. Updates include
-OS Boosting and Single shot zoomed BRG
-New Skins and textures
-New FP animations
-Numerous effects

CMT member's don't regular visit these forums, if you want to follow progress be sure to register on Halomods.

Rentafence
August 24th, 2011, 05:59 PM
Are you going to give us the tags

Disaster
August 24th, 2011, 06:02 PM
Are you going to give us the tags
^ Give us the tags

Masterz1337
August 24th, 2011, 06:46 PM
Most of our stuff is planned to be open source. However, a lot of things aren't openable with a stock HEK

mgalekgolo
August 25th, 2011, 12:34 AM
I saw some updated spv2 maps on halomaps and was confused. Nice job, I love it. Now if halo would just run without broken shaders on this computer...

Warsaw
August 25th, 2011, 01:08 PM
How the fuck did I miss this thread...

Also, fucking yes. I was just mourning the incompletion of SPv2 last week.

Cloud
August 25th, 2011, 05:14 PM
:) So glad yall are back!!!!!!!!! You have my full support any help just ask WOOT!

supersniper
August 25th, 2011, 05:17 PM
where's AAA he usually posts in CMT topics, and same with ODX

oh and come out come out where ever you are Sel ;)

Choking Victim
August 26th, 2011, 12:11 PM
*Insert shocked comment here*

Also, sup?

ThePlague
August 26th, 2011, 12:45 PM
Sup CV, long time no see.

Rainbow Dash
August 26th, 2011, 04:07 PM
oh and come out come out where ever you are Sel ;)

hi?

supersniper
August 26th, 2011, 06:15 PM
wait? NVOUS is Sel?
since when?!

ThePlague
August 26th, 2011, 06:30 PM
Since he got banned.

TVTyrant
August 26th, 2011, 06:44 PM
Sniper, you couldn't tell?

Cool that this is happening. I can't wait for three days from now when it is leaked and everyone quits /sarcasm

Also when was Masterz unbanned? Nice to see he was allowed to come back to the community.

Reaper Man
August 27th, 2011, 10:48 PM
Wow, I've sure missed a lot. CMT is back?

mgalekgolo
August 27th, 2011, 11:19 PM
Its very recent but yes. also apparently so is the 80s...

Bossniak
August 27th, 2011, 11:33 PM
CMT? Sounds familiar.

supersniper
August 28th, 2011, 02:46 AM
i completely missed it :o

i feel dumb now.

Masterz1337
August 29th, 2011, 12:45 AM
http://img831.imageshack.us/img831/8237/haloce2011082820354338.jpg

FP arms +smg with normals and specular maps, Dano is not looking for crit, if this thread turns into a debate about "it's not green enough" bullshit we're just not going to be posting updates. Dano knows what he's doing and will tweak things as he sees fit.

nuttyyayap
August 29th, 2011, 12:53 AM
It's plenty green enough, but leaning over into teal (of which I like), but it looks fine.

mgalekgolo
August 29th, 2011, 12:53 AM
Holy fucking shit. smexy

ThePlague
August 29th, 2011, 02:47 AM
It's plenty green enough, but leaning over into teal (of which I like), but it looks fine.Don't even start this again :|

Pooky
August 29th, 2011, 05:31 AM
If you don't want crit, why bother posting it in the first place? Just to get your ego stroked?

I mean really, I don't get it.

Masterz1337
August 29th, 2011, 08:43 AM
If your not interested in seeing progress I can just not post anything at all.

Zeph
August 29th, 2011, 09:46 AM
>_>

Strider, did you get Master's account?
There's an awful lot of "don't post crit here cause i take it seriously so it hurts my ego" instead of seeing if it's valid or ignoring it and getting on with your life here for this to be you.

I'll give you whatever benefit of the doubt on what color you want it to be in regards to Dano being able to fix it. Doesn't really change the two differences in texel density and texture quality on the mesh. You gonna stop updating now?

Masterz1337
August 29th, 2011, 09:56 AM
Maybe I should have made it more clear, Dano (not me) doesn't want or respect this communities input. This thread is mostly here to show progress, and generate hype. If Iffy or lag or Conscars wants to share something here and get your opinions, I encourage you to do so.

Zeph
August 29th, 2011, 10:09 AM
So he's what, listening to people based on domain name? Sounds kind of silly as there's nothing stopping people from just registering at whatever site you do listen to people.

Masterz1337
August 29th, 2011, 10:14 AM
Actually if you check on our forums we have the same thing I posted here, that he's not looking for input at all. If you have a problem with his attitude feel free to IM him, I'm sure he'll just ignore you though. If you check our forums you'll notice we have several threads where we are looking for feedback. You're welcome to post your crit here, but afaik I'm the the only CMT member that bothers to visit these forums.

BobtheGreatII
August 29th, 2011, 01:41 PM
I think that looks great actually.

Guardian
August 29th, 2011, 04:42 PM
I like it to be honest.

Amit
August 29th, 2011, 04:46 PM
Looks more teal than green. I like it.

TeeKup
August 29th, 2011, 04:51 PM
No Amit. Don't even start. >_>

p0lar_bear
August 29th, 2011, 04:57 PM
Teal fucking sucks, end of story, if you like it you're a horrible person and should go commit seppuku since a pitchfork-carrying mob is more than likely on the way to string you up by your entrails.

...

AHEM.

Neat stuff. Normal maps on models in halo is something I think a lot of us have been looking forward to.

Hotrod
August 29th, 2011, 05:56 PM
Looks more teal than green. I like it.
I like the teal.

:-3

Cortexian
August 29th, 2011, 05:56 PM
Looks good, it's a lighter shade than normal but that makes it look faded and worn like it should be after fighting online since 2003.

Also, it's good to know that CMT still favors their elitist attitude amongst its members... I'm sure Dano has his reasons for not giving a single shit, but you didn't need to actually tell us that. Just makes you sound like you don't give a shit about the community at all. Which is actually what you said, in which case I don't see why you're back together as a modding team?

Pooky
August 29th, 2011, 06:58 PM
I'm sure Dano has his reasons for not giving a single shit, but you didn't need to actually tell us that. Just makes you sound like you don't give a shit about the community at all.

Pretty much this.

Zeph
August 29th, 2011, 07:22 PM
Actually if you check on our forums we have the same thing I posted here, that he's not looking for input at all. If you have a problem with his attitude feel free to IM him, I'm sure he'll just ignore you though. If you check our forums you'll notice we have several threads where we are looking for feedback. You're welcome to post your crit here, but afaik I'm the the only CMT member that bothers to visit these forums.
Don't get me wrong, I give no fucks. I just found it funny that the closed community mindset hadn't changed and was wondering why you went out of your say to say something you yourself acknowledge as pointless.

Masterz1337
August 29th, 2011, 08:46 PM
I'm sure Dano has his reasons for not giving a single shit, but you didn't need to actually tell us that. I rather hurt your feelings rather than let people draw their own incorrect conclusions about the team being "elites jerks".

TVTyrant
August 29th, 2011, 09:28 PM
I like the teal

:3

and fuck off!

El Lobo
August 29th, 2011, 11:23 PM
Fine I'll join the team, quit begging.

:lobo:

Masterz1337
August 29th, 2011, 11:40 PM
We'd love to have a celebrity on our team ;)

Cortexian
August 30th, 2011, 01:09 AM
I rather hurt your feelings rather than let people draw their own incorrect conclusions about the team being "elites jerks".
Except you did exactly the opposite, you literally told everyone that one of your team members is elitist and doesn't give a shit about the community or their opinion on anything he does. While doing that you didn't hurt ANYONE'S feelings.

Masterz1337
August 30th, 2011, 01:49 AM
Then why are you so butthurt about it? Dano's a professional artist, he is aware of what he is doing, he is not asking for or wants help. Why is this such a hard concept to grasp? If he wanted crit, he would post at a forum for professional artists, not a dead modding community turned /b. Dano's done and still is doing a lot for the Halo community, him not wanting your opinion on his art doesn't mean he's giving the CE community the middle finger like you've somehow (and incorrectly) deduced.

Cortexian
August 30th, 2011, 03:12 AM
No it doesn't mean he's doing that. The point I'm trying to make (that a few other members caught onto already may I add), is that you made it out to be exactly that way. There was really no need to even include the sentence about him not wanting crit because it does just make him sound like a pretentious elitist snob, when he isn't. If he doesn't want crit, the best solution is to ignore crit and just dance around suggestions like all game devs do.

Masterz1337
August 30th, 2011, 04:02 AM
So I should let you waste your time criting it... and getting feedback.... that won't be listened to... so that it appears like we're ignoring it.... when I can just tell you he isn't looking for crit? It was Dano who wanted that sentence posted with the images of his work in the first place because he doesn't want a bunch of people telling him what to do with his work. The pic was to show you we're making progress and this is what our content is going to look like, not us asking how you want to see it done because you know best.

neuro
August 30th, 2011, 04:54 AM
if Dane wanted proper feedback, he'd ask (someone like) me, tbh.

ye know, people who actually get paid to do this sort of stuff.

it's like you're getting upset because Valve didn't ask for your input on episode 3.
you dont magically get the right to offer criticism when someone posts an update on anything.
you can voice your opinion or whatever, but don't expect anyone to give half a butt about your opinion.

srsly, i can't believe some of the retarded self-entitled bullshit some of you are spouting.

.Wolf™
August 30th, 2011, 09:49 AM
Fine I'll join the team, quit begging.

:lobo: You clean?

TPBlinD
August 30th, 2011, 10:45 AM
if Dane wanted proper feedback, he'd ask (someone like) me, tbh.

ye know, people who actually get paid to do this sort of stuff.

it's like you're getting upset because Valve didn't ask for your input on episode 3.
you dont magically get the right to offer criticism when someone posts an update on anything.
you can voice your opinion or whatever, but don't expect anyone to give half a butt about your opinion.

srsly, i can't believe some of the retarded self-entitled bullshit some of you are spouting.did you really just compare cmt to valve
...lol
but imo tbh the reason this community is still kickin' is because we're mostly all friends. so being a jackass and saying DONT CRIT MY STUFFFFF is really weak.

Arteen
August 30th, 2011, 05:57 PM
Don't crit me bro!

neuro
August 30th, 2011, 06:46 PM
did you really just compare cmt to valve
...lol

no, that's just you twisting my words.

Amit
August 30th, 2011, 08:03 PM
I didn't bother reading the previous page due to :words: and shit. Here's what I think:

What the fuck is wrong if they want to post images of progress and not take feedback? (Or just Dano, I guess). It's their mod, they do what they want. If they take the crit and use it, cool. If they don't, don't jump on them for ignoring it. Sometimes people just wanna do what the hell they want so let them...

...then, when the mod is released, bitch and moan until Dano's eyes bleed :v:

Cortexian
August 30th, 2011, 09:20 PM
Why is everyone just repeating what I'm trying to say.

Timo
August 31st, 2011, 02:01 AM
No, you're having a cry about someone being honest and it seems to me that nobody else cares.

except blind <3

Amit
August 31st, 2011, 03:11 AM
Why is everyone just repeating what I'm trying to say.

Bringing up old shitstorms brings other stuff from that time period back too. In this case, "Freelancer, stop posting!" seems to have soaked back into everyone's brain. They just don't care.

Cortexian
August 31st, 2011, 03:54 AM
No, you're having a cry about someone being honest and it seems to me that nobody else cares.
Wrong.

Timo
August 31st, 2011, 04:43 AM
Wrong.

http://i.imgur.com/890Uq.jpg

mgalekgolo
September 3rd, 2011, 09:59 PM
Can you make a more complete and better CMT tagset release map? that was perfect for me, but it didn't have many tags.

Masterz1337
September 3rd, 2011, 10:45 PM
what did you want?

mgalekgolo
September 4th, 2011, 01:32 PM
The elite flood, and the brutes. I just looked at the map again and its much more complete than I thought(I didn't know the flood humans and others were only bipeds). But yeah, updated models ect. Also were the geists in halo 2? I feel like I remember them in one of the arbiter missions, maybe.

Amit
September 4th, 2011, 01:50 PM
I don't think Geists were in any Halo game. Maybe Halo Wars?

Masterz1337
September 4th, 2011, 02:43 PM
Geists were arteen's own thing, we'll probably have them redone into a forerunner unit for one of the new maps.

mgalekgolo
September 4th, 2011, 05:04 PM
ah ok cool. That will be interesting.

Ifafudafi
September 22nd, 2011, 06:31 PM
Pardon me, just being an attention whore

4Ws1s254Y6I

Words about this and more stuff in my Halomods thread (http://www.halomods.com/ips/index.php?/topic/300-ifafudafi-writes-about-his-mod-work/)

Amit
September 22nd, 2011, 11:59 PM
OMG those cyan needles and projectiles are so sexy. And the detail on that needler skin is unreal.

DarkHalo003
September 23rd, 2011, 12:25 AM
Dudes, that's out of this fucking world. Like seriously, I didn't like the CMT Needler much at all before, but now I have to say it's one of the coolest ones yet.

Donut
September 23rd, 2011, 12:54 AM
the little lights like the plasma rifle has made it. by far the coolest needler of any halo game.

t3h m00kz
September 23rd, 2011, 01:01 AM
I'm curious to see what Ifaf could do with a modern day particle system engine.

TVTyrant
September 23rd, 2011, 01:45 AM
I'm pretty sure someone like ODX for ICEE did them, but the animations are super cool. I'm not sure if their good, because I know nothing of animations, but the concept is awesome, especially since I believe this is the first Needler where they have actually shown the mechanism working.

supersniper
September 23rd, 2011, 12:25 PM
is it me or did the third person animations not look correct?

Ifafudafi
September 23rd, 2011, 02:00 PM
I'm curious to see what Ifaf could do with a modern day particle system engine.

Pretty much dick-all, as it turns out; I did a little work in CE2 but then Crytek decided to switch engines for Crysis 2 so I kind of dropped that, I tried UE3 (off UT3) but both the particle and material editors were incomprehensible to an old-fashioned plebian like myself, Source's editor is way more limited than HCE's, and I can't think of anything else that has a working campaign attached to it.

The other thing is because H1 is so old, just about anything I do makes it look better, whereas improving on a modern game is much harder

ODX
September 23rd, 2011, 03:45 PM
I'm pretty sure someone like ODX for ICEE did them, but the animations are super cool. I'm not sure if their good, because I know nothing of animations, but the concept is awesome, especially since I believe this is the first Needler where they have actually shown the mechanism working.Neither I nor ICEE did it; it was Lag himself who did them.

I only did the Spiker, Assault Rifle, Sniper, Carbine, and SMG. Should be doing the Rocket and Laser too but I've been getting caught up in school ._. (Junior year ffff)

Pooky
September 23rd, 2011, 05:17 PM
I like the needler itself and the particles, but I thought the CMT's old needler animations had more 'oomph' to them. Also the impact is really funky looking.

neuro
September 25th, 2011, 06:57 AM
Pretty much dick-all, as it turns out; I did a little work in CE2 but then Crytek decided to switch engines for Crysis 2 so I kind of dropped that, I tried UE3 (off UT3) but both the particle and material editors were incomprehensible to an old-fashioned plebian like myself, Source's editor is way more limited than HCE's, and I can't think of anything else that has a working campaign attached to it.

The other thing is because H1 is so old, just about anything I do makes it look better, whereas improving on a modern game is much harder

unreal's particle/material editor is pretty fucking friendly and forgiving actually.
it's very extensive and comprehensive, but you don't actually NEED all those things.

you should try finding the gnomon dvd which covers unreal particle systems, i've used it a bunch, and it's really simple when you know all the stuff you can actually ignore.

also, Unity is getting a totally new particle-system in the next release.
at least thats what they told us when the unity people were at ubi offering support.

DarkHalo003
September 25th, 2011, 12:41 PM
Is it possible to have the Grenade Launcher exactly as it is in Halo Reach with the extensions you guys use? Curious because the only method I have right now is a lot of crazy tagging and pre-charging the weapon (Plasma Pistol style)?.

t3h m00kz
September 27th, 2011, 01:38 PM
So, uhm, I've been sticking with 1.08 for the longest fucking time and I don't know jack about engineering, so I don't know anything about this open sauce stuff. Will the normal map support be publicly available? If so I might actually get back into Halo modding, I've been messing around with sculpts lately and have been hesitant toward considering Halo as an engine because of the graphical limitations.

Masterz1337
September 27th, 2011, 02:49 PM
is it me or did the third person animations not look correct?
The anime are stock, the TP Anims for the cyborg aren't high on our list. We don't have co-op, theres no plans for mp, so the only time you will see the 3p anims are in vehicles and when using support weapons (which will have it's own custom anims).

Masterz1337
September 27th, 2011, 02:50 PM
So, uhm, I've been sticking with 1.08 for the longest fucking time and I don't know jack about engineering, so I don't know anything about this open sauce stuff. Will the normal map support be publicly available? If so I might actually get back into Halo modding, I've been messing around with sculpts lately and have been hesitant toward considering Halo as an engine because of the graphical limitations.
Anyone can use normals. All the OS features we are using are going to be part of the OS release.

supersniper
September 27th, 2011, 04:45 PM
The anime are stock, the TP Anims for the cyborg aren't high on our list. We don't have co-op, theres no plans for mp, so the only time you will see the 3p anims are in vehicles and when using support weapons (which will have it's own custom anims).Ah i get it, why edit something that doesn't need to be edited. logical.

but if he didn't plan on editing the TP anims why show it off lol?

Masterz1337
September 27th, 2011, 06:52 PM
He's showing the 3p particles.

Pooky
September 27th, 2011, 06:54 PM
The anime are stock, the TP Anims for the cyborg aren't high on our list. We don't have co-op, theres no plans for mp, so the only time you will see the 3p anims are in vehicles and when using support weapons (which will have it's own custom anims).

Or if you use a third person app. Just sayin.

DarkHalo003
September 27th, 2011, 09:16 PM
Is it possible to have the Grenade Launcher exactly as it is in Halo Reach with the extensions you guys use? Curious because the only method I have right now is a lot of crazy tagging and pre-charging the weapon (Plasma Pistol style)?.
:haw:

Masterz1337
September 27th, 2011, 11:53 PM
No, but I'm sure if you could come up with ways for it to be done it would be possible to do if you could edit the necessary code.

Masterz1337
September 28th, 2011, 10:19 PM
http://img831.imageshack.us/img831/1738/final2ar.png

New "final" hud design by h3 freak. Crit please.

Hotrod
September 28th, 2011, 10:26 PM
Are you guys really going with the two-way health and shield bars Ă* la Halo Reach? I've always disliked what they did with that, I very much preferred Halo 1's way of doing it.

Still, the rest looks nice, especially the motion tracker.

n00b1n8R
September 28th, 2011, 11:30 PM
I agree with Hotrod, the 2way contracting meters aren't as clear as the 1way meters used in the other Halo games.
And while the honeycomb kind of make sense in the motion sensor as a way to gauge distance (a scale would be nice!), they're pointless and ugly in the shield meter (or does HUD technology require everything to be made of random hexagons :rolleyes:).

Are you going for monochrome or will there be some actual colour? It's especially important for the health/shield meter to have some so you can tell roughly where you're at without actually looking.

Oh, and the logarithmic banding on the health meter makes no sense and looks dumb. Either keep is strictly analogue (no marks) or have it in linear chunks.

BobtheGreatII
September 29th, 2011, 01:06 AM
Looks too busy. I don't like it at all. Here's my rendition of it:

http://img828.imageshack.us/img828/7016/redesignj.png

Obviously rough, but you get the idea.

Kornman00
September 29th, 2011, 01:31 AM
I like BTG2's rendition. Like he said, the one you posted is too busy. I understand the honeycomb in the shield/health elements as artistic liberty, but it looks odd and just doesn't make much sense outside of art (see n00b's comments).

So do objects in the tracker actually 'lock' to the honeycombs as they move? Or are they still free-range?

Guardian
September 29th, 2011, 01:48 AM
I like h3 freaks one, but it just seems to hang down, and block off a bit to much of the screen.

Maybe something like this?
2388

Amit
September 29th, 2011, 04:52 AM
Ugh, Guardian, that's worse than the original. BTG2's looks better, but why is it all greyscale? Where did all the pretty colours GO???

Pooky
September 29th, 2011, 05:21 AM
Looks too busy. I don't like it at all. Here's my rendition of it:



Obviously rough, but you get the idea.

+1, except the borders around the grenades and ammo are way too large and distracting still.

p0lar_bear
September 29th, 2011, 09:50 AM
The HUD concept shown here is monochrome because Halo applies colors to it at render time. All HUD bitmaps are monochrome. Just pretend it's blue/green/whatever.

I was shown this before the health meter was put in and I thought it was cool-looking by my first reaction. Stepping back and thinking about it... well, I still like the grenade and ammo counters, and the motion tracker I think is fine. But, the ammo meters are a tad intrusive, and the health/shields meter is way too confusing and busy. I'm with Pooky on the outlines; too thick. I'm on the boat of finding meters with zero at the center confusing and misrepresentative at bad times; sometimes I get the illusion that I have 2x more of something than I do. The feeling is mitigated enough when the meter is broken into countable chunks (like what was done with the health meter), but the solid shield meter does screw with me sometimes.

Might I suggest moving the shield/health/flashlight meter to either bottom corner and make it deplete in one direction, and keep the hexagonal patterns to the motion tracker only? I'm thinking that putting the health/shields with the motion tracker is a good idea, even if it it was done in Halo 2; when you're low on health and shields and in combat, I'd imagine people steal a glance at the motion tracker to see where enemies are, and why look from one end of the screen to the other to check?

Masterz1337
September 29th, 2011, 10:47 AM
Ugh, Guardian, that's worse than the original. BTG2's looks better, but why is it all greyscale? Where did all the pretty colours GO???
All HUDs are done in greyscale, coloring is done via tag.

Keep it coming guys.

Boba
September 29th, 2011, 11:39 AM
2391

Simplify it and cut out the shit that serves no purpose.

Siliconmaster
September 29th, 2011, 11:55 AM
^ I like Boba's simplicity, though BTG2's version keeps the shapes a little more interesting. Also, I like BTG2's faded honeycomb in the motion tracker.

Amit
September 29th, 2011, 12:34 PM
The HUD concept shown here is monochrome because Halo applies colors to it at render time. All HUD bitmaps are monochrome. Just pretend it's blue/green/whatever.


All HUDs are done in greyscale, coloring is done via tag.


Forgive my ignorance. Still, would have been nice to add the colouring to the image itself just for preview purposes. Also, which bars show levels for the shield and which shows levels for health? That is the part that confuses me the most.

Masterz1337
September 29th, 2011, 01:13 PM
The center panel there is being scrapped, but the health is the bars attached to the +

Cagerrin
September 29th, 2011, 03:30 PM
2392
say it with me: FUCK. GRADIENTS.

(and centered health bars)

Roostervier
September 29th, 2011, 03:39 PM
2392
say it with me: FUCK. GRADIENTS.

(and centered health bars)I actually like this one a lot. Maybe have a better way to show how much ammo is left, at least a 00/000 (ie 27/064) fashion on the number counter (on cagerrin's hud, to clarify).

Cagerrin
September 29th, 2011, 03:50 PM
Yeah, something like that. Too bad the H1-style bullet counter takes up so much space.

(should have flipped the weapon/ammo halves so that the count's closer to center-screen tbh)

Masterz1337
September 29th, 2011, 04:14 PM
You guys can stop with new concepts for the Left and right sides, we have specific reasons for the layout for those.

Roostervier
September 29th, 2011, 04:20 PM
You guys can stop with new concepts for the Left and right sides, we have specific reasons for the layout for those.What exactly are the reasons, specifically?

Kornman00
September 29th, 2011, 04:43 PM
When has a Halo game ever had the weapon hud elements on the left side :raise: (besides dual/w)?

Roostervier
September 29th, 2011, 06:10 PM
It did in halo 1 man:
http://1.bp.blogspot.com/-iIKVEF73v7U/TVgRwW5vU4I/AAAAAAAAAJ4/8lcaSLd3-4M/s1600/haloce_002-large.jpg

BobtheGreatII
September 29th, 2011, 07:22 PM
You guys can stop with new concepts for the Left and right sides, we have specific reasons for the layout for those.

Please inform us, because frankly I think it looks bad. Is there even a chance you could make it look a little more streamlined even?

Edit: And I still love you Masterz, not trying to be rude. :downs:

Kornman00
September 29th, 2011, 07:34 PM
It did in halo 1 man:
whaaaaaaaaaaaaaaa :aaaaa:

hacks! :-3

It just doesn't feel natural anymore

Roostervier
September 29th, 2011, 07:56 PM
whaaaaaaaaaaaaaaa :aaaaa:

hacks! :-3

It just doesn't feel natural anymore
I know, I had to think about it for a minute to remember if it was like that or not, searched halo 1 hud on google and that showed up.

Masterz1337
September 29th, 2011, 08:36 PM
Please inform us, because frankly I think it looks bad. Is there even a chance you could make it look a little more streamlined even?

Edit: And I still love you Masterz, not trying to be rude. :downs:

There's a couple of reasons, many that hold over from what we did with the previous HUD.

1. Easy ability to modify out weapons ammo counts and add new weapons. With bars it takes seconds to do in the HUD tags, rather than having to do everything in PS and get the alphas working right. There's over 25 weapons that are player wieldable, and with support weapons this number can easily grow.
2. Future support for dual wielding, either in H1 or H2 if it ever comes to it.
3. Same assets can be used for vehicle passengers and weapons (we did this in SPV2)
4. There are things that may be added into OS that will allow us to do some new things with weapons tags, a HUD thats easy to edit makes it easy to experiment with this and quickly and easily explore how to integrate our HUD assets into it.

Also update
http://img31.imageshack.us/img31/916/finalar.png
http://img820.imageshack.us/img820/8321/finalext.png

p0lar_bear
September 29th, 2011, 08:57 PM
Angled.

Sorry to bitch and I know you said changes are final, but it still feels intrusive. I think the health/shields should be scaled down some and moved up a bit (yeah I know positions are a tagging thing).

TVTyrant
September 29th, 2011, 10:19 PM
I dig the sniper reticle btw.

Pooky
September 29th, 2011, 11:19 PM
Well, what you just posted looks a lot better than the first one. I can live with it as long as there's no unnecessary fucking hexagons.

Amit
September 30th, 2011, 03:15 AM
Make it less chunky vertically, and you're good. And it's good to see the HP bars again.

MXC
October 5th, 2011, 12:38 PM
Not to throw up anything, but out of curiosity, who does Dano work for now?

supersniper
October 5th, 2011, 01:18 PM
Not to throw up anything, but out of curiosity, who does Dano work for now?himself. he works for whatever he wants.

MXC
October 5th, 2011, 02:32 PM
himself. he works for whatever he wants.


Is there any place I can view his work outside of Halo? Google isn't really showing anything for "Dano".

Ki11a_FTW
October 5th, 2011, 09:52 PM
Someone fill me in, ive been gone for a while and i come back and i'm seeing normals on weapons/bipeds/scenery etc. Can anyone with OS do this now? And is there any advancments on bump maps for BSPs? I know we could use bump maps for reflective objects and by using the flashlight, but what about terrain bumps?

Choking Victim
October 5th, 2011, 10:12 PM
All OS features being used by the cmt mod will be available in the next release of OS, however the source is available on google code (http://code.google.com/p/open-sauce/). OS not only does normal maps on shader_models, but also implements a phong shading system, allowing for visuals unlike anything you've ever seen in Halo 1. Firescythe is the wizard behind the shader extensions.

Examples:
2396
2397

Credit to Bungie for the models/bitmaps and Firescythe/kornman for the OS extensions.
NOTE: These images in do not depict any models/bitmaps/tags that will be in the cmt mod, it is merely an example of the new shader extensions and what they are capable of.

Ki11a_FTW
October 5th, 2011, 10:20 PM
Wow, looks incredible, I havent ever messed with OS before but will it be easy to install and use these features?

Choking Victim
October 5th, 2011, 10:30 PM
At the moment OS uses an installer to install the necessary dll's and new HEK tools. I'm not sure, but I assume the cmt mod will be packaged with this installer for using OpenSauce with the mod. As for using the shader extensions in your own tags, it's as easy as editing the shader_model tags new "shader model extension" block with OS_guerilla and compiling your map using the new build-cache-file-ex command in OS_tool.

Ki11a_FTW
October 5th, 2011, 10:40 PM
Makes me really happy to see that this game is evolving! If things with OS keep going in this direction this community could really have an explosion with new members and mappers

JackalStomper
October 5th, 2011, 11:13 PM
Makes me really happy to see that this game is evolving! If things with OS keep going in this direction this community could really have an explosion with new members and mappers

I can see it now... CMT FIREFIGHT BLOODGULCH V5

Ki11a_FTW
October 6th, 2011, 12:37 AM
h4_aigulch_v5

neuro
October 6th, 2011, 03:50 AM
makin' sum Warthog.

EagerYoungSpaceCadet
October 6th, 2011, 07:23 AM
All the new, sexy things in the mod look amazing, but what is the performance impact? I know that my PC will be able to handle it but I'm not so sure about the laptop...

nuttyyayap
October 6th, 2011, 07:27 AM
If ya can run Halo CE perfectly, i'd say you could run this decently.
Try playing somethin' like halo 2 on your laptop, see what it's like.

EagerYoungSpaceCadet
October 6th, 2011, 08:00 AM
Halo 2 runs at (limited) 30 fps just fine. But, I remember when I first saw the postprocessing thread and installed the mod on both my machines and it was horrible. The FPS dropped to 1~10 on my PC (although I do have a new graphics card now) and it only worked on my laptop at a playable performance (now you can tell how bad the PC's graphics card was) when I had a decreased resolution....

DarkHalo003
October 6th, 2011, 08:01 AM
How do identifying tag errors work in the new OS-Tool? Is the system more or less the same or is it superior in identifying the issues?

neuro
October 6th, 2011, 08:05 AM
you need a tool to tell you you've made a bad mesh?
work cleaner.

DarkHalo003
October 6th, 2011, 08:52 AM
you need a tool to tell you you've made a bad mesh?
work cleaner.
I'm talking about errors regarding tags, corrupted tags, etc. Unless I wasn't clear.

Choking Victim
October 6th, 2011, 09:21 AM
How do identifying tag errors work in the new OS-Tool? Is the system more or less the same or is it superior in identifying the issues?
The OS HEK is just a modified HEK consisting of OS_Tool, OS_Guerilla, and OS_Sapien. These generally work the same as the stock HEK tools for the end user, but under the hood there's alot of memory modifications going on to allow you to create and modify custom tags. There haven't been any modifications to the error system, that would be far too much work to be feasible and the existing system is fine.

I feel a lot of people have the misconception that OS is going to be difficult to use for the end user (ie you, the tagger), when in reality it's as easy as using the stock HEK. It's a different story if you're looking to actually develop these extensions, as you'll need some knowledge about reverse engineering software and C++ programming. Now I'd rather not shit up this thread with OS questions, but if you have any others you can create a thread and i'll answer any questions anyone has there (but please none of the "is x possible with OS" questions, as those are kind of subjective).

DarkHalo003
October 6th, 2011, 10:01 AM
The OS HEK is just a modified HEK consisting of OS_Tool, OS_Guerilla, and OS_Sapien. These generally work the same as the stock HEK tools for the end user, but under the hood there's alot of memory modifications going on to allow you to create and modify custom tags. There haven't been any modifications to the error system, that would be far too much work to be feasible and the existing system is fine.

I feel a lot of people have the misconception that OS is going to be difficult to use for the end user (ie you, the tagger), when in reality it's as easy as using the stock HEK. It's a different story if you're looking to actually develop these extensions, as you'll need some knowledge about reverse engineering software and C++ programming. Now I'd rather not shit up this thread with OS questions, but if you have any others you can create a thread and i'll answer any questions anyone has there (but please none of the "is x possible with OS" questions, as those are kind of subjective).
Okay. I didn't know if Tool had any new designations for tag errors or anyone had made some of them more clear (instead of having to fish through all of the animation files in the scenario to see which one is corrupted). I'm going to assume exceptions act generally the same as well.

But that's the awesome part; it's as simple as using the current HEK, not to mention I don't think I'll be too concerned about creating extensions (not to mention I like the time on top of all of the other content I'm working on) if everyone will ultimately have the same resources/extensions of the OS version CMT is using for this mod (or the extensions being utilized for CMT's mod with OS).

Amit
October 6th, 2011, 10:50 AM
This is really exciting.

Masterz1337
October 8th, 2011, 12:17 AM
hi


http://img854.imageshack.us/img854/7025/cmttextureswin.jpg

AR is WIP

Dano : and there are wierd normal mirroring issues with the realtime shader in max

PS. I see you online Arteen, get on AIM!!

TeeKup
October 8th, 2011, 12:23 AM
The yellow bothers me...a lot.

Other than that well done.

Warsaw
October 8th, 2011, 12:36 AM
I feel it should be more of a goldenrod yellow (same colour as the pieces on the plasma pistol), but in all honesty it's perfectly fine. Not that my opinion matters much, but there it is. Splendid work; if you didn't know what to look for, you'd swear that was not intended for a Halo 1 mod.

Kornman00
October 8th, 2011, 04:49 AM
No human race in their right mind would be something bright as fucking yellow on a weapon. Stands out like a cop in the ghetto.

Arteen
October 8th, 2011, 07:09 AM
What's with that glowy green knob on the AR?

p0lar_bear
October 8th, 2011, 07:13 AM
What's with that glowy green knob on the AR?

It's the flashlight button.

Also on the stripe-hate bandwagon. No military in their right mind would put a fluorescent warning color on a standard-issue weapon right in plain sight.

TM_updates
October 8th, 2011, 07:16 AM
Indeed. Good thing that stripe isn't fluorescent! It's like a very bland "matte" yellow.

TeeKup
October 8th, 2011, 08:15 AM
I want you to take a look at these images and tell me how many of these rifles have the color yellow on them.

http://www.cybershooters.org/Morgespic/AssaultRifles.JPG
http://2004.uploaded.fresh.co.il/2004/07/12/972304.jpg
http://static.newworldencyclopedia.org/thumb/7/79/Rifles-military-type.jpg/300px-Rifles-military-type.jpg

What you posted was an anti-air missile system known as a "Stinger." Almost all weapons in that category have warning labels and mark signs for saftey and information, none of which appear on a standard issue Assault Rifle. The yellow looks stupid. It's your mod though so whatever.

n00b1n8R
October 8th, 2011, 08:25 AM
I think the yellow strip looks cool and it's no less obvious than the bright green flashlight button vOv
I know it's human tech but it's not that out of place compared to other weapons (the flame thrower rofl)

DarkHalo003
October 8th, 2011, 10:17 AM
Considering an AR won't do shit fast enough against an Elite Special Forces team or Brute Hunting Pack, I think it hardly matters. The Covenant would kill anything anyways, so whether or not it has a slightly yellow stripe to begin with is pretty minute. In terms of stealth, you probably wouldn't use an AR anyways.

I think it looks alright, but I'll truly like it whether or not the anims look good (specifically the origins).

Masterz1337
October 8th, 2011, 10:59 AM
As entertaining as it is to watch you all fight over a yellow stripe, I have to tell you it won't be changing.

Masterz1337
October 9th, 2011, 12:33 AM
Dano: post these.
and also, may as well mention that the yellow stripe was both a test and an inside joke.
i dont want anyone to get the wrong idea that theyre opinion had anything to do with mine.
http://dl.dropbox.com/u/20429418/CMT_MA5D_viewport1.jpg
http://dl.dropbox.com/u/20429418/CMT_MA5D_viewport2.jpg
http://dl.dropbox.com/u/20429418/CMT_MA5D_render.jpg


Keep it clean guys.

t3h m00kz
October 9th, 2011, 12:44 AM
normals add so much

TM_updates
October 9th, 2011, 04:29 AM
That inside joke must have been a hooter. Shame to see it go, it added character to an otherwise plain and bland looking weapon (which it is now). That is my opinion.

n00b1n8R
October 9th, 2011, 04:49 AM
I agree, the yellow looked cooler but whatever. Not sure why there's ONI symbols on everything though, the UNSC stamp is a nice touch though.

TeeKup
October 9th, 2011, 05:09 AM
Much better. Clean, refined and downright sexy. I actually like the ONI symbol. It's understandable that ONI would keep their own armory. Very well done. I also apologies for my earlier impudence.

Hotrod
October 9th, 2011, 10:26 AM
MA5D? I see what you're doing there. What are the specs for this new version of the Assault Rifle?

And I liked the yellow strip too :/ Though it does look beautiful now.

DarkHalo003
October 9th, 2011, 10:38 AM
That AR....looks out of this world. The Decals on the upper part of the gun are a nice touch and I like the green lighting on the sides! Tell Dano I said "AWESOME."

xalener
October 9th, 2011, 10:41 AM
You ever play with a different color strip? :P


I want you to take a look at these images and tell me how many of these rifles have the color yellow on them.


Yes, but which of those are from 500 years in the future? There are shitloads of reason a rifle could have a colored strip on them that far in the future. It could be a designation thing, or it could have something to do with the manufacturing process. Sure, Bungie designers didn't give a shit. The guy (he or she) probably just put it on because they thought it looked cool. The fact is, though, that we can't really draw 100% from current....stuff... as if it were a law in regards to this subject. It just makes you look like you have thick steel rebar up your ass when you start that, because It's like arguing the improbability of Cinderella marrying a prince while being bottom class. If you start that, then why are plasma weapons acceptable to you? What about the excessive metal used in the marine's armor? Wouldn't that be way too cumbersome and impractical? What about all the spacecraft being made up of a bunch of small panels of what look like sheet metal welded together with no planning or design or thought? Doesn't that seem a bit dangerous? What about the fact that the marines in Halo 2/3 don't have eyepieces? How do they even use the helmet uplinks in the guns to hit anything? There's no iron sights on em... Well maybe that's why they're so damn useless. Why don't the warthogs have god damn doors? There's NO protection on that thing. I can go on and on, but none of this matters at all. If anything, they ADD charm to the series. Halo wouldn't feel right if everything were functional and made sense, there's plenty of other sci fi that does that and it's fucking boring.


Either way, the model is too beautiful for something like the inclusion or absence of a colored strip to bring it down.

Amit
October 9th, 2011, 10:56 AM
I still prefer the yellow strip. Funny how so many people complained about that and how it's unrealistic, but they didn't point out the huge fucking green button that glows. No human weapon would ever include something like that.

=sw=warlord
October 9th, 2011, 11:21 AM
I still prefer the yellow strip. Funny how so many people complained about that and how it's unrealistic, but they didn't point out the huge fucking green button that glows. No human weapon would ever include something like that.
Agreed.
Only on modacity would you find people complaining about a worn yellow strip citing realism for a mod of a game where giant purple aliens roam like nothing unusual is happening.

Kornman00
October 9th, 2011, 11:23 AM
If you're trying to bring plasma weapons, which are made by an entirely alien race, into this argument then you really don't understand the argument itself.

Just because time progresses, doesn't mean that tried and true practices will change. You wouldn't put shit that stands out like a sore thumb on standard issue infantry armaments. This is why you don't see any of the weapons Teekup referenced bling'd out like how Army of Two (http://www.herdofcats.ca/files/images/aotp90bling.png) (e.g.) allows. As a soldier, you're the one who should have an upper hand on the enemy, not the other way around.

The marine's armor? That can be explained by the '500 years in the future' point you so eagerly wanted to bring up. Technology got better, extra strength armor that weighs very little can be produced.

But a fucking set of yellow stripes on a standard issue weapon makes no sense (and masters already gave an excuse for it, hth). The "reasons" you bring up don't make sense. Sure, there are "shitloads of reasons" why, but only the sensible ones count in an argument. Unless you thought the Chewbacca defense was a legit defense?

Designator? They have text engraving (http://imageshack.us/photo/my-images/268/603marks2600x333.jpg/sr=1) for such things. The manufacturing process? Probably need to hire a better contractor for your weapons at that point.


Also, I agree, the light for the flash light is silly as well. However, at the time of the initial posts (and still), the stripes didn't explain any kind of purpose. The glowing button for your light, sure, but just because I or anyone else didn't comment on it from the start doesn't mean we find it any better or approve. A person's silence doesn't prove anything when used in an argument other than the opposition running out of rope.

xalener
October 9th, 2011, 11:30 AM
Just because time progresses, doesn't mean that tried and true practices will change.

http://www.cowanauctions.com/auctions/item.aspx?ItemId=44716

(http://www.cowanauctions.com/auctions/item.aspx?ItemId=44716)But they obviously have, and more than likely will.

Arteen
October 9th, 2011, 12:00 PM
That's a hunting rifle, not military equipment.

=sw=warlord
October 9th, 2011, 12:21 PM
If you're trying to bring plasma weapons, which are made by an entirely alien race, into this argument then you really don't understand the argument itself.


I was trying to bring up the fact that Halo is a game about science Fiction, not science fact.
Halo has never been about realism and I remember a time where the Halo community accepted that and embraced it, now though everything has to be strictly by the book with no artistic liberty allowed.

Kornman00
October 9th, 2011, 12:22 PM
warlord, you post sniped me, I was replying to xalener

Pooky
October 9th, 2011, 12:24 PM
I was trying to bring up the fact that Halo is a game about science Fiction, not science fact.
Halo has never been about realism and I remember a time where the Halo community accepted that and embraced it, now though everything has to be strickly by the book with no artistic liberty allowed.

I don't think the argument here is about realism, it's about blatant stupidity. If real life marines started wearing big red clown noses, people wouldn't bitch about it being unrealistic because it's real life. People would bitch about how fucking retarded it is. Like putting big yellow cartoon stripes on guns.

But whatever.

Kornman00
October 9th, 2011, 12:24 PM
That ^

TeeKup
October 9th, 2011, 12:27 PM
You people are a fucking treasure.

=sw=warlord
October 9th, 2011, 12:29 PM
I don't think the argument here is about realism, it's about blatant stupidity. If real life marines started wearing big red clown noses, people wouldn't bitch about it being unrealistic because it's real life. People would bitch about how fucking retarded it is. Like putting big yellow cartoon stripes on guns.

But whatever.
And sending small cowardly aliens[grunts] into battle who are prone to run off in all directions isn't retarded?
What about the idea of running to your foe with a glowing white plasma sword knowing full well your foe has a firearm?
[Elites]
Oh and what about the idea of a super soldier who can flip 60 tonne tanks and yet cannot handle the muzzle climb of a single SMG?
The list goes on, where do you draw the line for in a game which is about science fiction and making things seem bad ass rather than keeping to a code of conduct?

Bobblehob
October 9th, 2011, 12:30 PM
The people complaining about the yellow stripe are pathetic! It is simply an aesthetic choice, that gives the weapon more character then more bland grey, if you can't handle the possibility that it might look at tiny bit less realistic when compared with weapons of our time, then you seriously should stop playing halo. The stripe looked perfectly fine on the weapon where it was, but apparently, a couple people take yellow paint so seriously that 3 pages of this topic have been spent on their butthurt rantings. This is ridiculous, its a yellow stripe on the AR, deal with it.

Pooky
October 9th, 2011, 12:33 PM
I don't think the argument here is about realism


And sending small cowardly aliens[grunts] into battle who are prone to run off in all directions isn't retarded?
What about the idea of running to your foe with a glowing white plasma sword knowing full well your foe has a firearm?
[Elites]
Oh and what about the idea of a super soldier who can flip 60 tonne tanks and yet cannot handle the muzzle climb of a single SMG?
The list goes on, where do you draw the line for in a game which is about science fiction and making things seem bad ass rather than keeping to a code of conduct?

What does any of that have to do with anything? Why would you compare aliens to humans and assume they have even remotely similar principles and ideology?


if you can't handle the possibility that it might look at tiny bit less realistic

Oh god, now there's two of them.

Bobblehob
October 9th, 2011, 12:36 PM
You tell me then smart ass, what is so terrible and awful and inconsistent and evil about having a yellow stripe on the weapon, when half of the weapons in Reach and atleast 2 or 3 weapons in Halo 3 had stripes of different colors on them? Why is it that this is suddenly just terrible, when none of those look even half bad.

=sw=warlord
October 9th, 2011, 12:36 PM
What does any of that have to do with anything? Why would you compare aliens to humans and assume they have even remotely similar principles and ideology?

War has one main simple principle which should be universal through any warring species.
Eradicate the threat before it eradicates you, either by destroying the threat first or disabling its ability to do so through capture or disruptions.

Masterz1337
October 9th, 2011, 12:37 PM
I like the yellow stripe too guys but Dano doesn't. It's his art, his choice, give it a rest.

xalener
October 9th, 2011, 12:46 PM
Aesthetics reign over logic. I'll leave it at that.

Passengers hang off the side of hornets with nothing securing them to the vessel because it looks cool. The warthog has no protection at all because it looks cool. The Mjolnir armor has big motion-restricting shoulder armor pieces because it looks cool (I mean fuck, he's borderline lime-green in the first game). We're talking about a franchise that has NEVER connected logistics with it's looks. It's a game that is both famous and infamous for it's over the top color pallete.

For fuck's sake. You play as a 6+foot tall bright green cyborg covered in fucking bright ass LEDs and you're all going on about a small, thin yellow strip on one out of 30+ guns? Most if not all of which have at least one glowy bit on them?

Guys, face it. Halo does not and has never followed these rules of standard logic when it came to visual design. I thought that's why it was so damn unique, but I guess that's just more to bitch about. It will never change. Halo will go on with it's illogical ways. Chief's armor is going to get more and more needless greeble on it, and every new installment is going to stray further and further from the simpler art style of the first games, while becoming less and less logical.

Either way, what the fuck is going on in this thread? One guy posts some beautiful gun models, and everyone shoots diarrhea out of their eyes because of one god damn paint stroke.... and one sentence in the OP stating the modeler wants to maintain his own artistic freedom and therefore denies crits.

t3h m00kz
October 9th, 2011, 12:52 PM
This thread is full of assmad.

Over a strip of color.

Gg

Masterz1337
October 9th, 2011, 01:33 PM
http://www.youtube.com/watch?v=mjDrtI4QSrY

L (http://www.youtube.com/watch?v=mjDrtI4QSrY)atest WIP SMG melee from ODX.

Hotrod
October 9th, 2011, 01:51 PM
I really like the new melee, quite different from what we've seen in Halo 2 and 3 with it. Reminds me a bit of the pistol melee now that I think about it...

t3h m00kz
October 9th, 2011, 02:05 PM
I'm not fond of the fact that it just stops. I think a complete "passthrough" swing would look much better

Pooky
October 9th, 2011, 02:09 PM
War has one main simple principle which should be universal through any warring species.

Uh, no it doesn't. Read: tyranids

But it doesn't seem like you read my post to start with so vOv

ejburke
October 9th, 2011, 04:29 PM
Too much scrutiny over a weapon that, while iconic to Halo, is absurdly designed. The thing doesn't have sights; it's got a ginormous flashlight/grip that looks like it adds 10 pounds; and the magazine looks like it holds 10 rounds -- and that's only if the rounds are facing backwards.

Pooky
October 9th, 2011, 04:57 PM
I don't care one way or the other, I was just clarifying what people were complaining about while insulting the fanboys.

TVTyrant
October 9th, 2011, 06:22 PM
This thread is an exact replica of every CMT thread ever. I love polarizing things in communities :D

Masterz1337
October 9th, 2011, 06:24 PM
SPv3 > HA10


(big images)


http://img32.imageshack.us/img32/3461/79405742.jpg
http://img850.imageshack.us/img850/1412/needler.jpg
http://img207.imageshack.us/img207/7400/79369869.jpg

Timo
October 9th, 2011, 06:28 PM
Damn man, those look awesome.

Arteen
October 9th, 2011, 06:30 PM
That assault rifle has an ass tattoo.

Also holy shit.

Warsaw
October 9th, 2011, 06:33 PM
You guys are laying the hurt on the official Halo remake...goddamn, those look good. Thought: maybe once CMT v3 is done, make a simple remaster of Halo 1 using the default BSPs and tags but with the new character and object models (and sounds)? CMT vs. HA10. Fight!


Though may I humbly request that you not do that squished Plasma Pistol crosshair bollocks? It looks terrible; always has and always will.

itszutak
October 9th, 2011, 06:41 PM
woah. I'm liking that this remake has higher-quality textures than the official one, that's pretty impressive. Very much looking forward to this.

PopeAK49
October 9th, 2011, 09:05 PM
Pinch me...

I :neckbeard: your work CMT! Keep it up.

t3h m00kz
October 9th, 2011, 09:42 PM
Now this just needs to see release and everything will be gravy. I assume there are going to be set goals and less flux this time around.

Ifafudafi
October 9th, 2011, 10:37 PM
here's a nicer pic of that AR; got some anisotropic filtering on so that the front of the gun isn't blurry and I've nicened up the colors in the flash a bit:

http://img560.imageshack.us/img560/2935/haloce2011100922322019.jpg

BobtheGreatII
October 9th, 2011, 10:45 PM
Warthog with better textures now!

Ki11a_FTW
October 9th, 2011, 11:57 PM
As great as the weapons look, are they a little too detailed for the BSP and environment? Has there been any breakthroughs with shader_environment tags to really bring out the true detail a simple BSP could show? Because Halo 1's cliffs and ground were great for the time of the games release, but Halo Anniversary totally blows those bsps away with the shape of the cliff rock and plants and everything else.

Bobblehob
October 10th, 2011, 12:24 AM
Hmm, the CMT weapons do look amazing in those images, but as for the comparison, I think it is still way too early to judge them against the HCEA weapons, especially considering that we dont know if those are final build weapons or not, especially the needler, considering that picture is from an E3 build. The CMT ones definitely are impressive, but as far as comparison is concerned, I think it is to early to judge.

Ki11a_FTW
October 10th, 2011, 12:40 AM
I'm not saying anything about HCEA im asking if the CMT weapons/vehicles/scenery are going to have more detail and better looks then the environment around them. Which is why im asking if any shader breakthroughs for BSPs happened yet. Not just the shaders, but the detail that a modern day environment in a game would have like in HCEA.

neuro
October 10th, 2011, 01:09 AM
Warthog with better textures now!

wait for it..

Warsaw
October 10th, 2011, 01:11 AM
I'm not saying anything about HCEA im asking if the CMT weapons/vehicles/scenery are going to have more detail and better looks then the environment around them. Which is why im asking if any shader breakthroughs for BSPs happened yet. Not just the shaders, but the detail that a modern day environment in a game would have like in HCEA.

You have to remember that HA10 (are we calling it this or HCEA now?) is also somewhat limited in that it has to be able to switch back to Halo Classic on the fly. Also, if you look at the detail in the videos, the environments have a similar look to Halo Custom Edition maps; details are way too bright (see 343 Guilty Spark) and the lighting seems rather simple compared to Reach. That said, it is an alpha build of HA10, so I'm taking the videos with a grain of salt as we all should.

Bobblehob
October 10th, 2011, 01:37 AM
Its cool man, I wasn't referring to what you said, just the comparison between the two in general.

xalener
October 10th, 2011, 07:38 PM
I'm guessing the reason why the lighting in CEA's lighting is simpler than in reach is because it might be real time and deferred.

Idk what Sabre is planning on doing with Inversion, but it looks like the game needs a lot of RT lights, so it's possible that CEA may have them too. I'm not even 100% on whether or not they're using the same graphics engine for both games :s

I mean, reach's lighting was all precalculated save the dynamic stuff that came from guns and effects. Halo CE's looks dynamic, mostly because there are some scenes where an object will be under a shadow and not cast a shadow. That usually means there's only one big shadow map on everything (see the dynamic lights in Portal 2).

We won't know until some statement though probably.

Plus there's the reason that DID have a statement in which they wanted to make the path through some of the maps more clear by color coding rooms with light/ lighting pathways that were 100% dark in the original/ shit like that. We see it as sacrilege now, but it may have been the right thing to do from the 2001 get go.

We'll see.

Amit
October 10th, 2011, 07:45 PM
Somebody with a Radeon HD 5000 or HD 6000 series GPU needs to do that Halo Anti-Aliasing hotfix and get some jaggy-less images. Also, make the glowing green darker. Right now it looks fluorescent green and too bright.

Masterz1337
October 10th, 2011, 08:07 PM
Let me give you my address so you can mail me that card :p. Still stuck with an 8600GT here :(

Edit: Who made the faces all fucked up?

Higuy
October 10th, 2011, 08:23 PM
I have the 5850. If you want some pretty shots you can send them to me. BTW the 5850 isn't that expensive anymore I don't think.

Donut
October 10th, 2011, 08:27 PM
Plus there's the reason that DID have a statement in which they wanted to make the path through some of the maps more clear by color coding rooms with light/ lighting pathways that were 100% dark in the original/ shit like that. We see it as sacrilege now, but it may have been the right thing to do from the 2001 get go.
wow that is awesome. it never would have occurred to me to guide the player using lighting.

Ifafudafi
October 11th, 2011, 02:03 AM
Somebody with a Radeon HD 5000 or HD 6000 series GPU needs to do that Halo Anti-Aliasing hotfix and get some jaggy-less images.

Actually, it just so happens that Firescythe is a very, very sexy man and has cooked up some FXAA postprocessing which can be implemented through OS, so I can give you smoother pictures even on my Nvidia card. Have a look:

http://img545.imageshack.us/img545/3979/18168237.jpg

http://img195.imageshack.us/img195/2118/93202152.jpg

http://img9.imageshack.us/img9/5682/64374560.jpg

Warsaw
October 11th, 2011, 02:28 AM
Somebody with a Radeon HD 5000 or HD 6000 series GPU needs to do that Halo Anti-Aliasing hotfix and get some jaggy-less images. Also, make the glowing green darker. Right now it looks fluorescent green and too bright.

I like the green.

It's a plasma. It is supposed look fluorescent.

Also, awesome screens. The OS features are what is making this mod drool-worthy.

JackalStomper
October 11th, 2011, 03:03 AM
So why is the plasma pistol/fp arms on top of the alpha build message there on the bottom of the second shot.

Masterz1337
October 11th, 2011, 03:06 AM
It's a bug with the way the game engine works. We actually had this problem with the spartan laser years ago, and that was the reason we redesigned the HUD from MPV1 to the HUD that's now being replaced. Sucks that I forgot about this, messes with some plans that we have.

ODX
October 11th, 2011, 03:05 PM
Yeah I remember it happening with the Spartan Laser when you charged it. Something to do with the overlay animations (looking) while charging at the same time. I never looked into it much, and like Masters said it's just a bug in the game engine's design.

t3h m00kz
October 11th, 2011, 04:46 PM
Lights while charging caused it. That's why you see geometry in place of lights sometimes.

n00b1n8R
October 12th, 2011, 06:59 AM
I would pay money for this mod if it had remodeled (to hires, not anything really new) vanilla campaign. Fuck anniversary :v:

TM_updates
October 12th, 2011, 07:09 AM
http://img9.imageshack.us/img9/5682/64374560.jpg

What is that powerup at the top of the tutorial structures?

chrisk123999
October 12th, 2011, 07:12 AM
Aren't those the double speed?

Cortexian
October 12th, 2011, 07:19 AM
I would pay money for this mod if it had remodeled (to hires, not anything really new) vanilla campaign. Fuck anniversary :v:
This.

Community work always ends up better than the official stuff since community mods at least interact with their own community. Even if they like to completely disregard our suggestions because they're art majors and stuff.

Anyway, I'm very glad the yellow stripe is gone from the AR. The only "colors" that can be on military rifles except for gunmetal/black is tan and olive drab green.

=sw=warlord
October 12th, 2011, 07:33 AM
The only "colors" that can be on military rifles except for gunmetal/black is tan and olive drab green.
http://www.asianweek.com/wp-content/uploads/2011/07/AK-47.jpg
Oh?
E:
@Tvtyrant, are you really that stupid to assume I was saying wood was a colour?
Really? there are so many different colours for wood and it just happens that this wood is reasonably bright coloured as opposed to certain other forms.

TeeKup
October 12th, 2011, 08:34 AM
There is a reason why wood is no longer used in standard military firearms. A number of reasons actually.

Choking Victim
October 12th, 2011, 08:41 AM
Who cares. The sky is blue, and guns are some other color according to your personal preference. Let's move on.

EDIT::snypa:

TVTyrant
October 12th, 2011, 08:46 AM
...are you saying wood is a color? Like in its own palette? I'm pretty sure its just wood. Its not like a fashion statement or anything. Its called cheap.

Choking Victim
October 12th, 2011, 08:52 AM
Yes

Amit
October 12th, 2011, 08:58 AM
I like the green.

It's a plasma. It is supposed look fluorescent.


I meant the AR Flashlight button. Plasma green is good.


Actually, it just so happens that Firescythe is a very, very sexy man and has cooked up some FXAA postprocessing which can be implemented through OS, so I can give you smoother pictures even on my Nvidia card. Have a look:


http://img545.imageshack.us/img545/3979/18168237.jpg


http://img195.imageshack.us/img195/2118/93202152.jpg


http://img9.imageshack.us/img9/5682/64374560.jpg

Jesus.... OS :worship:

neuro
October 12th, 2011, 09:12 AM
Amit, you asshole.


it's ponies..
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/hoggunturret.jpg

chrisk123999
October 12th, 2011, 09:53 AM
That is amazing.

Amit
October 12th, 2011, 10:24 AM
I got bored so I quoted the post and pulled the link directly:

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/turretyaarrrr.jpg

TVTyrant
October 12th, 2011, 10:24 AM
omgwtfbbq

I was so sure it was going to be ponies :(

Amit
October 12th, 2011, 10:52 AM
You are disappointed?

Kornman00
October 12th, 2011, 10:58 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/turretyaarrrr.jpg
Amit, this is not the time or place to come out as a biker

TVTyrant
October 12th, 2011, 11:39 AM
Amit, this is not the time or place to come out as a biker
Yeah! Save it for the Donor's Lounge!