I was planning on doing the BSP textures myself, but since you're in H3V there's other things that you can work on >_> Random is going to need High Ground BSP textures.
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>.>
fixed, I thought I had more, but maybe not.
About the portalling, I don't think theres any place that CAN be portalled that well, not even the caves. As seen in the beta, the caves are more like gaps behind boulders leaning against the cliff.
EDIT: Mind you, h2 doesn't need traditional portalling, though, does it? Someone told me once that it does it's own masking.
it's the pwnage conscars (looks like fun to play)
I'm pretty sure valhalla will be my fav map of halo 3, as its closely based on BG (the openess/a few hills) This and highground are probably best maps for halo 3 :D
Cant wait to play!
you make my jaw drop because of the amazing work and patients you put in thins project..i love the bases, and how you got everything exact..well to my eyes you did. Keep up the work.
personally with outdoor maps when i have an over head shot like that, i make a plane, put the image on it
scale it to what i want
put it at the origin
and then i go to the top view and create a bunch of vertices's outlining the polygons and different geometry that i need, then i connect everything (create polygons between the verts, you need to use triangle creation for this.)and move the groups of polygons up or down to do the elevation changes. It takes some practice to get the technique to work right, and youl learn a good bit about how to place verts for certain outcomes pretty quick. :) hope that helps a lil.
here is an example that i did real quick for what im talking about. some areas you will create polygons, and others, you leave strips of them not made, then make the elevation changes and connect the gaps with more geometry ( think you may understand. a good example is the semi tiered rock on the north side of the stream in the middle
I like your tactic alot soccerbummer its very useful
If I had an overhead shot at the time, I would have done it differently (not exactly in the same way as yourself), but modeling from an overhead is definitely much easier. What I'm going to do now is just move around my vertices to match up, then adjust the vertical position with my existing cameras. The rest of the terrain I basicly build up using poly split and moving verts. I know some people prefer plane modeling and extruding edges, but I use what works for me. I sometimes use other methods where they work well, like the beach behind the base. I just selected a few edges and extruded them around in a curve to make it faster, then merged some verts to chop poly count.
I think one of the reasons I like my poly splitting/moving method as opposed to your vert placement is that I can easily control my level of detail, and I can place edges and define surfaces as I go, instead of once I've finished placing points everywhere. It's more like scultping something from a block. Jahrain prefers this style as well.
jw, is that cut polly under edit mesh or edit polly?