Engineers look bad.
Printable View
Engineers look bad.
sel
add the pink floaty engineers hovering around the sky every now and then, or maybe working on stuff behind glass in an unusable room.
Why would covenant engineers be working there? If anything, it should be sentinels.
why not use tiny 3D or 2D moving sentinels/engineers in the backround?...
... Am I over-estimating what the Halo Engine can do?
Wait, are people suggesting I do what I already did in that picture?
I'm so lost :S
There have never been covenant engineers in the skybox...
Hmm. I could have sworn I saw something floating out above the waterfall. Were those supposed to be sentinels? Either way, they need to be 3d and moving, not 2d images.
Whoever keeps mentioning Covenant Engineers needs to just shut up. NOTHING about this map, save for the crashed High Charity (which doesn't even have any Covenant left on it), has anything to do with the Covenant. All of the airborne entities are Forerunner Stratosentinels (link to Halopedia would go here, but it's being all funky at the moment). How do I know this for certain? I worked with Con on designing the skybox, and I still must say, excellent job.
Weren't engineers created by forerunners though? Having engineers wouldn't damage the background, in this case.
No, no they weren't. Huragok are a naturally occurring species.
I stand corrected, and I apologize. I too love the skybox, I'm just pointing out that without either a higher-res version of the sentinels or actual sentinels the current ones look a bit fake. And if real sentinels have already been added, as implied by the earlier screenshot, then why are we still arguing over this? :raise:
If I need to do something major to the sky in the future then I'll do something about the line of strato-sentinels, but I've got more important work to do for the map first.
I have no problem with the sentinels, and as long as con shares that opinion I'm not going to make him change them.
Works for me. Having the map be fun is the first priority- visuals are just a bonus.
^That.
Plus it is your map, so you obviously get the last word on visuals and gameplay. :P
The skybox is a very beautiful thing in the map that con made, and those sentinels look like shit, because the skybox is so good looking, and the sentinels look low quality and cartoony
imo, you should set up some sentinel AI with command lists (dont worry this wont effect gameplay) and have them brain-dead moving around in the sky.
HDR textures everywhere.
:smugoff:
Looking a lot better with textures!
Looking great!
Edit:
In that cave area with the lake, make some Stalactites and some moss hanging down and running up the wall. I think that would be neat.
So many nice maps coming out <3
Everything looks good except the water.
Damn those textures look amazing. Is it possible to curve the sides of the light bridges down like they are in a30? Having them completely flat looks weird :x
Cool! Looks a lot better!
that skybox is stunning
this would make a badass SP map
....wait, i call dibs
because single player sucks balls when it comes down to gold shit like this.
Looks good but needs plants scattered about here and there.
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool structure levels\revelations revelations
building intermediate geometry...
building collision geometry...
reducing collision geometry...
building collision bsp...
### WARNING found nearly coplanar surfaces (red and green).
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
building render geometry...
building subclusters...
building pvs... building pvs... building structure lens flares...done
structure bsp "levels\revelations\revelations"
BSP has 56924 nodes, 30028 leaves
61686 surfaces and 97909 vertices in 598 material groups
49 portals, 15 clusters
4150Kb collision data (386Kb vertices, 1352Kb edges, 377Kb surfaces)
6487Kb render data (3901Kb vertices, 1337Kb surfaces,
802Kb nodes/leaves, 296Kb clusters)
0Kb pathfinding data
----------------------
11901Kb (without debug information)
Coplanars create phantom BSP.
:eng101:
This guy has the right idea.
In all seriousness though, if they do prove to cause issues that are in some way important I will make an effort to fix them, but they're just such a fucking stupid error, as opposed to the 5 that have come back which I would consider important.
I can't wait to rpg on dis :woop:
hey nice skybox btw
It's one of the most annoying errors in the editor.
It's those random bits of invisible collision that are not directly linked to anything and can only collide with vehicles and projectiles pointphysics (like weapons) and ragdolls. There are quite a few of these on the stock maps (theres actually one floating above the overshield hill on bloodgulch) and tons of these on custom maps (especially yoyo).
I made a tutorial on how to remove them a while back.
Both links are broken in that thread.
Fail.
Anyone still have those tutorials. I will re-upload them.
Interesting... How strange. I wonder what aspect of the collision geometry compilation algorithm lets nearly-coplanars do something so odd...
I have a fuckton in BCE. Could that error also result in the opposite, random pieces of geometry that don't have collision? An old error that I used to get was a random hole in the middle of one of my floors... it's gone now, but if coplanars are to blame it may crop up again.
Well, time to break out poly's "make planar" button, I guess.
Hawt.
Is that some holo-halo? :aaaaa:
sel when do i get to play your revelationsv34
No, I made a texture for that yesterday:
Look familiar?
Where's it going to hang out? (E: the hologram that is)
In the center room, spinning on it's side above the overshield. It'll be about as large as that space. I think it'd be cool to find a larger space for it and show off some of the detail in the texture. IMO, that overshield area needs needs to be larger anyway. I'll talk to sel.
Love the hologram, and the new revealed structure texture looks cool too.
I don't think the revealed structure looks right, IMO. Something seems a bit off.
I didn't try to copy the H3 one exactly if that's what you're saying.
Looks like this is going to be neat.
This is turning into Church.
Only the map has gameplay value this time. :v:
(sorry Crowpath :()
Needs less of the area around it sucking.
Also if you put the hologram there, the area should look like it was meant for it. More space between the holo and the walls, with the walls being stepped outwards slightly below the ring.
Thirded.
Wait, is that actually how the hologram is going to look? That's disgusting... Make it look more like the control room Halo hologram.
The red marks areas that haven't been built or are broken.
:eng101:
The thing is, this Halo isn't complete, which the holo reflects. Go look at the ring holos in Halo 3, and the semi-completed/destroyed ones look a lot like this one does, while the complete ones look more like the H1 holo. Pretty doesn't always make sense.
Edit: Quasi-sniped by Nugget.
Is this map ever gonna be finished? It's so perfect that it makes me wanna pee ><
Hey look penguins map got on bungies blog. Too bad revelations is ripped so they won't put it up.
Well, make the ring hologram look more like a hologram, it just looks bad as is.
Looks like a hologram to me. Be descriptive, "it just looks bad" doesn't help at all.
:( so cant attach MAP file here?
Oh I see, that'll make it look better then! :)
Make that central area a little darker when you guys get around to final lighting, that way the light from the hologram will show off better. But you guys probably already know that.
Right now I believe that halo is just fullbrighting the entire thing, so it'll probably look like that until we do proper lightmaps lol
Well, as long as it eventually turns out in a darkened area casting most of the light, awesome! :)
Im hoping the Ring is animated like the control room's?