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Thread: We're back! CMT Returns!

  1. #281

    Re: We're back! CMT Returns!

    Quote Originally Posted by Masterz1337 View Post
    Before anyone starts asking how that's going to effect us, we have no plans to use that yet. We want our mod to be backward compatible for non OS users, and using that new feature wouldn't result in a very pleasant experience for people who don't have OS. I've seen some things CV has done with it and it's going to lead to some real cool stuff, just not anything related to CMT.
    There's plenty of things I have in store for CMT that I haven't shown publicly though, of course the extensions that break compatibility weren't for CMT. Just some things I thought the community could use in the next release of OS. To clarify, the increased rendering of dynamic triangles is specifically for bsp's. You can now render 50% more triangles on screen, which prevents the game from culling higher poly bsps ingame and in sapien.
    Here's some examples:
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    As you can see, with the upgrades, the game does not randomly cull parts of the map after it hits the old render limit. Portals are still a necessary part of the map making process (I would say even moreso now than before) and this extension helps by allowing you to have finer control of your clusters for higher poly bsps. As masters said this isn't CMT related, I just felt the need to clarify a few things. Stay tuned for some CMT related awesomesauce related to the flood though ;D.
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  2. #282
    "Think Different" Masterz1337's Avatar
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    Re: We're back! CMT Returns!

    Quote Originally Posted by higuy View Post
    Yes, however, scenery takes up alot more time + effort and also wouldn't have the same "slowly fading out" function that doc does.
    I'll bring the subject up again.

    Quote Originally Posted by lag
    they're rigged and I tried to make their necks and hairs longer guys [within the aforementioned animation and collision constraints]; also higuy I dimmed the reflections.


    sniper helmet is untextured wip; lensflare was placed using guerilla because I was too lazy to do it in the model for an unfinished perm.


    majors will have their helmet but again, lazy.




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  3. #283
    Gar TVTyrant's Avatar
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    Re: We're back! CMT Returns!

    God that looks awesome.
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  4. #284
    Senior Member =sw=warlord's Avatar
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    Re: We're back! CMT Returns!

    Looking good, the only thing that seems to let it down is the shadows on the floor.
    Is it possible using OS to increase the definition of the shadows or is it down to how many rays of light Halo casts?
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  5. #285

    Re: We're back! CMT Returns!

    Quote Originally Posted by =sw=warlord View Post
    Looking good, the only thing that seems to let it down is the shadows on the floor.
    Is it possible using OS to increase the definition of the shadows or is it down to how many rays of light Halo casts?
    iirc the game generates shadows based on the collision model, not the gbxmodel itself. A fix would be a higher resolution collision model, but I don't think that's necessary.
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  6. #286
    "Think Different" Masterz1337's Avatar
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    Re: We're back! CMT Returns!

    We're actually not to sure why the shadows appear to be so bad :-\. We're going to look into it though.
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  7. #287
    State your identity! Hotrod's Avatar
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    Re: We're back! CMT Returns!

    Man, that looks great. It's good to see the sniper Jackals in the game since they were a nice addition to all post-Halo 1 games.

    And the heads don't look as big when they're rigged like that and have the shields, just to go back on my complaint from before.
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  8. #288

    Re: We're back! CMT Returns!

    Quote Originally Posted by Choking Victim View Post
    An update, since I feel this is ready to be shown:

    Unit Infections



    How it works: The user can specify an "infectious biped" that can infect and transform other bipeds. When the infectious biped attaches to a biped, both units are checked for extensions. If both of them have settings defined in the yelo_globals tag, they will be infected and transformed into a biped specified by the tagger. I've added all sorts of bells and whistles for the transformation process. Taggers can define an effect to spawn during the transition, along with "pulsating flood puss blobs" to attach to the infected biped as the transition happens (a la halo 3).

    Obviously still a WIP, but you can expect scenarios where you're fighting along side marines, only to have them transforming into flood forms all around you. This should make the end of 343 guilty spark all the more terrifying.
    I should stress that I'm not a tagger for the team, so I didn't spend much time putting this video together. But I've given the taggers the parameters necessary to do some really cool stuff with it, so when it finally gets to them you can expect a pretty neat transition from elite->flood form. Users can define an animation going into and coming out of the transition, spawn effects, and other things to make the sequence look really painful and awesome.
    Last edited by Choking Victim; November 9th, 2011 at 08:33 AM.
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  9. #289
    Amit's Avatar
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    Re: We're back! CMT Returns!

    That's awesome.
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  10. #290
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    Re: We're back! CMT Returns!

    Wow, that is really cool, I was reminded of a bit in Reach with a crazy marine who thinks grunt bites transform you into grunts xD I think that would be pretty awesome to do as well as flood.
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