Sooooo beta soon?
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Sooooo beta soon?
I see the poll results made life easier.
^
heh
What other kinds of environments could we have... Maybe there's something that people would like even more than those 3
Lava map.
Holy crap. This seems like such a great idea. Needs a huge erupting volcano or 3 in the skybox, and ash coming down from the sky. DO THIS NOW! :aaaaa:
Omg ._.
While you're at it get the Pyrotechnic device tag from HCE o 3o
I just saw the poll, don't know how late I am in saying this, but I'd prefer a desert theme, since forest is overdone and snow just isn't that appealing to me.
E: just read the last page, lava sound a lot better than anything else.
Lava waterfall lmfao.
this map will be fine as desert when it's populated...
I'm perfectly fine with giving out the model and scenario files to trustworthy members of the community if they want to try a different theme on rev, if I don't feel satisfied with what we come out with.
Nice. Looks good! :D I can't even tell what section that used to be.
Which was it? o_o Comparison pics mb?
Portent-like snow has my vote.
I'm guessing the middle bit has changed now since I haven't been around much? Looks good! :)
Several up to date screenshots have been uploaded to my /Levels Album, check them out once they're moderated.
They serve mostly as an archive for later one, once the map is textured properly, so we can see how far we've come heh.
Sel, I think you should use the default Halo textures on the interior of the structures, so they don't look sandy and what not.
mass has the idea
Some of the textures used for the walls and ceilings look quite bland and dull the overall interesting look of the map. That's the only thing I can point out so far, looks good.
Anything but snow. Snow is boring and overdone. If you choose to do desert, then you'll need to do something to make the map not look quite so bland and monochromatic.
How about desert with a grass theme?, I mean desert with oasis and stuff, should be great.
Go with lightly forested. You need mossy textures and small plants and anything but that god-awful halo grass texture. Even if you have a waterfall in a desert theme, you're doing it wrong because you have no grasses or small plants growing near it.
http://www.houstonfreeways.com/moder...n_20070422.jpg
http://www.associationamur.org/images/cascade4.jpg
If you're going to do something, do it right.
There are PLENTY of grassy forest canyons in halo. Desert all the way man.
If you are going for desert, at least show us the textures you are actually going to use. The ones you have now for the ground textures look horrible.
And still turn that GIANT FUCKING ROCK into a GIANT FUCKING IGLOO.
I liked hry's oasis idea. Put some nice little palm trees and water ponds to break up the desert.
This one has some minimal vegetation. I imagine it would look boring if there was no vegetation at all. Same goes for Revelations, I guess. And one more thing. Is there sand on the outside structures? I'm asking because I haven't played the latest versions.
Along the same vein as what Lateksi is saying, you should add some blowing sand particle effects, put sand along the same face of every structure and cliff-wall, and build up dunes facing the same way. It might be too late to properly implement that, but I'm just throwing the idea out there. Hell, I think I'll use that for one of my forthcoming map concepts.
e: and yeah, do whatever Snaf tells you to, since he's right pretty much all of the time.
Do something like Arteen's map, Twist. http://hce.halomaps.org/index.cfm?fid=2987
I'm still trying to come up with an interesting idea for a space cactus, maybe some sort of giant agave like thing.
Frankly, we've talked about this and there really isn't any logical place for water to flow to in the map, so unless we have ponds/marshes I doubt there will be any of that.
Personally I want to try a dry-grass look like Narrows CE
(BOY SURE GLAD I HAVE THIS NICE CONCLUSIVE POLL, heh)
Why go for wacky xeno-cactus?
It's not like any of the life on Halo is particularly alien, just go with a normal cactus vOv
E: though if the strucuture is still so early a WIP that the ring its self hasn't been completed, I doubt there'd be any life at all there anyway lol.
Do all three of the themes and include a BSP switching button in the menu or something.
:)
No.
Then I suppose you have an idea for how we deal with scenery changes between bsps while keeping their collision consistent? It sounds insignificant, but it would be sloppy to create the potential for syncing problems. Multiple bsps really isn't worth it. I say we stick with desert instead of screwing around with something not worth the time deciding, because people will enjoy the map just the same on release day.
multiple bsp's are a terrible idea and should never be done ever.
/idea
Point.
Counter-point.
almost done right?
Only way I know how to stop it from switching the perms of scenery is to delete all but one of the perms or model them into the BSP..
So con got around to texturing that waterfall thing
I'm assuming this is the correct colour it's supposed to have, how do we deal with that black line at the back of the geometry where it's supposed to fade into the regular water.
...and how do we fix it rapidly changing between not transparent at all, and normal?
EDIT: I think I may have fixed it myself, give me a few minutes to see what I can do.
Oh wow that is an epic waterfall.
I fixed the issue, will post fixed pics in a bit.
That will look so cool when I make the unreal 3 version. With my new mesh breakdown system of course.
:realsmug:
heh
Wow, that last picture looks soooo much better. Beautiful, actually. Improve on that and I'll be standing there admiring it during games. :P
Will I ?
ffffffuuuuuuuuuuuckkkk...
The stentilels are still ruining the view though -_- (they look well drawn and all Con but totally out of place and fake at that distance).
Couldn't you just model them as an animated part of the BSP way at the back of the level? (then you'd have proper lighting and they'd look like they're actually 3D and everything, you could even get away with low-res textures at that distance).
Same goes for high-charity (but just scrap it :gonk:)
Waterfall texture looks as if it's upside-down, tbh. Sure, waterfalls widen as they go down, but that bit to the right of the crosshair...
ATTN: this map is good now~
almost anyway
Does anyone know how to clean up the surface clipped to no leaves warning in tool?
It's really annoying to have 500 lines of that crap, when as far as I can tell, it means nothing :\
From the HEK tutorial:
Basically look for anything that might be too close to another face, maybe floating geometry or something.Quote:
This is a problem caused by the implementation of the portal planes and geometry.
This can be caused by geometry that has a face which is coplanar with the faces of another piece of geometry.
A good example would be a cube that has a face resting on the faces of another surface (such as a floor). In this case, an error may not have occurred before, but once portals are added or defined the portal calculations during the compilation process detects the error since it cannot properly create a portal between the two pieces of geometry.
In the above example, there are two solutions. The cube can be moved such that it no longer has its bottom faces resting on the faces of the other surface. The other solution is that the cube should have its bottom faces removed and the remaining faces should be properly integrated with the surrounding faces.
Floating things like lights would look pretty awful if they have to be any farther away from the wall than they already are.
>>
Render-only faces like lights don't get that error. Only solid stuff, like a floating piece of bsp scenery. I know I got a lot of those because I didn't feel like sealing some of the scenery into the main object, but wanted it to be part of the bsp. The .wrl should help with that. :/
Surface clipped to no leaves normally happens when you have render only stuff outside the skybox.
I'd be more than happy to sift through the WRL and find the errors, but unfortunately, there's another warning that comes before it, and while this warning only takes up one line, it spawns around 5,000 geometry errors. Fucking nearly coplanar faces, can't even figure out whether it's just faces that aren't flat enough, but if what I got out of the HEK tutorials definition of this error, it's really silly :\
The waterfall may be causing a few of those errors then, but there still were loads when that wasn't linked to the frame.
I had also gotten that error in floodlab when I tried to build the geometry after importing it straight from ripping it with firescythe's BSP converter; all of the double-sided surfaces (like lights, and grates, which are supposed to be single-sided with a material that has a double-sided shader property) actually had two polies per three verts. Or something
It imports double sided faces as 2 faces instead of 1. And that would a different error then this.
Look at the order of errors in the tool output. Then work backward, instead of from the top. Or you could trial and error fairly easily- anything that is green/red is coplanar, anything else is the clipped leaves error.
I assume the new beam effect is new. In the beta I saw there were multiple purple tubes in a chasm, but I'm not sure if this replaces them or is somewhere else. Either way, it looks very cool.
I spy a sentinel.
I suggest adding a rock wall behind the waterfall, adding a water plane at the bottom, and makeing fog in the level too.
How would you indicate it was coming from underground, other than having a bigass rock above where it comes out (and blocking con's gorgous (EXCEPT THE SENTINELS AND HIGH CHARITY) ring)?
If you bitch about high charity and the sentinels again im going to infract you!!
High charity and the sentinels look fake.
conscars u know what time it is???
its texture time LOL!
lol cant wait!