[ot]Max 9 has a randomized tree generator, and the tree parameters are pretty customizable. Idk if it's there in Max 8 or not...
Just continuing my friendly ongoing argument with Dano.[/ot]
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[ot]Max 9 has a randomized tree generator, and the tree parameters are pretty customizable. Idk if it's there in Max 8 or not...
Just continuing my friendly ongoing argument with Dano.[/ot]
Too bad the problem I'm having has nothing to do with the 3d modelling program....
Can't you just use the line tool?
well give it to someone else you trust to finish it.
http://xs121.xs.to/xs121/07473/UT3-u...industrial.jpg
http://xs221.xs.to/xs221/07473/UT3-u...l-extented.jpg
started working on 2nd UT3 map.
(the green box is my reference for jump-height)
Damn thats awesome. One thing though, how come those small curvy tubes are leading to the bottom of the deck? Do they serve a purpose?
I didn't have to scroll up to know it was Tweek's. Nice work :)
Why would they, a lot of maps have pointless things just for visuals, also there are many confusing things that do nothing... complicated but a game design must to 'busy' up some areas. Believe me.
*Helix Canyon.
Yea, Tweekasarus is re doing helix canyon, won't be too similar hes changing a lot for UT3. Much more lost later, because all I've done is supply the model...so prob more when tweeky is a little 'better'.
Oh shit, Tweek remaking one of FD's maps for U3?
This will be fucking incredible.
slight progress. not much.
http://xs221.xs.to/xs221/07474/ut3lulz.jpg
ill be picking up UT3 tomorrow, that means ingame lulz, mostly without shaderz WOOP!
That girder at the top doesn't really fit the rest of the design.
yeah,. a bit rounder tweek.
Also, can't wait to start skinding this :awesome:
wowzers. I can't wait until I can start using an engine that doesn't limit you to 70,000 polygons per bsp. what's the poly count on that?
bout 40,000 ;D
keep in mind that that's only like 8 different objects though, and i propably need to optimise a few things, and find out to what degree i can LOD stuff.
yeah i know, the middle thing is really just a placeholder for now, im still getting down a proper shape for the "real" thing.
also, i really hate the current state of that floor.
junction!
:-3
also my aim is broken, so i cant whine to u dano :<
i know you're upset.
is that an error?
http://i67.photobucket.com/albums/h3...gs/ut3lulz.jpg
prawbably
so I'm curious now, and if you don't mind my asking in this topic since we're already here,
how does collision and physics work in that engine? is all the geometry you see collideable, or what? closed world rules?
From what I understand, sealed world rules don't apply. I think madworkz mentioned something about per-poly collision (or something) in the other gallery topic.
So I made the best emoticon ever:
http://img46.imageshack.us/img46/488...tlowreszj9.gif
and in HI DEFINITION WITH TIGHTENED GRAPHICS
http://img122.imageshack.us/img122/8...othiressp0.gif
*edit* shit, had to fix it cause a brick was fucked.
AHAHAHAHHA, awesome.
:headshot:
:P
I wonder if it's worthy of an admin adding it to the list ;D
http://www.creepygif.com/images/full/278.gif
That was my screen after i saw that.
i quoted you, and i saw ninja text and i cried.
http://img122.imageshack.us/img122/8...othiressp0.gifhttp://img122.imageshack.us/img122/8...othiressp0.gif
lulz, tilable headshot
Holy shit, I didn't even mean to do that O_O
http://img46.imageshack.us/img46/488...tlowreszj9.gifhttp://img46.imageshack.us/img46/488...tlowreszj9.gifhttp://img46.imageshack.us/img46/488...tlowreszj9.gifhttp://img46.imageshack.us/img46/488...tlowreszj9.gif
thats even more :awesome: than I intended
So, I got bored. Lousy render, lousy model. :downs:
http://img253.imageshack.us/img253/3...fgsmallql4.jpg
http://xs121.xs.to/xs121/07475/ut3epiclulz.jpg
moar lulz, i actually made the girder thats supposed to be hanging from the roof, in the middle, but i forgot to un-hide it, and i forgot to hise those 2 floating pieces of pipe too :D
MEH!
making the ends of the tunnels has been somethign i was worrying about, but it seems to be working out nicely.
the thing im worried about now, is i need to make a connection between the balconies and the main floor. elevators? where? oh well.
ill blow up that bridge when i get to it
The end of the tunnel looks upside-down. shouldn't the arch on the end go with the arch of the tunnel?
I'm with con on this. it looks strange like that >_> also, on the bottom floor why does that pit only have 3 corner peices (and the other none)?
rob: nah, i got some stuff planned for that area, itll be cool, you'll see.
NOOB!:because im just makin shit as i go, going with what looks cool.
I think it looks fuckingly awesome tweek.
Totally awesome.
also
http://img46.imageshack.us/img46/488...tlowreszj9.gifhttp://img46.imageshack.us/img46/488...tlowreszj9.gifhttp://img46.imageshack.us/img46/488...tlowreszj9.gifhttp://img46.imageshack.us/img46/488...tlowreszj9.gif
/lolrepostforgoodjustice
now admins make happen >:[_]
Hey tweek, how about something like this?
http://img516.imageshack.us/img516/901/17734360dh6.jpg
neh, I think thats too conventional and predictable.
You mean conventional? I guess.
its helix canyon, not space :<
im really liking the lights though, i might adopt them, and call them mikey, hank, timmy, and EFG
yeah, but don't make them just holes, build on them abit.
SARCASM RITE?
Just checking :P
Helix canyon has caves. This is a cave. I could make a map with identical layout as Blood Gulch except as an urban environment, why can't tweek make a cave into a tunnel?
Also, :cool:
I like it.
Jeez, some people on this forum have no sense of direction. Of course it's not going to look exactly like it.
I guess people just self project, because when most people on this forum remake something, it's just "hurr I will rip it from halo 2 and like add some fail".
and what's helix canyon's "direction"?
2 oposing bases, in a boxed in area, with 2 areas you can walk/drive up and a cave in between, that you can fall into but not come out of except for the middle where 1 side path goes down into a cave and where the other side path goes up to a wall with a clear view of both bases.
I see something with path's to walk on on the sides, but I don't see how 1 could go up and the other down in a structure like that.
ive got my own plans with it.
and i dont see what's so hard to comprehend about the fact its a helix canyon remake.
Nebelwerfer wtf XD
Hopefully someone who knows how to use wire in Gmod will show me how to rig a firing plunger :D
I'll post it here because I feel like it :awesome:
http://i6.tinypic.com/81rgqh5.png
(Note that all of those 3 things are animated)
Valve's Portal Gun:
http://allenthinks.com/pub/PortalGun.gif
I'd rep you Ross for that Nebelwerfer but I already repped you recently :X
Those portals are to simple, can't you make it look more portal-ish? (not where you can see out the other side, but like a teleporter of something)
They blink...like the beacons...
If you can suggest something better go ahead...but there are problems with the Halo engine regarding scenery and this portal application.
I don't really like the blinking portals.
http://img511.imageshack.us/my.php?image=mcshow1za1.png
WIP
First real thing I've done in Photoshop :X
No filters, all by hand, etc.
I don't really like it :/
Okay well, can't say much seeing as its kinda early in the works. Though one major issue I see is that there are jagged outlines. That really doesn't mix well with the smooth visor outline and shading. The only solution I can think of is go around the outline with a line of the same color with AA on, but that method is probably wrong and will be disproved very shortly :v
Also sig:
http://img91.imageshack.us/img91/6388/sig8pf5.png
I think it's pretty cool :)
The problem is you have to create something that can be viewed from a 360 degree angle...and not to be very complex since when you start moving scenery in memory Halo tends to do nasty stuff :eyesroll:
It's just the blinking I don't like. Maybe change the sprite from a little glowing ball to a little spiral-like design, like a mini galaxy or something.
use the co-op teleport effect if you can.
i used to swap that with the rocket exhaust, made shooting a rocket a whole new experience :D
Tracing is very bad but I don't have mad skills like you so D:<
sucking up gets you places :V
http://img87.imageshack.us/img87/850...rethingfm8.jpg
I was bored, and wanted to break away from doing forerunner shit. I don't what it is exactly :/
lmfao
Yea, looks like a door to me too.
Looks like the blue at the top would 'inset' then the door would open in 3 parts.
Looks very good, looks almost a cross between Covenant and Forerunner...who knows....maybe a new race...:lol:
Now that I look at it, the center "seam" resembles a zipper.
There is at least one sploch of red on the grey.
These were two pieces I made back for a project in 12th grade.
http://img.photobucket.com/albums/v5...ropaganda1.jpg
did you do those without watching the movie? because the bald man is pretty damn close to how he's portrayed in the movie.
I actually followed Orwell's description of Big Brother, which was something of a cross from Stalin and Hitler. The person I ended up using was Joseph Kucan who plays Kane from Command & Conquer, seeing as how that's what they were trying to portray with Kane's character as well. I figured it was fitting.
Yeah, it indeed does fit. I was wondering why he seemed so familiar!
Yeah, it was my English teacher's favorite book. When I brought in the "Big Brother is watching you," she ended up lamenting it and putting it up on the wall where all the desks face. When I visited a few of my teachers a few months back, it was still there, and she said it freaked the kids out.
http://img.photobucket.com/albums/v47/Timo12/O.png
thats fucking awesome.
also, no Ninja this time *kisses*
So I tried it out, and it worked beautifully. I don't think the guy it was aimed at appreciated it that much though :(
Now I just need to work on the tube raising/lowering system and overall balance. At the moment, it's roughly twice the size of a real Nebelwerfer 42 due to tube size constraints. If I can shrink it to true size, I will.
yes
http://xs221.xs.to/xs221/07470/moarUT3.jpg
added da rail, and some more to the back wall
the round things at the bottom of the wall are just place holders, going to put something there.
edit:
http://xs221.xs.to/xs221/07470/roomthing.jpg
stairs! needs some obvious editing, but meh.
Is this the tank-garage thing...? I can definately imagine using something like this in the map but I'm still trying to figure out what part it is.
Rail is :awesome:
stairs are :awesome: :awesome:
What's the polycount tweek?
that's so not forerunner :|
There are thousands of different styles used on Earth. If you think the forerunner can only have one, you're an idiot.
wow, cranky much?
theres certain things that define forerunner-style
this has none of those.
hell, even the guy who MADE it sais it's not forerunner.
it may "look" forerunner to your eye, but that's the subjectiivity of it.
gg at calling me an idiot btw. i'd like to know why you seem to think that im an idiot.
handwritten.
in threefold.
Danos texture actually reminds me of marathon. Woop woop!
I think it doesn't look forerunner, but he's right, there are 5 other rings and likely 5 other styles, although I doubt that would fit in to any.
Hey Dane, if you're bored you could perhaps do some human style textures. :innocent:
And @Tweek, it being a remake of an old map I wasn't gonna say anything but eh what the heck,
That modeling is awesome, it's too bad the layout sucks. It doesn't do you justice.
What beer and chips like on the bandwagon?
Also, at the silly people thinking stuff is forerunner:
http://img144.imageshack.us/img144/8...larwallln7.jpg
yeah, I didn't design it to be forerunner at all, tbh. The texture also isn't official. What I concepted is actually a physical pillar joined to a wall, that arks itself off away from the wall then joins back up at the top.
Looking at my concept again, looks like I missed stuff from the texture :downs: