yo dawg we heard yo like fail so we put a fail in yo dawg so now yo can fail while yo fail yo dawg
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I'm looking into having a shield over the door when it's in a locked state, anyone know how to make that work out and have the shield dissapear when it's unlocked?
Have the shield on a separate node and have the animation move the shield in place when its closed and when its open move it away.
What kind of shield? I got some good plasma/shield shaders that I use for shield doors and stuff.
Moving it out of the way in an animation looks really bad though :\
It's not a necessary thing, just a funky little addition. As for the type of shield, just something covering the door when it's locked, nothing too fancy.
Make a part of the shield for each part of the door, then have the shields move with the door.
My PC has really weird issues with rendering glass bump maps, and water. I'm running windows 7 64bit
The glass bump map shows up in a green blob directly under me, but no where else on the geometry.
My laptop is running W7 32 bit and the glass shows up properly (yes I know the shader is set to make it super trippy) it shares the water issue though.
Anyway here's some SS's of new shit that has been added.
Same as the above thing, but you can probably see it a whole lot better in the model render, rather than ingame :S
More will be added later.
Looking better every time, also, I had that problem with the water when I was making fracture. I forgot why it happened, but I eventually fixed it.. ( I think it had something to do with the material in MAX). And for the Glass, tried using the default shades from b30?
I'm pretty sure the stuff your seeing inst because of windows 7, or if it is, idk.
Is the render water?
The water will look that way if you have it set in the material to render both sides(%). Make sure that, that is off.
Should look like: Water!$
Yes. See, the water shader is set up so it renders on both sides of the plane, but adding the doublesided flag to the material makes too add polys to each side of the plane on export.
You doublesided a doublesided, so you get two water planes rendering over top of each other.
As for the glass issue, I had to do a bit of tweaking on my video drivers to get them to install properly; I am also running win7 x64, so that could potentially be causing that issue.
What is the deal with that rainbow affect on the glass? It looks so bad ingame D:
That fixed it, thankss
Would you be able to give me a bit of help as to what you did to fix the glass issues?
No idea, hopefully it'll all get fixed when we get the new glass bitmaps done.
Does the ground texture still need to be done?
I'd be glad to try to help. Try, though, setting your bitmap to compile with interpolated alpha and recompile, see if that helps.
It's not possible, unfortunately, to do bumped glass shaders in CE. PC can, but due to the shader engine work, CE doesn't seem to support it.
I can see the bumped glass as well, but the cubemaps always come out in some trippy rainbow fashion.
Thanks to all of you who played it today, we got a lot of heatmap data that's helping us make the appropriate alterations to the map. This shit really helps a lot.
Here's some very incomplete heatmap data here.
http://i93.photobucket.com/albums/l4...teHeatmaps.jpg
There's a lot more than what is shown here, however something got fucked up with the heatmap generator so theres some funky objs there that are giving us really odd data (kills and deaths way outside of the map)
Most of what is missing here is in the second obj that was generated, but as I said that's not in here :(
What I'm doing now is finishing up the middle area pit to be a lot more interesting for gameplay, but otherwise I'd say everything was fairly well balanced. The walking path is very reasonable once the gates have been opened, and the teleporter that goes right to the flag didn't cause any issues either. Hopefully the only changes to gameplay we make from this point on are minor, and we can get onto finishing up the level geometry and detailing (especially portals). I'm also considering gravity lifts to replace the ladders in the middle if we can find a way to make them sync.
Anyway, thanks again for all the data you let us collect today, it's making my job way easier :)
was that poor team balance keeping the fighting at that side's choke point (and base) or is that just the way the map actually plays?
As I said, there is a lot of data missing from that heatmap. It created two files, and the other has the majority of the data, but something went awry and a lot of it is, well, fucked. However that area on the red side is a very good chokepoint if your driver doesn't make the right jumps, of course you can't really hold it without the tank, which is why it's meant to be such a stalemate breaker. Something we noticed was that red would never take the outer blue paths to attack, so blue team has a similar chokepoint, but to a lesser degree, however avoiding it costs time. There are some changes that are going to be made to both sides, but as I said, they are relatively minor changes that will only slightly change how the map plays. The walking path is pretty much set to go as well, just a bit more filling of empty space in the middle room.
Also if anyone has a way to make gravity lifts sync, that would make the middle ladders less of a possible gameplay issue.
The ladders are in a dump place. If you do like I said a while back when I first proposed the ladder idea, they would be OK. (Need to not be on the bridge.)
You can have a damage effect or something that push's you up, its kinda laggy but it works perfectly fine I think. Whoever made Dualing keeps did it, he made a air lift that push you up to the flag base.
They worked ok, and I would probably take those over the ladders, but the player can get really disoriented if they take damage that pushes them around while they go up it, it also fucks with the shield regeneration, which I have a problem with.
Just wondering if anyone has any insight into a better way of doing this.
I have a theory on a different type of grav lift for CE but I don't have time to test it ATM but when I get a chance then I will try it.
Also sel I need to talk to you about your biped syncing cause the way you are doing it is cutting peoples frame rates in half.
http://img413.imageshack.us/img413/3848/58748823.jpg
There's some things I don't like about it, keep in mind it's a WIP, but this is one of the things you can expect to see in the sky
Halos have four strips, not five. Otherwise, it looks great. Still, somebody who has a scanner and the H3 art book scan the page showing this for cons, please, just so he can get a good comparison.
Looking nice so far, however, I don't think it gives a really great sense of scale. It doesn't really feel like a massive piece of engineering.
I knew there wasn't the right number, just didn't think anyone would care. I didn't like em anyway ;) I've got plenty reference images too, but any more would be helpful, especially of the internals.
I went with 8 terraforming factories, since that's what's shown in h3
http://con.modacity.net/Untitled-1.jpg
holey crap that looks pimp :aaaaa:
Very.
Going to have the hot areas where the framework is still being formed?
That's quite the inspirational sky you got there.
Is the ark going to be in the sky too?
:O
:D
*jiz*
Except the mirror line is a little obvious to me... Are you gonna redraw the other half or do anything else to make the mirror less visible?
Keep going. moar progress.
I'm moving on to the next area of the ring now.
http://img257.imageshack.us/img257/6712/59645537.jpg
woah what the hell thats badass.
It looks much better, except for the fact that it's all too close. There needs to be a gap in at least one place on the ring (not here, since it'd look better from... not that angle, and since what you've done has taken a good bit of work) where there's almost nothing there but the basic outer framework (not even the two side walls). Take a look at Halo 1's early development - it had the ringworld still under construction in places.
Also, get on H3 so i can show you Overload.
e: mirrored image is mirrored.
Looks really nice.
http://img36.imageshack.us/img36/2770/capturei.png
the top hole is still a WIP
Dunno, but imo the red sort of ruins it. Might just be me though.
Just as long as you make the upper half of the under-construction section under construction as well, it's great. Add another sub-strata or two of finer and more localized scaffolding encroaching upon the major scaffolding's gap, as to break it up a good deal more.
http://img34.imageshack.us/img34/6474/capturem.png
:haw:
last one before I do my goddam homework, maybe you'll see more tonight. The UVs on bungies ring should fix the ugly seam between the two parts.
lol, the whole time I thought it was all models.
Looks badass man, can't wait to see how the ring turns out.
Looking pretty awesome, Con.
Off-topic to the awesome ring, but are you planning on actually making that GIANT FUCKING SNOWBALL into a GIANT FUCKING IGLOO, or are you just going to texture it to make it a GIANT FUCKING ROCK?
http://img40.imageshack.us/img40/5236/strato.png
some quickie strato-sentinels for placement around the sky later on, I'll give em payloads when I put them in an actual texture
I have the Sentinel Factory in the sky if you want to put that in the sky too, just a suggestion.
I thought no at first to that, but it might actually be a good idea, higuy. I say this to you, Connor - fully finish the constructs and planetoid before you add anything Sentinel-based to the mix so we can judge how much, if any, should be added. Sometimes simplicity speaks volumes, but the inclusion of Constructors, Sentinels, Strato-Sentinels, and factories might also add so much more depth to the system's overall majesty. One step at a time.
Interesting, overall looks impressive. Personally, I would like to see this in-game.
needs orange and white on the centers of the red bands.
That's what was off about it! Connor, do what n00bi and Snaf just said, but both at the same time. It couldn't be that hard to make everywhere that you have as just red glow and flicker.
Wow. I will actually enjoy CE for once maybe! :O
Looks great. To bad you won't be able to see it ingame.
CLIPPPZZZZ LOOOOLLLLL
Damnit.
Well done btw.
Looks awesome, forrunner style is perfect. +rep
That's awesome
What scale will it be in game in the sky?
Something like what you see in halo 3 when at the citadel, only it'll be directly above you in the sky.
Fk, my eyes are not worthy of such a beauty in it's picture form. :(
I think it would be better as a model of the ark, so that you can adjust it to how ever you want. And it can be reused and readjusted.
damn this is going to be nice
ffff
stop making me want to play play H3 to see this shit ingame. :saddowns:
tomorrow I'll see if i can get the ark inner edge going, and maybe even some of the atmospherics around the core.
I think it looks great, but it is still a REALLY stupid idea.
With the Ark's core atmosphere, you won't be able to see shit. You won't be able to see the other side of the ring. Fuck, you shouldn't even be able to see the actual core. Just play The Covenant and get to the end. The only part of the core you can see is the top of it which broke through the gas atmosphere.
I disagree. I can't fault your logic, but look at it this way: do we bend things a little to get a unique and visually impressive sky, or do we stick to the established 'facts' about the game universe entirely and sacrifice that for yet another starry sky or overcast shitstorm? I think in this case, it's not only alright to bend the rules, but it's actually the better option to.
I don't know if it's "bending things a little" when you're making up something impossible and illogical. I could understand if it was only a little gas or if it was dense enough to see the core, but not the other side, but this is extremely dense that you can't even see Halo through until it rises up. For the gas to just "disappear" is...nonsense.
Awesomeness>Realism
This sky is looking really great, I just hope it looks as awesome ingame.
I'm with ross.
Also most players aren't even going to think about it, and I'd really rather go for something that looks amazing, instead of something that makes sense in a fictional universe. Besides if enough people complain we can make up some backstory :p
There is no backstory. It's a fucking dumb idea that makes no sense and is impossible to relate to Halo. Why bring the Halo 3 universe into it if you're going to butcher it and tear it to shreds? There's nothing that's consistent. Fuck, what makes the scenery of inner-Ark is the gas. It's absolutely beautiful seeing those clouds in The Covenant and in Halo (last level).
Let's just put the Earth in it too. Yeah, let's put Earth on the other side of Halo in the sky so it looks cool when you look up. We can also have Halo charging because it looks awesome. Why not?
Hey, guys:
Nobody cares.
quit your bitching, jcap.
Conscars, make sure you apply a bluish filter to it, to make it look more distant, like the halo. Right now it sticks out kind of strangely.
Yeah, cause everyone who plays this map is going to be like:
"NO GAS? WHAt THE FUCK, SO UNREALISTIC! THE BUTCHERED HALO! MIGHT AS WELL PUT MARIO AND SAMUS AND CRASH BANDICOOT IN NOW"
I get where you are coming from, and sure, it probably shouldn't stick out as much, but really, I don't think cutting out some gas is equivalent to butchering the Halo universe.
Hell.. I play the game.. Do you?
This last page is a cesspool of stupidity.
That is the top.
That is when the ring is in the process of being raised. It's already out of the huge gas cloud, but there's still a lot obstructing it.
Unless you're going to conform to the game, you're better off either ditching the idiotic idea or coming up with something more original in a different part of the universe.
Just pretend its another shield world and be done with it.
Maybe the clouds were from some weather pattern?
the circumstances that the halo rose wasnt exactly the most calm with all the gun fight and explosions going off left right and center....
E: that's a point arnt there other levels multiplyer levels which have the ark sky and have a clear ciew of the core?....
Actually, you can't even tell that you're on the Ark in half of the multiplayer levels...
Also, where are you on Sandbox? There's no indication where you are, and there's a planet with a ring around it in the sky.
And having the ring on another shield installation would cause a conflict because then you'd have two rings being repaired........
Hmm Valhalla? Snowbound? the list goes on.
And how would an extra shield world cause conflict?
Seems more like better efficiency to me, why wait for one ring to be finished repaired built when you can have 2 rings being done at once, one one side of the galaxy and the other in another part.
Because the ring is Installation 04...the one that you blew up.