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Thread: Project Aftershock

  1. #271
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Warsaw View Post
    But that's just the thing; they aren't supposed to be firing beams while in orbit. They fire massive bolts or "torpedoes," if you will.
    What would be more effective to ensure the ground is more saturated to the point of being turned into mud?
    Sprinkles of water or a full stream from the hose?
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  2. #272
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: Project Aftershock

    Beam != full steam from a hose. Steam is not coherent and it spreads out quite a bit with distance. The torpoedoes likewise don't just impact one spot, they spread out like a wildfire...only a helluva lot faster.

    Your cruiser isn't in orbit. It's at a very low altitude. I don't even know why we are talking about this.

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  3. #273

    Re: Project Aftershock

    Cobby, Warlord. I would love to see this finished, Halo CE HD will not be on PC. and I hope not but prolly Halo 4.
    Please continue on Aftershock project. I hope I can play it one day, It has a real Halo feeling, stupid Halo producing company Get there money from the consumers and 70% of its consumers are children-teens. and with that there culture. so I hope u can continue this project for a real halo game

    Don't change it back if it's not correctly sized... ~Freelancer
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  4. #274
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock


    Still rough, only opened up the editor today, but I'm assuming this is the kind of thing people were asking for when making the plasma in short bursts?
    Maybe make it last longer whilst making it "sway" along the ground?
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  5. #275

    Re: Project Aftershock

    warlord i dont know how far away that cruiser is, but remember, light travels much faster than sound. it would enhance the effect if you heard the firing sound a little bit after you see the beam fire
    Playing BC2 again. I'll take shitty hit registration due to Brazillian lag over built in shitty hit reg.
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  6. #276
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Donut View Post
    warlord i dont know how far away that cruiser is, but remember, light travels much faster than sound. it would enhance the effect if you heard the firing sound a little bit after you see the beam fire
    At the moment, the model nor the plasma itself is scaled correctly, the sound effect happens on cue with the actual stream itself, so unless I add some sort of delay to the sound there really isn't that much I can do, I've been trying to get the build up charge effect in sync with the actual firing and even that is causing problems.
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  7. #277

    Re: Project Aftershock

    Not bad Warlord, but the beam could go for a little longer. Much better than initially though! Keep up the good work!


    "We also tried switching back, but they say we're using too many resources. Fuck them."
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  8. #278
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by DarkHalo003 View Post
    Not bad Warlord, but the beam could go for a little longer. Much better than initially though! Keep up the good work!
    I'm looking at completely resigning the beam, the length will be extended but hopefully I can achieve something to the extent of the first beam.
    On a different note, working on plasma explosions, there's one bitmap i've yet to find so i can edit though.



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    Last edited by =sw=warlord; August 2nd, 2011 at 10:34 AM.
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  9. #279

    Re: Project Aftershock

    The whiter base (the Valhalla replicate) needs a better "bump map" (or whatever the modernly technological term is) on that floor. Otherwise, looking nice.


    "We also tried switching back, but they say we're using too many resources. Fuck them."
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  10. #280

    Re: Project Aftershock

    Actually, I think the specular being too strong is what's making that texture look unideal. To be honest, if I had to say anything, I think all the speculars are a bit too strong at the moment, though it nearly isn't as obvious as on the base's floor. The more I toned them down when I worked with them in UDK (and then a little tampering with your existing materials in Cryengine 2), the better they looked overall. You could see more of the diffuse itself, with the specular detail being much more subtle, much like the original materials from the Halo games.
    Last edited by Teltaur; August 2nd, 2011 at 10:45 PM.
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