I still like a little more complicated HUD, though the idea there is good, I still like the current CMT version better.
Printable View
I still like a little more complicated HUD, though the idea there is good, I still like the current CMT version better.
I think having that way makes it too simple. I like CMT's design currently because it seems complex yet it's easy to understand. Didn't really like Halo 2's HUD much...
I really don't enjoy anything but the motion tracker being in the lower left hand side of the screen.
Which is why I also made the suggestion of putting the health and shields up top a la Halo 3.
@Spartan314: I didn't either. I hate the boxes. I don't have any boxes here. I did like the Chronopolis motion tracker area, though.
Besides, it's hard to tell what mine would look like without someone actually doing a Photoshop mock-up that could be put in-game. Those icons for magazines and grenades could have gradients in them for all I know, rather than just be a simple solid colour. Same goes for the area under the bars and the inside of the motion tracker.
CMT: The only Halo topic where a 20 page argument can happen without the devs once commenting.
314 is right, The hud as it is complex enough to be interesting. The simpler version there isn't better, its just a different idea. It also helps that the more recent versions of the hud that have been discussed in the last view pages have already been improved upon. Check the Halomaps, and Halomods threads for the newer versions. The Visor outline has been dimmed and the shape changed, as well as other simple changes.
that needler reticle is fucking badass
I think you missed the point. The point was to take up less screen real-estate. With mine, even if it is as large as it is, it's still easier to see through because there are no huge-mongous boxes to block objects behind them. If CMT was to make their hud smaller, it would already be three steps better. But they want it huge. It's gross. Some of us don't have monitors with resolutions in excess of 1680x1050 and, in fact, the majority of PCs are probably only running at 1366x768 or 1440x900 because those are the favourite garbage peddled by vendors.
I'm not attacking your opinion, I'm just elaborating on why I made mine and why I don't really like the CMT SPv3 one.
Again, I said the point was to be more transparent, not necessarily smaller.
Isn't one of CMT's unofficial goals to compete with HA10?
I can barely see it at all on my monitor (using nominal setting of 50% brightness and 50% contrast).
I honestly think the visor outline has to go just because OS isn't scaling the UI/HUD so having it cut off like that looks a little silly.
I like the visor outline... :)
I like the teal
On topic, I don't care about the outline as long as it's transparent enough to not be obstructive.
Yes, and I think it's pretty good right now transparent wise.. of course, I'd have to test to actually see if it's annoying, but judging from the pictures given.. I think it's nearly perfect.
It's not that it's overly obstructive or anything, it's just pointless and dumb.
+1 for the HUG style Warsaw posted. I'd rather have the shields overlay the health than be split, makes it even cleaner. However I'd also rather have the shield deplete downwards just like the health, if they were given a large enough difference in color (transparent blue vs transparent red) it would still be very obvious what's depleting. Adding in dual-directionality is just something extra that your brain has to think about before you make a decision.
Only until you get used to it. But yeah, I would retcon it so both deplete downward in hindsight. I don't want to see my health through the shield bar though, as that would make it go from clean to busy.
hey guys, teh lag took some screenshots to make up for the fact that that "We'll have another formal announcement in about a month or so with more precise information on the upcoming release" is slowly turning into more and more of a lie
here's one; you can see the rest at the Halomods forum
FUCK
That looks so awesome. Straight up 360 graphics.
That was almost insulting lol. That CMT Needler kicks Reach in the balls.
Crit: Elite's armor looks like it is coated in pastels. Not sure what it is, but I thought it looked odd. Just thought to mention it in-case someone on the team had any thoughts on it.
Holy shit, that looks awesome! I can't wait to get my hands on this!
You guys seriously need to turn that bloom down. It's good, but not when the entire screen is filled with it.
It might be just me, and I haven't really been following this at all, so for all I know it might be a place holder. But that Master Chief. It doesn't look right to me at all. Just sayin. Again, that's just my take.
It doesn't. Not even the HA10 one is quite right. The Halo 1 MC look is really hard to nail down with an updated model.
Yeah, I guess the proportions for MC were never correct to begin with. But it just seems so blatant that with this model, the pelvis is wayyy too small compared to the upper body, and the legs just seem way too skinny compared to the bulky arms. Plus I'm not digging the use of specular maps over all of the armor plates. Everything just seems too shiny, causing the visor to just blend into the rest of the textures on the helmet. Plus the soft armor around the crouch... This probably isn't what's happening, but the way textures are laid out just looks like they are all stretched.
There's going to be an overhaul of the biped. No need to worry. Dano is doing it personally.
I just hate how scrunched and stiff the starting poses look for the Cyborg or player biped in a number of games. I think Halo Reach's player biped may be the only one I actually think looks fluid and aesthetically well-animated in basic animations (Battlefield's is a second, but it's starting pose and basic anims are still stiff/generic. The advanced animations are really neat though).
What's wrong with a faithful HD recreation of the Halo 1 spartan? :saddowns:
Whatever, damn good work.
Nothing. All I said was that it's really hard to do. HA10 has done the best job so far.
I agree, I was very disappointed with the direction Ensemble Studios took while designing the Mark IV armour...
The armour on the cover of The Cole Protocol does a much better job at representing Mark IV. It's a shame that the Halo Wars variation is what seems to be accepted as "true" Mark IV.
This is supposed to be a Mark IV schematic from Dr. Halsey's journal:
Attachment 2597
that blueprint is generated off the armor from halowars.
The chest looks different from the Halo Wars Mark IV.
Attachment 2599
The shoulder pads look different too.
kay, maybe it isn't.
For shits and giggles, an old HUD I drew back in, say 2005, that might have some neat ideas:
http://i8.photobucket.com/albums/a31...UDs/FoFHUD.jpg
1. Motion Tracker
2. Shield
3. Health
4. Power
5. Grenades (one on the left is a Needle grenade...I made this before I knew about Needle Grenades in CE)
6. Weapon Meter (Weapon + Ammo type)
7. Secondary Weapon
8. Ammunition Meter (diagonal allows use of odd-numbered magazine sizes and good aesthetics simultaneously)
9. Total rounds remainig
10. Cross-hair (and status indicators)
That's pretty cool looking, but mighty obstructive
It's not to any usable scale. I drew it on a really tiny pad and just squished all the elements in. Then I made a visor outline just to pull it together. I believe Plas was working on this HUD a while back.
How's this for a mock-up?
The Spartan figure would get dimmer as shields drain and flash red with "Warning!" written inside when shields are depleted. For low armour (health), I'd have those blue outlines turn red (can this even be done?). You have the percentages to tell you exactly where you are.
I'd also place a compass at the bottom, but actually doing it in the mock-up is a bit over my capabilities right now.
im getting a metroid prime-ey feel from that hud. i like it
Funny story about that...I've never played a single Metroid game.
Not out of spite or dislike, I just wasn't raised on Nintendo. I wasn't raised on consoles at all, straight up PC.
Also, FFFFFFUU, miscalculated left side visor slope position.
Go grab dolphin and get some Metroid Prime in your system. It'll be good for you.
that's yar har diddly, good sir!!! gosh
what's that
yeah, over there
it can't
but
(5 big images)
FUCK.
Full of nuggety FUCK.
Thats so awesome. Although it looks odd on that original Halo texture pile :3
Sorry 343 Industries.
We don't need you anymore.
Holy fuck, that thing is absolutely gorgeous! Does that mean that the next map to be released after this one (which is a50, right?) will be a map with vehicles on it?
All my babies
O_O
That's.....Godlike!
Totally bonkers. In a good way.
For some odd reason, it's reminding me of the bell on H2_Zanzibar. I think it's the normals. Damn, does it look good or does it look good?
:') Its so beautiful. I want to stick my dick in its tail pipe.
oh lag made a video too
Very nice.
Holy Jesus.
Oh god.
Took a look at Halo 4's warthog, and it doesn't even come close to the sexiness this has achieved. Congrats guys!
Tone down the shinniess, theres no way metal could ever be that shinny in real life when not directly in the sun light (at least when it is beat up as the texture points towards). Otherwise, awesome work.
Considering we don't know what Halo 4's Warthog looks like, you're comparing it to nothing. :P
The Forza Hog is NOT the Halo 4 Warthog.
Looks nice and has that trademark CMT shine. There still a lot that could be improved though. For instance, it still looks like Dano hasn't entirely made it awesome yet to the same standard as everything else, but then again, this is probably just the bar minimum so we can see it in-game. Listen to Higuy elsewise.
I think the shiny should stay. Take away the shiny [cubemap] and it feels like Unreal Tournament rather than Halo. The shiny gives it some visual flare.
Also, that green is the same colour and shiny that you should make the Chief. It's green, it's iridescent, it fits the description perfectly.
E: To clarify, I am not talking about the light reflections. That can be toned down a little bit. I hope the rest of the game turns out looking that good.
Well, it is the 2554 FAV Warthog.
And Halo 4 is to take place quite a while after Halo 3.
Can someone confirm this?
Long enough that he gets a new set of armour that looks like total shit.
That warthog does look damn good, but I really have to ask, did SPV3 have a director yell cut in the middle of the game so that a group of underpaid lackeys could come in and polish the shit out of everything? I mean everything is so damn shiny its ridiculous. I understand that you want to show off the abilities of OS with the specular and normal mapping, but in the process every asset you have shown so far now has a double coat of wax that has been buffed to a mirror finish, and it seems a bit out of place :\
I hope CMT rebuilds the original Halo maps with the new models/skins so we can use them on regular servers.
I think that'd be a step too far on the EULA, even from people actively helping to develop engine modifications :p
theoretically, if we can somehow fool the map-checksum-thing, we could make the whole map hi-res (anniversary style) and still be able to play on stock servers.
The EULA stopped being relevant when Microsoft abandoned the Halo PC community.
Not bad.
What I like: Almost invisible visor outline near the top, simple to understand ammo/grenade counters, shield/health setup.
What could be improved: Slightly sharper (I think the blur around everything could be reduced), motion tracker looks better as a perfect circle (IMO), and the motion tracker range should be a bit more visible (make the 15m a bit larger).
All around, I think it's a vast improvement over what we've been seeing for a while. Good work.
So, basically a giant LCD that has no physical connection to the gun and displays more than just the bullets in your magazine?
essentially, yeah. you have to play around with functions too. the standard halo hud is already linked to the weapon, but if you want the ammo display to be on an actual piece of geometry, you need to use an "out" (like, A-out, B-out, etc...) function in the .weapon tag to feed the ammo variable into the shader for the meter. only weapon related stuff would be displayed on the weapon's model
then the player's health and shield needs to be a piece of geometry on the biped's model, because i dont think theres any way to use one of those out functions to link a biped's health to a weapon model. i dont think you can do this at all with the motion tracker. theres a lot of hard coded stuff going on with that thing.
all in all, id say its really not worth the work. with a cool HUD concept like that, id want to use it in an engine where you can do more fun stuff like have the brightness of the lines react to environmental brightness or something.
i find it funny that i still clearly remember this stuff after not touching halo for 3+ years.
E: im pretty sure the 3d hud stuff wont work for grenades either.
@Donut:
Then we'll just have to keep it simple for Halo's sake. :p
If I was going to make a HUD for, say, a Crysis 2 Halo mod, I would definitely not follow the traditional Halo formula. Instead, I would have all ammo meters be on the gun somewhere (ticker on the SMG and Spiker, LCD on AR and BR, holograms on the carbine and plasma weapons, needles on the needler, etc). All you'd get on the HUD is a count of how many magazines you have left for your currently equipped weapon and something showing you how many of the equipped grenade you are carrying. And no weapon icons at all. Only a shield meter, map/compas combo, and a grid for your armour displaying integrity.
If you couldn't tell, my favourite information systems are those that incorporate themselves into the game world. The timer in Metro 2033, the lights on Isaac Clark's rig, the sound of breathing in Red Orchestra. That kind of stuff. If it has to have a HUD, it should look like the inside of a helmet and not something plastered there to remind me that it's a game.
^i could not agree more. im actually looking into buying a cheap programmable circuit board to make a metro 2033 style watch, because that thing is so damn cool.
Impressive!
As you may or may not remember, the last time we updated, we said:
Internal issues and misfortunes have forced us remove part of that statement. Our new BSPs are not ready and a few of our updated art assets are not done – and we do not foresee them being done within the next few weeks. We could delay the mod again, indefinitely, until those things are implemented. Or, we could sack them and push towards coming in at least somewhat close to our scheduled release.Quote:
...our plan is to release A50 in its entirety - Brutes, new BSPs, and all - around late January/early February.
After careful deliberation, we've decided to go ahead and, for the first time in a few years, release relatively on-time.
Barring catastrophic failure or some other immediate emergency, The CMT SPv3 version of The Truth & Reconciliation will be released on Friday, February 24th.
Operating on a map-by-map release structure means that we can continue to add to and refine SPv3 between each release; consequently, rather than try and continually hammer away on the same map for months and months, we feel it'd be better to release more frequently and retroactively update older releases as new assets are made and gameplay elements improve. We're not treating A50 as "unfinished" - we're making it as best we can with what we have - but we're absolutely planning on revisiting and further revamping it down the line. Some models will not be as high-res as others and we won’t have all the gameplay additions that we had hoped to include, but we feel that this is preferable to keeping you guys waiting potentially forever for things that may or may not ever meet our initial goals. We cannot say for sure which features will make the cut and which will not - a much needeed upgrade to our aging Battle Rifle and an up-resing of the stock BSP are on the way, whereas new Grunt and Pelican models might not make it - but anything that doesn't make the cut by release will certainly be used later on.
In the meantime, feel free to satiate yourself with a batch of fresh screenshots taken from a near-final version of the map, and remember to check back on the 24th!!!
(Head to the Halomods thread for more screenshots!)
http://www.youtube.com/watch?v=VLnWf1sQkjY&ob=av3e
The MC looks great. AR looks awesome. I'm glad to see that the BR is getting updated, it does look a little dated compared to the new content.
Awesome, so excited to play this! I'm glad you're all actually releasing something! (Which does seem impossible, I know).
Most excellent work. The Hunter Cannon simply amazed me.
But, I hate to sound negative, but I bet this months pay that SOMETHING will happen to delay the release :saddowns:
IIRC there's not going to be any updated CMT multiplayer maps with all this new OS stuff is there?
If there are some new multiplayer maps in the pipeline we can offer the services of my Lancers Edge servers and jcaps Modacity servers to host stuff. Both servers can be configured to allow for users to upload new files via FTP and stop/restart the server from a web-based control panel. Granted, jcaps servers are running on a better Internet pipe than mine but I'm more likely to respond to questions/server support in a timely fashion.
Let me know.
Also, a suggestion for the ODST models: Make the helmet lights mount to a rail-system like the Ops-Core FAST helmets. Makes more sense than proprietary hard-mounts and adds more tacticool factor.