:awesome:
Especially that floor, love how it "flows".
Printable View
:awesome:
Especially that floor, love how it "flows".
so what's his face finnished the terrain? sweet :D
early january release mbmb?
This isn't V2. This our map that we plan on entering in that Winter map contest over at Halomaps.
tbh, it was duce's idea and terrain, although I did make up the structure design.
It is looking epic, I must say.
Also, yes, at the start we decided to do this just to destroy noobs at halomaps in a map competition. You know, for the lulz.
Excellent :D
its sort of funny at halomaps..everybody is dropping out lol
i would rep dane and mass for those awesome structures and textures but it says ive give out to much rep in the past 24 hours lulz
http://i46.photobucket.com/albums/f1...ack/render.jpg
Griball arena. Not the best modelling work, but my first successful UVing job. You can help continue this project here.
is that bsp floating in your skybox? :shake:
It's sealed. No worries.
It doesn't matter. The skybox needs to be connected.
edit:
http://img407.imageshack.us/img407/2326/render3xr2.jpg
:\
no offense but the cliff doesnt look to bright but the layout looks funn...and nice big forunner gate wall thingy .*dont know what its called* but nice..ill plus rep you for the wall thing if i could..
says ive give out to much rep in past 24 hours
Yeah, that cliff section isn't done yet. Right now I'm trying to figure out what to put in that big hole. I was thinking some sort of structure.
yeah..continute that wall thing around..and have a structure embedded in the wall
A massive cliff with a massive waterfall! ;p
Have a ship crashed into it.
I'm not exactly sure what your getting at here, but it doesn't have to be physically connected. It needs to be "connected" into the same object as the skybox, and placed inside of it, but not connected by faces. That might be what you meant, but I'm not sure.Quote:
It doesn't matter. The skybox needs to be connected.
I c what he did there ~:awesome:>
http://img177.imageshack.us/img177/3...prenderbd5.jpg
http://img172.imageshack.us/img172/8...render2or9.jpg
http://img401.imageshack.us/img401/3...render3if1.jpg
Nearly done :awesome:
Also ignore box mapped cliffs, those are just to organize shit. I'll do them properly last.
If it doesn't look like that ingame, then all is lost....
The bump maps make my eyes bleed...
....the go away..to anybody else here those textures look absolutely incredible
sux u suk gtfo.
who..me or hunter?
i never said the textures were bad.
the bumps are awesome too
Nothing is gained from changing another persons opinion.
I disagree.
EDIT - Looks Good Guys, il Duce Primo, Massacre, and Dano ;D That better?
As for the sky box thing, Con it doesn't have to be literally connected to the bsp. You can drag a vertice from the bsp and then make a box surround your bsp. Give it a material etc and it'll be fine. I do it all the time. :]
yeah dont forget duce..:)
I might get yelled at by dano fanboys for saying this, but I don't really care for the cliff texture all that much. I think you could do better.
The cliff texture are place holders from our beta a few days ago. Dane should get to them soon.
The UV's are, thats the new texture, I think you should wait and see what it looks like properly applied, Con.
Also, I thought people of the fan boy class were to stupid to even care about texturing, I think its more like "OMG SPLAZER!1!!11!"
Yeah the cliff texture looks nothing like what it really does, just the uv's.
Wow... are you freaking kidding me? I mean seriously, you people do things the hard way.
If you make the mesh one sealed object you don't need a stupid box, and secondly who the fuck creates a box by hand?!
Make box, flip normals, done.
Fuck.
^^ I see your point, but who said I do it that way now? :] And sometimes you'd almost have to create your skybox that way. An example would be llama juice's lockin.
Yea, no, not really. If you really wanted to still do it the slow way, but the most efficient, you could select all the edges bordering the bsp, and drag them up on the Z axis. Then go to border mode, select the top ring you just made, and cap it.
Thats not the case all of the time. I'll have llama show you as soon as he gets on, its hard to explain. Sometimes you can't just drag up and cap.
Ive seen his map, Ive played it.
And although it may not always be the point, I wasn't really focusing on that map.
I fully understand what you mean. I have been modeling for almost 6 months now and I have came along way. I haven't made any maps recently but I know that the box surrounding the SBSP isn't always going to be the case. I'm just saying that some instances it's going be easiest to do that.
It's nice to know a person can have an intelligent conversation about this here, without someone yelling and cussing the other person out. Thanks :]
:lol:THANK YOU! Haha, I'll explain later, its 3:30 AM here and im kinda /wah?/ at the moment so, you understand?
Well, what I do is create the BSP, but instead of doing all that complex crap, I just go into border mode, click on the edge of the BSP (Selecting the entire perimeter of the map), drag it waaaaaaaaaaay up, cap it, change the mat. ID, then go into vertices mode, select the capped vertices, and bring them down to a level I'm happy with.
That point was already explained, I know about that and so does pretty much anyone. I'm trying to point out that sometimes your bsp doesn't allow you to just bring up your border and cap it. Say you have a space ship that you are planning players to fight on top of. Like a big space battle type thing, How would you drag your borders up from that? When it would be easier to just create a box around it and assign the box your sky material and make your sky "space".
And I agree most of the time that would be pointless. I'm just saying "sometimes" you would almost have to do it that way.
Enough of this discussion now, :] we are getting off topic from what this thread was originally created for.
Now that my detention is over i will post my W.I.P's.
I am currently modeling all of the Halo 3 weapons, and i have found someone who textures weapons and stuff for games for a living, he has said that he can texture them for me.
Halo 3 Spiker:
Halo 3 Magnum:
Both Weapons Together
even though those do not suck horribly, you do.
Ignore Tweek.
Those models are quite decent, better than I could do for sure.
Thanks patrick
I'd lower the gun a bit, but for the most part that's very nice. I'm not sure if you can set up animation constraints/controllers in gmax like you can in 3ds, but you should look into it.
looks pretty good, like lag said im not sure if you can do all the fancy crap in gmax. I tried to learn and i failed. Hopefully you will be better off
(Above) "We're sorry, this video is no longer available."
[edit] It is now working :D
You have to wait a few seconds...
Looks good but the end is a bit to mechanic...add some random modifier in there to make him more human and not like a robot. :D
From that vid it looks like you should give attention to smoothing out your motions. There's a sortof interrupted flow of movement between bringing the rifle up and then moving it to the final position. Again, I'm unsure how much control GMAX gives you, but it's something to focus on. If you figure out the curve editor, it'll be very useful for that purpose. Managing time between keyframes is also important - if you space apart movement-only and rotation-only frames in places where you might normally have them at the same time location you can get much more fluid motion without necessarily slowing down or speeding up your animation.
Epicly useful post there.
Also Love De Lux, we see how it would look in first person show us the animation in 3rd person view. Please :] thx
Edit button?
I'm no animator, but I'd keep the gun in a more natural place relative to the upper arms. Try to visualize where the "shoulders" would be, and, potential "torso" movement aside, try to keep your arms pivoting from those points so you can be sure it looks realistic. For example, you've got the stock far above where the left "shoulder" would be, so right now it appears that he's holding the stock where his face would be. That'd hurt when firing a large caliber round :P
you can't visualize shoulders with halo arms. they are WAY too disproportional. if he did it that way the left arm would look fucked up. he has it the right way.
No I mean I want to see the animation from a 3rd person view so I can see what it would look like if I was facing the person and they switched to that gun....
But hes making a first person animation dickcheese, not a 3rd person animation.
the first person animation is different to the third person animation.
the hands you see in first person are not the same hands everybody else sees.
I've been working on a Halo 3-style Plasma Rifle. Since I can't model/animate for anything, all I've done is retagged it and added a new bitmap, but I think it's still worth showing. Keep in mind it's still a WIP.
I used Yelo Battery (<3) to get some new angles, since Halo 1's positioning is nasty.
This is a simple shot of the melee, and shows off most of the redesigned bitmap, the little lightning thing which I'll upgrade, and some of the fake bumping I've tried to implement. Also take note of the deep cyan heat meter, as opposed to the old lavender one.
This is the overheating animation. Nothing too fancy here.
Here's a shot of the gun firing. The firing effect is next on my list for redoing, but you can see the removal of the contrial on the bolt, and a modified light_volume to give it more blue and less white.
Last is a simple shot of the PR being held. If you look closely, you can see some of the fake bump-mapping I tried to jam into the front blue part of the gun.
Gameplay wise, I've tried to match it as close to Halo 3 as possible. 18 shots will kill (6 for shield, 12 for unshield) and accuracy diminishing/rate of fire is as close as I could get it. Also included are Halo 2/3's PR sounds.
I realize that the bitmaps cut off at certain points, and that the new lights on the dull part of the gun are not luminescent. I know this, and if I could model for anything, I could fix this; but sadly, I have to work around it.
Anyway, anymindless flamesconstructive criticism you have to offer is always appreciated. Thanks.
I won't lie and say it's great, but you're off to a nice start. A few things I'll comment on :
1. The blue metal of the PR has a "grid" on it like other covenant metals in h3. You can see what I mean here, though it's nowhere near as strongly visible as in that pic. It's mainly affected by reflections, so only a minor overlay on the diffuse is needed, though it should be much stronger on the specular (blue/red channel of multi map).
2. The blue inset lights on the back/grey metal of the gun should be a bit darker and deeper blue. I'd also outline them with some darkening, to give the effect that they're inset and not just... there. I'd also look into play ing self-illumination and functions to see if you can get the lights to glow more as the PR heats up. I'm not entirely sure if that happens in H3, but it would certainly be cool.
3. This is another thing I'm not entirely sure about, but I'll suggest it anyway. It looks like you've removed the blue glow from the... "blocks" at the tip of the gun where the plasma fire comes out. I think it would be a bit more visually appealing if you had some blue going on there - and again, it would be even neater if you tied the glow to how much heat/illumination the PR is currently giving.
Also see if you can get your hands on GMAX; even if you can't model well you could still add some simple geometry like the plasma current between the two "blocks".
Ah, thanks for reminding me. I've got that added in now.
The "inset" style of light is exactly what I've been trying to accomplish, but it hasn't been working out. Since the "dull" shader is over every metal segment, I can't add luminescence on the new lights. Keeping them inset will make them look like blue metal as opposed to actual lights. If I can manage to define the "luminous" shader region across the extra lights, though, that'll help. As for the self-illumination increasing, that's easily possible. I can simply set the flare size to correspond with the "heat" function; but once again, that'll only work for the tips of the gun unless I can get the back part to be glowing.
I've been trying to bitmap a modified lens flare that follows the shape of those lights, actually, so that's probably going to happen soon.
Also, I already have the shader in place for the plasma current; I just need to change it from a simple lightning bitmap to an actual current. That won't be hard.
Thanks for your suggestions. And yeah, I realize it's not the best thing on the planet, but a guy has to start somewhere. >_>
Ifafudadi, im glad you realize that everybody needs to start somewhere, because for some people its just too embarassing to show. Im glad you're showing so that you can get help and expert opinions. More on that later.
Dickcheese?
http://img410.imageshack.us/img410/6088/wtfya5.jpg
WoLoLoL
Wol, that picture makes me think that you're doing something that might be called "dick-cheesing" by someone with a sick mind.
Namely me. :awesome:
-11 infractions because of an opinion. Never realised h2vista.net hated people opinions.
Bro, That's a way to get more people to - it down. Just leave it at what it is. This is a place for people to show opinions. Probably like all to an extent so don't get mad becuase people -'d against your opinion. It's probably happened to all of us... Always will. You have to get over that.
^^
I don't know what that's supposed to mean. But I threw it out.
__________________________________________________ ________________
Anyway... I have new renders of my SPAS animations coming. It's giving me some trouble
To make those inset lights glow, add to the GREEN channel of the multipurpose bitmap. An easy method is to select the little canals on the bitmap, create a new layer, and then fill the selection with white. Cut/Copy the white fill over to the GREEN channel of the multipurpose. Then, with the little green parts still selected in the multi, add a little green glow to that layer with the layer effects options.
?You assiiddng ht ecikdaheese , uck o u fuleal sASL
oh shi, new year seen part with oboose, ive drunk s much crpa it snot evne bfunnyn. AHAAHA
OH SHIT I CANT SHWEEE WHA THTE FUCK IM TYPIG OH CRPA iL POST PICS LATE RTHAT ZILLLA IS beigSTIPD AND RGH TNOW HES SiNIGN STONE OSUR HAHAA
oh shit of carp csorry peopel i dint meat ot o chcrap ...............
ok ill stp my bad, anywaty, map release soon cuas emean dmass and illucde are make cool map soona nd be awesome :D:DDDd
sdassad
zilla, make him play WoW >:^D
I believe we need a Drunken -> English translation of Dane's best post ever, once he recovers from his wild night (which could take a few days lol). I can get some of it, and I'm glad to hear that you, Mass and Il Duce will be releasing your map soon, also, good choice of music, Zilla, but for the first part, I bestow upon you a massive "WHAT the FUCK is THAT SHIT?!?!?".
TRANSLATION!
hai guys, i've suckled at a wee bit to much booze tonight. By god that absinthe was hardcore.
so i'm having trouble seeing what i'm typing.
Me and Zilla have been having a new years lan and i continue to beg him for his awesome voice of awesomes. he's so awesome.
My map Retina is nearly finished and should be released soon. stay tuned.
cheers Dano.
the Drunk.
stop posting pics of yourself WOL, keep that shit to yourself.
Thanks for the comments :)
http://www.enregistrersous.com/image...0101171055.png
http://www.enregistrersous.com/image...0101171145.png
http://www.enregistrersous.com/image...0101171123.png
I'm animating the plasma pistol right now, I found a video tutorial ( for CS:S) about how to animate in 3DSmax, It helps me a lot.
Oh also, there is no exporter for Gmax, so I'll have to keep everything for my own. :(
All liez.
http://hce.halomaps.org/index.cfm?fid=2943
Also, for the most part you're looking good. The RL's wrist looks a bit uncomfortable though...
some of these weapons in this forum look a bit like some of the guns from BF2142
oooooo FN-P90
Map layout idea, I decided I liked mudslide but that the modeling was :/ and it was a bit too simple, also needed moar h3.
http://i118.photobucket.com/albums/o...damjungle2.jpg
So I made an armor variant that's something of a cross between commando and assault from h3, with a half-assed torso armor addon. More on that later. Still working on those feet D:
http://img147.imageshack.us/img147/2456/00025jb6.jpg
Also, heresy.
Edit : >:U way to past right before me mass. Also, looks like fun with much potential prettyness.
Feet STILL look like Lego blocks.
Make them a bit thinner, and it should fix it.
They look fine to me tbh.
Also, just look at his hat! ;)