Everyone be expecting a release of my Headlong project in the next day or two. There are 7 very minor touch-ups i need to make before its ready.
The reason I am posting is I have had quite a few people bombard me with 'when will it be finished"
but, to tide you all over, heres a vid of my new Beam Rifle and Animations...
I have to go so ill post the rest here later......
September 14th, 2007, 07:54 AM
Tweek
Re: HEADLONG 99% complete
Quote:
Originally Posted by kenney001
but, to tide you all over, heres a vid of my new Beam Rifle and Animations...
<youtube>Y8hJD5t4haw</youtube>
you did it wrong lulz.
Quote:
Originally Posted by kenney001
I have to go so ill post the rest here later......
then why post this, need attention? :awesome:
beamrifle looks quite good, the overloading is a bit weird though, the shaking is a bit exessive. didn't see mich of the map in that vid, but that too, looks good as far as i could see.
September 14th, 2007, 08:05 AM
FRain
Re: HEADLONG 99% complete
FTFY
September 14th, 2007, 08:59 AM
CtrlAltDestroy
Re: HEADLONG 99% complete
You can see rectangular blue portions on the side of each large flare (possibly from a sprite compiling error). You might want to remove those.
September 14th, 2007, 09:25 AM
Pooky
Re: HEADLONG 99% complete
It's better than most beam rifles I've seen :)
September 14th, 2007, 09:26 AM
FRain
Re: HEADLONG 99% complete
It could also come from a resize error with photoshop. If you put a blue border around your bitmap and then resize it it will recolor the blue border and not be 0,0,255. Also, for particles, make them sprites compiled with explicit alpha.
September 14th, 2007, 03:11 PM
MNC
Re: HEADLONG 99% complete
It might be the FPS, but it looks like he's using Force Push instead of throwing a grenade >.>
September 14th, 2007, 03:22 PM
Teh Ganon
Re: HEADLONG 99% complete
Quote:
Originally Posted by MNC
It might be the FPS, but it looks like he's using Force Push instead of throwing a grenade >.>
Thats what i told him, but it seems a lot better than it was.
September 14th, 2007, 03:32 PM
Masterz1337
Re: HEADLONG 99% complete
Quote:
Originally Posted by FlamingRain
It could also come from a resize error with photoshop. If you put a blue border around your bitmap and then resize it it will recolor the blue border and not be 0,0,255. Also, for particles, make them sprites compiled with explicit alpha.
It depends what you're doing with them.
September 14th, 2007, 04:35 PM
kenney001
Re: HEADLONG 99% complete
sorry everyone i had to leave for school, the server was being really slow so it wouldnt post, so i left my comp on to finish posting it. I did not have time to edit it and make it work or explain.
I was going to say the Grenade animation was a placeholder, and that the pink shader for the energy crystal things it a placeholder. The rest is nearly complete.
September 14th, 2007, 04:54 PM
Con
Re: HEADLONG 99% complete
They grenade throw looks to strong. You hardly had to aim up at all and it went really far.
September 14th, 2007, 04:55 PM
kenney001
Re: HEADLONG 99% complete
Its default......
i plan on changing it to halo 2-ish anyways.....
September 14th, 2007, 07:00 PM
Con
Re: HEADLONG 99% complete
Yeah, I guess I'm just used to h2 a bit.
September 14th, 2007, 07:09 PM
Inferno
Re: HEADLONG 99% complete
Quote:
Originally Posted by kenney001
Its default......
i plan on changing it to halo 2-ish anyways.....
why????
really the way i see halo 2 maps modeled into halo 1 maps has one reason.
TO TAKE THE COOL STUFF FROM HALO 2 AND PUT IT INTO HALO 1.
makeing master cheif throw like a girl is not COOL. so plz leave it like it is. :D
also make sure you dont under power the SMG and pistol. mainly they cant be dual weiled in halo 1 so you need to make it more powerfull.
September 14th, 2007, 07:16 PM
Sever
Re: HEADLONG 99% complete
Awesome! Rob, do you plan on doing any other HCE versions of H2 maps? If so, I recommend Lockout, and Terminal. I recommend these because they are both maps with impressive and balanced layouts while being asymmetric. These two are just my recommendations if you ever do plan to make more. I am already doing my own 'remake' (to an overzealous extent) of Terminal, but I still would love to see the original map in HCE.
September 14th, 2007, 07:43 PM
Sever
Re: HEADLONG 99% complete
Yes, the trains on Terminal WILL sync. I have seen a video of an unreleased CE version (the map was not up to par graphically etc., so I am not sad about its lack of release) where one person viewed another get splattered by the train. it worked for them, so I bet you that Kenny can get it to work for him if he choses to undergo the making of Terminal.
Please do, Kenny. I will love you for it.
September 14th, 2007, 07:43 PM
CtrlAltDestroy
Re: HEADLONG 99% complete
Quote:
Originally Posted by n00b1n8R
the trains won't sync in terminal :smith:
also will you be doing any more H2 maps? (I assume half the battle on this maps was the tags right?)
We have a terminal and the train syncs just fine...
September 14th, 2007, 08:07 PM
kenney001
Re: HEADLONG 99% complete
Yes i plan on making another h2 map. I The second will take a very very small fraction of this one because i will have the tags already, just need bitmaps and shaders.....
I was thinkin of doing ivory tower next, followed by lockout.
September 14th, 2007, 08:31 PM
SGWraith
Re: HEADLONG 99% complete
A good lockout for HaloCe would indeed be very welcome. Ivory Tower for HaloCe would be a blast, hope your projects go smoothly Kenney.
September 14th, 2007, 09:05 PM
supersniper
Re: HEADLONG 99% complete
OMG I love those two maps. I hope you make them.
September 14th, 2007, 09:28 PM
Sever
Re: HEADLONG 99% complete
I concur with these selections. Both are awesome choices. Still, strive for Terminal!
September 14th, 2007, 10:48 PM
Inferno
Re: HEADLONG 99% complete
id love to see the hypothermia h2 xbox mod for pc. some one needs to do that. cause that map is literally data-cache-sex.
but id also like 2 see bioshock run for more than 5 minutes before crashing. but i doubt ill ever get either of those. *sigh*
September 14th, 2007, 11:57 PM
Pooky
Re: HEADLONG 99% complete
Question, it was really easy to get out of the map in the last version you released (as in, you walk out of the map) and there were all kinds of collision problems... sometimes bullets stopped in midair, sometimes they (and players) went through walls. Is all of that fixed?
September 17th, 2007, 09:43 PM
Jay2645
Re: HEADLONG 99% complete
I believe all of that is fixed.
Just curious Kenney, you said Headlong would be released in the next day or two. Any reason for the slight holdup? I just checked the Halomaps FTP servers, and it isn't uploaded to Halomaps yet.
Any bugs you need fixing? I'm sure someone in the H2V community can offer a fix for you.
Headlong is one of my favorite H2 maps, and one of my most anticipated for CE, so excuse my impatience.
September 17th, 2007, 10:31 PM
kenney001
Re: HEADLONG 99% complete
Quote:
Originally Posted by Jay2645
I believe all of that is fixed.
Just curious Kenney, you said Headlong would be released in the next day or two. Any reason for the slight holdup? I just checked the Halomaps FTP servers, and it isn't uploaded to Halomaps yet.
Any bugs you need fixing? I'm sure someone in the H2V community can offer a fix for you.
Headlong is one of my favorite H2 maps, and one of my most anticipated for CE, so excuse my impatience.
The more I fix, the more I come up with. Also, I haven't really done anything with it in the past couple of days.
September 17th, 2007, 10:34 PM
Sever
Re: HEADLONG 99% complete
Just keep plugin' along, kenny. Finish it when it's DONE, not when we want you to. Best of luck!
September 18th, 2007, 10:54 PM
Pooky
Re: HEADLONG 99% complete
yeah, I had really hoped to see this finished. Keep going D: