hey patrick, what the fuck did i just say? your input wasnt necesary to the GALLERY thread.
Do i need to lock this topic like i did when 50calneurostas2@#$!@#!$@#$ came in here?
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hey patrick, what the fuck did i just say? your input wasnt necesary to the GALLERY thread.
Do i need to lock this topic like i did when 50calneurostas2@#$!@#!$@#$ came in here?
Can it, people. The coders of Jelsoft Enterprises Ltd. busted their ass coding a private messaging system for vBulletin; use it.
Keep discussion DIRECTLY related to the works posted in this thread.
Jay, I'll talk to you in a PM...
For the Sneaky, your a fucking dumbass
new filter, WIP obviously
http://img86.imageshack.us/img86/1435/82989160il2.jpg
my eyes! :fail:
*checks name again*
Conscars? Normally your stuff is so pretty and not so eyebleed. What exactly are you shooting for with that?
@Cc: Reminds me of Red Alert 1, how you could change the contrast and hue in-game. Electric green water and pink grass ftw!
Assault Rifle model i bought, :)
http://img258.imageshack.us/img258/9...39916e8qn8.jpg
I hope you didn't pay too much for that...
5$ or so...
also,
"..post your favorite work..."
Thats why
it's for the work YOU do... i think you would get that after well over 3000 posts.
I think what WOL intended by saying that was "post your OWN favorite work". I really don't want to see a bunch of shit you think is cool in this thread.
O okay, lulz, Its Something i bought, I like it :)
Also, thats not a WIP. Thats a finished product that you bought. YOUR favorite work. Sheesh, people...
Bought or not, it still looks like complete crap.
oh... hm... I assume the finished version will endeavor to not reduce everything to horrible 256 palate colors?
So some of you remember Dano made textures for Snaf's covie map. Anyway, it was always the plan to use them in SPV2 as well, but I never got around to doing it. I also made a Semicustom cubemap for the interiors of the walls, so let me know what you guys think.
http://img175.imageshack.us/img175/3...1452298le9.jpg
http://img505.imageshack.us/img505/7...1385225xm8.jpg
http://img185.imageshack.us/img185/8...1381969wn0.jpg
http://img141.imageshack.us/img141/7...1362127sr3.jpg
The floor, its just :gonk:
Really whats with the polka dot pattern?
Its kinda like midship's floor but the poka dots are less noticeable in midship.
http://img185.imageshack.us/img185/8...1381969wn0.jpg
tune down the brightness on that side of the cube
I doubt the covenant would use carpet in a hanger bay :|
like I suggested on halomaps
make the dots bigger
and the shader for the dots look more rubbery
Speaking of shiny, I think I created something rather monstrous:
http://img176.imageshack.us/img176/9248/lolshinygy3.jpg
:lol:
... Wow...
One word comes to mind: moderation.
http://www.megaupload.com/?d=KDW0PZ13
Here, have a shitty little Timberland UI with Unforgotten and some softer Nine Inch Nails songs as a soundtrack.
The Nine Inch Nails songs were taken from Trent Reznor's remix site.
http://pics.livejournal.com/angelofs...06kyk/s320x240
Respect.
Look, it's an emo :awesome:
Can I stroke him?
Also, UI needs more YouTube.
1. Trent Reznor? An EMO? ... Maybe just a little. Not as much lately though, for sure.
2. Yes you may.
3. I'll think about it, but in all honesty it's nothing too fancy.
EDIT: I'll work on it in the morning; it's five fourty and I have work day after tomorrow. So yeah, expect a youtube of it soon.
So I finally rigged Dano and I's brutes and had some fun with them :awesome:
http://img107.imageshack.us/img107/9482/0007ii5.jpg
http://img72.imageshack.us/img72/9746/0006wc9.jpg
http://img165.imageshack.us/img165/6702/0005et8.jpg
Shame CE has no self-shadowing or normal mapping or lighting like this :(
Agreed we need moar hax for ce!
We need more sauce but this is :O
We need less Elite-PR and moar Brute-PR/Mauler/Spiker :/
e: and Grav Hammer
http://tbn0.google.com/images?q=tbn:...HammerTime.jpg
I'm not good with single player limits, but would a gravity hammer dash work right in CE?
(Note: You haven't put it in so you can't say "why would we put something in that won't work".)
Or, they can say that from past experience, they know it wont work.
Hammer mainly won't work because of how hard it would be to get it to "explode" on melee impact. Weapons in 3p don't have their own melee animations, (those are part of the biped) you can't tie an effect to a melee, and the only other way to do it can be really unpredictable.
Edit : Damn you CAD :(
xD, thanks guys. I don't think I would want it in anyway...Brutes are too good already. :XD:
Heck, just make the Gravity Hammer Brutes like the H1 Energy Sword Zealots: extremely hard to kill, and can kill you in one hit, but still must be at melee range to attack. You don't even need the Gravity Hammer to be wieldable by the player, just like the Energy Sword.
The gravity hammer would be a lot more cool if HCE had rag doll physics. I think it would look bad just to see an elite or brute being hit by my gravity hammer and go flying with their arms and lags flailing, then have them land and do some sort of exorcist type of spin while lieing on their belly.
Lets not talk about if they fall on a edge.
Those aren't even the brutes' final skins (armour wise). Looks great lag, and great work so far Dano.
They look awesome, you should get them into H2PC as well, because then you could add bump maps, is the H2 HEK unlocked yet?
You should make a model with a shield and a sword like in that Et Tu Brute vidoc from H3.
shot tags ftw... use em
1. Wrong topic.
2. Lol?
http://xce.h2vista.net/portfolio/ima.../gmrender1.png
..Lookie who found his max scene. :3
You will teach me how to render like that, or you will be assimilated.
Just put a few Omni lights around the map, enable shadows.
Yeah. XD
wait... i thought the gravity hammer doesn't have lunge (except for melee lunge) i remember it does shockwaves on impact that kinda act like a force field
and what's this talk about melee? make it work like a sword, the fire (lmb) does a melee animation in 3rd person and at the same time set the projectile to detonate at close proximity-so it seems like an on-impact explosion (but is actually a result of good timing)
on a side note:
terror: WTF bin laden in the crosshairs? LMAFO?
lightning: dude, that's a freaking good model (reminds me of high charity)
masterz: idunno about that covie ship level, after finally playing h3, maybe it could use an update alltogether (h1's covie ship layout was too rectangular in the main rooms. the halls seemed like tunnels altogether. judging from the later games, bungie had intended that covenant architecture had a lot more curveature to it with variance of blue and purple hues (except the elite survivors, who favored a strange emerald-sage color for some odd reason)). but on the bright side, that cubemap makes the ship look newer (between h1 and h2)
"reminds me of high charity"
It's based on that, along with the level "Gravemind" (hense the name).
Kornman, wait and see. ;D
Bored...took me one minute to do it :/
http://img142.imageshack.us/img142/936/wadawdir5.png
*Ahem*
Probably not going to finish this (Unless someone on Xfire can keep pressuring me), but here's a screenie anyway. Any guesses on what map this is? (Hint: Put 2 doors covering that opening with the Hog.)
http://i203.photobucket.com/albums/a...urf_street.jpg
Any guesses? (NO, it isn't ripped. Who in the right mind would give ME a ripped model?)
Its terminal! lol, in seriousness its lookin good
Its turf you twats.
I had about 40% of that map modeled, then my computer took the shitz and I lost a lot of my files in a section of my hard drive.
Good job, keep up the work back your files up kids and play safe. :lol:
Lol Good luck UVing it but it looks good.
omfg working on mai first model omg lol!
Yeah, I know it sucks but I'm just starting ;P I can already point out multiple flaws; it seems to be too thin for one. But there's NO WAY am I gonna release something pre-alpha. I know better than that, gosh >(
It's gonna be a revolver based on the one used in Trigun. My plans for this are to finish it up, texture it, animate it, and tag it to be a slow-ass 2/3SK weapon with a relatively slow bullet... let's hope I can live up to this plan eh?
wow, have more to shot next time, but a spline, extruded edges and a chamfer.
surely you must have seen other posts.
there is no pointing out flaws in 2 minutes of spline drawing.
Turf
Do it
Well, yeah, I'm just starting so what would normally take a skilled modeler two minutes took me about an hour and a half ;P So don't expect too much from a noob modeler.
Also this isn't really to show off the gun as much as it is to show that I'm actually taking the time to learn how to model, as well as the future of this gun IF I ever complete it. And by completing I mean animations, textures, everything. I had no intentions of showing any other screens of this until I had the entire model completed. :P Think of this as a Halo level; there's a starting point, and there are checkpoints. This is the starting point; the next checkpoint will be the completed model, after that, the textures, and after that, the animations.
Honestly I'm thinking about restarting the project since I've learned a few more things about 3DS since I started.
school project
The basic model is a friends, but the materials/details/rendering is mine...
http://i62.photobucket.com/albums/h9...ssfinalXXL.jpg
Render looks good, I like the shineys. The material they're laying on looks sorta strange though.
Hey wait a second...this is the HALO CE THREAD. There's a reason i have two. Go to the other one http://www.h2vista.net/forums/showth...006#post209006
Been making very slow progress on my weapons..
Someone requested a video of my Link Gun so I figured I'd post it here as well.
:awesome: Those UT weapons are looking extremely sexy. Could we maybe see a Bio Rifle-esque weapon? I'm pretty sure you could tag a projectile that sticks (similar to a plasma grenade) and then causes damage over a time period.
nice work, muki.
I wasn't aware that you could make projectiles shootable :O
haha that's fucking sweet Muki. Are you going to do custom models too or what?
also, I don't suppose a HL2 style rocket launcher would be possible?
HL2? If it's anything like HL1's rocket, then I don't even know if that's possible >D I haven't played the game in a while and if I remember correctly it had some crazy laser tracking.
And as for custom models, I can't model worth shit, I can't animate worth shit, and all I've made so far is a really shittly low-res handle for a revolver that I'm probably not even going to wind up using :p Learning 3DS by myself is.. meh.
ok about those unreal weaps.
first of all they're not even custom models they're projectiles
second the shock rifle is closer to the beam rifle the secondary is like what you've got there. the link gun has an arch in its beam(secondary fire). both the shock rifle and the link gun have semi-transparent projectiles and the projectiles have pulsations and bloom effect on them (which is achievable by using lense flares as for attaching the lense flare to the projectile, i have no clue)
adding a bio rifle LMAFO i call that the booger gun cos you can charge up the projectile (and it lookes like a snot bubble growing) when it hits it dissolves a person's body to the bone
HL2 launcher has a lazer sight and the rocket follows the directon that the laser sight is pointing
(i would like to see the UT3 rocket launcher and the flak gun (plasma-shotgun) maybe even a custom biped in time)
Yeah, it has a laser that the rocket homes too. If it could work, that would be awesome :p
Let me stop you there. While I really do appreciate your concern about my guns and the graphics, and I do appreciate the fact that you want them to look nice, I want to let you know that I can NOT model and I can NOT animate at this point in time, so that's out of the question. If anybody wants to take it up, they're more than welcome to but for me to do it? I don't think it's gonna happen any time soon.
Time and time I've seen you commenting on someone's work, and the first thing that came out of you would be something about the graphics, and how good or bad they are. However you must keep in mind that this thing I'm working on is focused more on functionality than graphics. I'm working on how the guns WORK over how they LOOK. I'm making sure they're blanced, making sure they're working like they should, making sure they have the correct range, and I'm very, VERY lightly tweaking the looks of the projectiles so they're at least recognizable.
The problem with Halo Custom Edition these days in my personal opinion is the fact that half the people using HEK are going more for how the guns look and custom models, bitmaps, BPSes, rather than how the game itself plays. You wind up with really pretty models (or sometimes really shitty ones), with really nice animations and custom bitmaps, but... they play like absolute shit, and seems like they were tagged by a retarded four-year-old.
The result? You get so many people with gun models and custom animations, IE H3T, but in their case, the way their guns act and play is NOTHING LIKE what they are in Halo 3. The projectiles are instant connect, have infinite range, the Laser doesn't have enough temporary camera impulse, the list goes on. They managed to do a good job with custom models and bitmaps and everything, but the way it FEELS isn't really anything that hasn't already been done in the past.
And before anybody steps in and says something like "omg h3t is a piece of shit" I'm going to say that at this point they aren't looking to great, but maybe if everyone weren't so hard on them they'd be in much better shape, and have more morale and be doing more for the community.
I've NEVER seen a custom Halo map with guns that act like something from Unreal Tournament, or Counter Strike, or even Half Life. All I see are custom models, custom models, and more custom models. But they act like every other weapon ever made for Halo, and nobody ever does anything toward how the game plays, modifying the bipeds and weapons into something that isn't Halo-esque.
I don't think I've EVER seen a BR that had a resonably reduced ammount of Auto Aim that didn't seem like a modified Pistol with AR rounds that headshot.
I don't EVER think I've seen an SMG that wasn't a modified AR that just had permanent camera impulse, and no modifications to the range of the auto-aim.
The only people who managed to pull off some decent weapon tagwork in my opinion is CMT. They made a battle rifle that acts EXACTLY like the one from Halo 2 (save for the range of auto-aim), and they managed to make a totally unique weapon; the MA5K which I use on a regular basis because it's so unique and useful, hence the reason I decided to make one for myself in my own test level and add my own tweaks and touches to it, IE kickback (since it's a primative version of the MA2B).
The point I'm trying to make is, don't focus too much on the graphics if that's not what the person is trying to accomplish. While graphics are really nice sometimes, it's not what it boils down to in the end, unless it's, say, Valkryie, which was a project focused on making things pretty in the first place. Don't get me wrong, it's nice to be able to tell a BR from an AR, and a shock rifle from a pistol, but getting the guns to WORK properly seems like it'd be the first step.
If you look at the old, OLD versions of Halo, when they had a first person mode they had no gun. The gravity rifle has no model. Why is this? Well, I believe it's because they were working on how the gun WORKS before everything else. I think they realized the game and guns needed to function properly and work the way they wanted them to before getting all crazy with gun models and animations and bitmaps.
Just throwing that out there.
I wanted to see if I could do forerunner architecture and I think I can.
http://img153.imageshack.us/img153/8...erunnereg9.jpg
Looks more like modern-day movie theatre architecture to me. Too rounded for Forerunner.
How do ypou have too rounded. Wouldn't be round or not round. And when did forerunner stop using circular patterns?
Hmm, Looks good for a GIANT forerunner Door.
Usually the more monolithic parts of Forerunner architcture are triangular, whereas the intricacies are more open-ended and can take almost any shape.
Bah, I wish my comp were fixed now. I would be working on my HCE remake of Terminal - Sun Temple, which will exibit Forerunner architecture in its finest. Huge triangular-prismic spires with overly-glossy solar-panel insets, vaulted fog-shrouded ceilings with honeycombing support matricies, large and stark skyward-facing slabs giving way to detailed columns and energy emmitters clutching the gigantic structures from underneath.
Why do I do my best planning when I cannot partake in its enactment... Bah indeed.
i started this: (second time trying to plane model btw)
http://i238.photobucket.com/albums/f...fy/base2-1.jpg
http://i238.photobucket.com/albums/f...ffy/base-1.jpg
Thanks to Jahrin:
Raytrace
High Quality radiosity
Its a start..........