Shit Snaf, you're right. Next time we see images of stuff that's never been posted before involving random stuff obscuring the screen with no information given, we'll just ignore it. :)
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Shit Snaf, you're right. Next time we see images of stuff that's never been posted before involving random stuff obscuring the screen with no information given, we'll just ignore it. :)
Good to hear they work great. The only problem is that those "bitches" know next to nothing about it besides a picture of some dude getting shot with loads of hexagons around it. We have no idea how it works ingame. Hopefully that next video will clear things up.
But we know that's not about to happen so, therefore, we are concerned about hexagons for the time being.
Good... xD
be happy that they're even making anything...
E: @amit's and anyone else argueing this, its their mod they can show/tell you what ever they want the same way bungie works lol, its their decision to make not yours.
Bungie even had videos with levels that weren't textured in some of the vid-docs, also infact the reason they probably withhold so much information is to avoid stupid bantering like this on their forums/boards.
E2: Not to mention they can completely ignore anyones concerns about anything here if they choose to.
Its a dumb arguement, take their word for it if they think it looks fine, then don't worry about it, or its just different opinions and in the end "bitching" about it isn't going to do anything except annoy people...
I prefer hexagons. Most games use red bars of some form or shape... CMT are being different. :D
does it really matter? if it isn't too obstructive, it shouldn't be a problem to the player.
yikes...8K polly elites? plus a whole island being rendered...can understand the low FPS, so I'm not bitchin.
good job guys
These hexagons are fine, couldn't even notice what was going on with them until I looked a little closer.
I'm talking about lack of information. They're ignorant of how it works, but does that mean you should call them a bitch? I, personally, have no problem with the hexagons. I think they do a better job of pointing me in the direction of the enemy's fire than some red blurb on the screen that I never could figure out.
Concerns are what this thread is for, besides them showing us their work. However, there is a certain line between concerns and bitching. I don't believe there has been any bitching yet. Not on the subject of hexagons, at least.
I like the hexagons, so I don't get what everyone is complaining about <.< >.>
Gah, stop being so critical people. I'm sure they look fine ingame, just let them do their work.
It looks annoying in a still images, and possibly even a video, but I'm sure it wont bother you when your focused on fighting. You would only be watching a video and not controlling, so you would notice them.
E: I didnt even realize there was another page hah, guess the argument was still going on though so I'm good.
Maybe it would look better if the bitmap had less opacity?
Since when have we been interested in peoples opinions unless we asked for it?
We know what we're doing when we do things.
Not at all. The thread is here to update you guys on progress. If we want opinions, we'll ask, like we did with the first renders of the new biped and the SMGs.
I never noticed them in halo 3 until i purposely went and looked for them today. Even now that I know they're there, they're anything but distracting.
Personally, I like the hexagons. I was so tired of seeing the red flashing screen and arrows. >_<
They're nice, real nice...
Some people like hexagons, some people like red things...
RED HEXAGONS!
I've always thought of them as nice damage-indicating eye-candy and useful at the same time. And, now that I think about it, red arrows are just as annoying as the hexagons in your view, so I don't see too much of a difference.
Or maybe something that says: Ohs Noes!
E: My HUD maker actually did this, no joke.
So... I always wondered that if that was supposed to be your shield flaring up on your helmet when got hit. So why in the world wouldn't it be yellow or look like the electricity/energy shield surrounding the chief?
Just saying.
Why would an indicator look like shield flare/electricity?
*sigh* I think I'm misunderstood.
When your shields pop, you see the particle effect. Plus, Halo 2 and 3 added the shield to the FP arms.
They did it the way they did because the electric/plasma effect on the shield impact would make it hard to see. Realistic isn't always the best way to go.
Side note: I always imagined the hexagonal pattern in H3 to be a visual representation of the gel layer.
Its more a vision thing because when you spawn it grids off your view.
I just thought maybe it was the video in your visor going wack.
Or refreshing itself.
I always thought it as some sort of graphical diagnostics on the HUD and as a damage indicator now that we've seen it.
Except if it was a diagnostic on the HUD wouldn't it be more of a horizontal line; kinda like what you see when you get vertical tearing on a screen?
Will the elites be stronger and last longer than the elites in the original campaign?
in my experience, elites are a lot tougher than brutes.
It's been said that the Elites can pwn brutes 3/4 of the time. If they can do that, then they're definitely tougher. This would also mean that the elites have raised health, shielding, and tactics of the fighting around them as well. I would like to know though, did you make all elites "avoid all enemy attack vectors."?
though I like elites, A brute can rip a hunter apart with their bare hands, which tells ya something, don't fuck with brutes or they cut you, cut you REAL good >.<
anyways, is the AI attached to the marines more refined? meaning I don't have to worry about them shooting me up by accident
The marines will no longer shoot you with grenade launchers at random, but it's been said that it's best to just stay out of their way. Also, they know when not to shoot or throw grenades. That ability can be found where the grenade throw features are in the actor_variant tag I believe, correct me if I'm wrong. It could also be one of the top boxes of the actor_variant tag as well too....
well now I know that they won't try shooting elites while the marine himself is behind a rock
shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh hhhhhhhhhhh
http://img91.imageshack.us/img91/642...8092812to0.jpg
BSP by Lag.
Scenery is being done in a different scenario file,
No, B40/C40 is NOT ALL snowy and icy again.
Why are there human and covie tanks on the same side? And on the same side of what?
More to come as more is done.
Pssh, don't show them a boring picture like that.
Ground texture is TEMPORARY.
Covie crate colors are TEMPORARY.
I haven't even TRIED to properly UV the cliffs yet.
The doors are unnaturally dark due to a glitch with Bungie's shaders interacting with sky fog.
http://img441.imageshack.us/img441/6...8242588ah9.jpg
http://img405.imageshack.us/img405/4...8384083lq2.jpg
http://img443.imageshack.us/img443/6...8254694vw0.jpg
This place is way bigger than these pictures would lead you to believe...
Also, technically it was Arteen who did this segment of the bsp's terrain, not me.
Wait, in where in the campaign will this bsp belong? With what looks like a giant wall, my only guess is that there is a dam there, or the library. Or some other thing of significance, like some temple where there is an object to capture, or gain something back.
Something significant to the control room, or the operations of Halo?
Liking the Snow covering the metal there, btw
Its like a Sentinel Wall, without the wall. More of a Sentinel Canyon
That wall looks badass, and so does that tower dilly that you made earlier.
lookin good.
All vehicles will be driveable right? I always hated not being able to drive a wraith in halo 1's campaign.
I was thinking the pic masterz posted was one of two betrayals. flood don't give two shits about what faction the vehicle they drive is.
Every vehicle will be driveable except for the Pelican, the Spirit (Covie Dropship), and the Scara-
oshi, I've said too much.
I'm joking of course. CMT would never put something that is destined to be glitchy, annoying, and just plain unfun (like a Scarab) in their mod. Right?
I purposely use white text. Usually that means my black text was some joke, and my white text is a more serious comment. I don't want that serious comment to get in the way, but I want people to see that it exists.
/offtopic.
It's white no matter what. I can see it perfectly in the regular skin.
And now, more of that BSP.
The purpose of this post is to show you what we've been up to and to invite any changes (within reasonability, as we've already put so much into getting it where it is now) you would like to see.
http://img65.imageshack.us/img65/489...3591193yt7.jpg
http://img65.imageshack.us/img65/757...3573426zs4.jpg
http://img65.imageshack.us/img65/238...3582051hj3.jpg
http://img123.imageshack.us/img123/3...8513652uv7.jpg
Yeah, this place is big.
The cliffs will be properly UV'd when the bsp is finished.
The covie containers will lose those gaudy out-of place colors.
I explained why the doors and light fixures are unnaturally dark earlier.
FPS is <30 because we haven't portaled it yet.
nifty. Very nifty.
Looks like we will be dodging wraith mortars while fighting our way down a bridge. Very nice.
it would be interesting if you only have so long to get across those bridges before they fizzle out and you have to activate a backup generator or something
This BSP is epic in C40, and it pushes the halo engine farther than we have before.
And the airfight...... Halo 3's Covenant has nothing on this.
We're looking at a number of ways to approach gameplay here - once we've got the entire thing more or less finished we'll let you know what we've got going and we'll ask for more suggestions. The main goal of this bsp is to allow heavy vehicle-on-vehicle combat, both with tanks and with aircraft. You still haven't seen the entire layout yet (which will be shown once we've got a good way of handling all the stuff that's going on in the area), so keep in mind that what we've shown is only about 1/2 of the playable space.
I'm not so hot about the bridges fizzling out for one reason : What happens if you get a checkpoint and either you or your allies are on the bridge right before it goes out? I wouldn't want to risk putting a wrench in gameplay like that which would force you to restart the level or go on without support (which will be much-needed).
The bsps look authentic. Good work to everybody who modelled, matID'd, and textured those things. If the weapons aren't ridiculously balanced, i'm definitely gonna play through the campaign now.
Yeah, in retrospect, this isn't the easiest BSP to work with, but if we can pull off what we want, it's going to be amazing. The problem is you can pretty much see the rest of hte bsp from any one point, makign it difficult to spawn AI where the player can't see.
We do have AI dropships, the problem with them is that they only care about he biped inside, and not the dropship as a whole, so they tend to hit a lot of things. There's several things we're having problems with which we can't figure out how to fix. A second thread is probably in order for that.
I'm not much for solving problems like that, but is it possible to maybe make a biped the size of the dropship thats inside so that it wont hit things?
That's what I do and it seems to work fine.
Covie drop-pods (like those at the end of the original Halo 2 demo).
Just a suggestion.
Just wondering, will there be many battles on cliffs, and bridge battles too? And just generally big battles on high and dangerous areas?
They weren't a viable option.
So you make athe pod that, when it hits the ground, it gets "destroyed," creates a big cloud of dust around it, spawns a garbage item shaped in the form of the front of pod, and spawns an elite in the dustcloud. :v:
(Though it will look like crap for people without particles turned on.)
I'm totally fine with that. Hey, Masters, can you explain why they're not a viable option?
I don't think it'd look very good IMO. You wouldn't want to put something in a mod that looks completely out of character compared to everything else as well. Plus, we've only seen part of the BSP. The entire other section may make this idea complete foobar.
That's not really a flaw that's a side effect of not having particles on.
That's like saying the frag grenade is flawed because you can't see it explode because your computer sucks.
What about the elite is always in the pod as he falls, somehow. Then when he hits the ground, the exit animation is the hatch opening and the elite jumping out.
How about a command list and the elites are in pod vehicles? I'm sure that would take some serious tag working, but it was just a thought. The door flying open would be part of the model and animation, sort of like the clip is ejected from the gun maybe?
How about you never see the pods drop, you just see a battlefield with pods scattered on it, and the Elites jump out at random times.
You guys can just..... stop talking about it? We've had working droppods in the past, and we cut them for a specific reason which doesn't apply anymore.