Should have another interior render for Enigma incoming(1:56:42 and counting, 70%, kerky hate interior, render will suck), but here's a few things I missed last night.
Spent the entire day trying to get the interior render to not suck, failed. Also, I worked out how the back wall ramp would work.
Well, grav lift. Would have taken 4 or 5 flights of ramps otherwise, and while I could have done something like the original H1 E3 trailer, it would be a pain to navigate.
Enigma(and this area in particular) is just one of those things that clicked into place by itself. Couldn't get the renders for this part to light properly, so it's just viewport screens this time.
First render's old, and doesn't show that the left end of the ramp is a bit lower(to make the slides one-way.), but it should give a better idea on the layout. Bases(second render) have an elevator(grav lift?) connecting them to the lower level.
I can actually put this stuff into Max, I just model in Sketchup. 2011 has native .skp import, which as far as I can tell is error-free, so I might even be able to put this into Halo. Trying to put it in UDK at the moment, though.
Heh, I was in the process of hollowing out the area around the trigger to accommodate bulky fingers, though I was thinking cyborgs rather than mobile suits.
Sitting at 5990 tris at the moment, going to keep it under 6k, since the scope hood should simplify it once I figure out what it's going to look like.
Red slide-switch toggles the trigger over to the grenade launcher, green toggles the rocker that guides the spent casings out one side or the other, and rotates the eye-cup 180° unless held back instead of being permitted to return forward. Charging handle is duplicated on the other side. In the future guns are ambidextrous because we are maybe less stupid than we are now.
Sitting at 5990 tris at the moment, going to keep it under 6k, since the scope hood should simplify it once I figure out what it's going to look like.
Red slide-switch toggles the trigger over to the grenade launcher, green toggles the rocker that guides the spent casings out one side or the other, and rotates the eye-cup 180° unless held back instead of being permitted to return forward. Charging handle is duplicated on the other side. In the future guns are ambidextrous because we are maybe less stupid than we are now.
Still need to run wires under the scope hood towards a direct optic-link jack behind the scope trough, but I think I've got the hood design down, barring any major "that's terrible you should fix it, this is what you should do..." comments.
(fun fact: this gun literally started out as a terrible m14/p90 hybrid fetus thing)
It's actually based on the 7.62mm MG turrets found in Halo 2. I can see the P90 in your gun very, very clearly. The entire rear section looks like a P90 that's been spliced to a strange upper receiver.
Well, other than Forerunner stuff I can't pontificate with any certainty, Oni architecture(I assume you're referring to Sword Base), is very Forerunner on the outside but other than that I don't know much about it.
e: I'm going to see if I've got a simple chunk of Forerunner that showcases the various angles, and try to tutorialize it.
Would be nice to have some sort of cheat sheet as a reference to Oni/new mombasa/covenant/UNSC/flood(?)/forerunner architecture.
Only problem I can see with that is stifling of imagination. I mean, not all Forerunner architecture is the same; the ruins and even the control room on Delta Halo are vastly different than the stuff you saw in the first or third games.
Even the Delta control room uses those angles, which are fairly easy to figure out. Using those angles to make something that looks Forerunner is something that I have no idea how to explain, I just bumble along with it. You have to think of a structure as a sculpture, and try to flow mini-assemblies into each other. I've got a screen somewhere showing a "good wall" and a "bad wall", which I'll dig up in a minute.
Not a bad idea, though I actually do that in Sketchup, it works quite well.
Note that the first wall, while technically using Forerunner angles and increments, has far less flow than the second. The pillar is the same in both walls, but in the second it's made part of the wall instead of an outside object.
Couldn't tell you, doesn't fit into familiar weapon naming conventions at all, even in combination. Also, please tell me that is an infantry gun and not something for a...mech...*shudders*
Fake E: I also think it looks a helluva lot cooler without a scope.
Couldn't tell you, doesn't fit into familiar weapon naming conventions at all, even in combination. Also, please tell me that is an infantry gun and not something for a...mech...*shudders*
Fake E: I also think it looks a helluva lot cooler without a scope.
It's not related to any naming convention that I know of, though it's similar to a military acronym or two. Infantry, though it's meant to be mounted in the troop bay of a helicopter.
Yeah, I tend to dislike scopes. Only mounting one out of necessity.
(will get renders from other angles later, don't really want to set up lighting planes again)
Don't think I've used any tutorials for it. Ripped most of the BSPs from H2 with Entity, and rebuilt them(they imported to sketchup at ~1% scale) by measuring and rounding off to nearest 10", face by face. Do that for a few levels, and you ought to get a good feel for how forerunner stuff is constructed.
What I was gonna say before you left is that it should have more levels but include some teleporters to make it easier to get around. Sorta like a wrapped up Boarding Action.
I was actually thinking of adding at least one teleporter, so I could have an extra doorway to mirror the glassed-in corner detail. :tinfoil:
More levels would be interesting, above or below the map? The prong in the center's going to be sitting on a track well below the bottom floor, maybe I could make that track into another level.
Just more floors in general. Prisoner has 3-5 depending how you define it. Maybe have 7 floors?
They'll both have to be underneath, but 7 floors is certainly doable.
Quote:
Originally Posted by Lateksi
Cool idea. A larger and higher Prisoner would make a great map. By the way, have you progressed with the Damnation-like map
Not since the renders in the OP. I tend to start stuff, work until I run out of ideas, work on something else, and go back when I get more ideas. Might pick it up again, I was thinking of combining it with Great Escape.
Nice, I like what you did with the sides of it where the the glass platform sort of slides into those slots. I'd make the top surface of the platform flat, thought. I hate little bumps on small walkways and stuff because you can get stuck or bumped into the air or whatever and it causes warping sometimes. We probs don't want any warping in a map like this.
If I ever put this into a game engine, I can just have a simple collision plane for the platform, so I don't think it'd really mess up anyone walking over it.
try to make your standing poses look more natural, and if it's going into a video game make sure like they look like they're ready for a fight. Unless that's just supposed to be an idle suit of armor or something, in which case ignore this. Also as you can see here, using bright/contrasting colors is always a good idea with character sprites. If your sprites are too dull they might actually blend into the background thus making gameplay frustrating.
Your detail is good, but nobody stands like that. Take a look at these sprites for comparison
http://img163.imageshack.us/i/alucardstand.png/http://img685.imageshack.us/i/samusstand.png/ try to make your standing poses look more natural, and if it's going into a video game make sure like they look like they're ready for a fight. Unless that's just supposed to be an idle suit of armor or something, in which case ignore this. Also as you can see here, using bright/contrasting colors is always a good idea with character sprites. If your sprites are too dull they might actually blend into the background thus making gameplay frustrating.
I think he was just doing a standard T pose to get the details and anatomy right
Yeah, it's just a reference sprite(and I'm horrible at humanoid stuff, no matter what medium). Haven't started trying to animate it yet, as I've got a ton of statics to do(plus moving a lot of 32x32 sprites to 48x48).
Not sure I'm going to be using it anyway, at least not without making it less "direct copy" of the motoslave.
Kerky's AA pass managed to utterly ruin the radiance maps(and everything else, ugh), but hell if I'm going to spend another two hours rendering just to have it happen again.
Speaking of which, I have a severely updated pack with plenty of revised/new textures that I'm sure you could put to use. I'll send it your way when I get the chance.
Oh and where do you get such blue wall textures? I've been trying to find some nice, bluer colored walls for a map I'm working on (it's way too brown right now) and I can't locate any good ones anywhere that give off a Forerunner vibe.
For the most part the diffuse maps aren't particularly blue, but all the light's coming from those radiance maps(plus Kerky's physical sky preset is rather blue). You'd have to ask Teltaur about getting the pack, I think.
Looks good, only thing I can complain about is that those lights are tiled way to much with little variation... There's more lights then just the circle on and trapezoid one.
From what I can tell, Sketchup only applies a smoothing group to the edges that are within angle parameters for the smooth operation, so that doesn't really work.
did a little research, but couldn't really find any documentation on unreal only supporting 1 SG per face. (though i'm pretty sure of this)
you'd be best off doing a simple test-mesh.
the thing i did find confirmation on, is that unreal needs a smoothinggroup applied to EVERYTHINg, otherwise it'll create one for you (usually bad)
I do know that you can eliminate some of the weird lighting issues with a second UV for lighting and using normal maps that have crisp edges and are totaly flat on the faces of the model.
I do know that you can eliminate some of the weird lighting issues with a second UV for lighting and using normal maps that have crisp edges and are totaly flat on the faces of the model.
no, that's just proper workflow lol, you should always do that, regardless of what you do :P
edit: sorry for hijacking thread :P
Originally I'd exported a bunch of H2 campaign BSPs into sketchup thinking I could use them as references, but they imported at 1/100th for whatever reason(.obj scaling or something, idk). When I scaled them up the measurements weren't particularly whole(16' 7 11/16", for example), but I realised that they were supposed to be in increments of 10". Ended up rebuilding, line by line, a couple of things(sentinel walls gondola area, Colossus) to get the measurements fixed, and, well, do that a couple of times and you ought to get a good understanding of how things fit together out of it. I highly recommend it.
(on a relevant note, I didn't copy the campaign maps onto this computer when I built it, and I can't find them online anywhere. Anyone run across them?(win-serv.net/xboxfiles/ doesn't work anymore, sadly)
(currently I'm planning to have a smaller gondola docked at each of the four pillars around the edge of the library space(main gondolas'll be connected to the pillars via hallways etc behind the wall), with four of these lifts on each of the lower four prongs facing towards it(FLOODGUNS))