So here i have a video of some cool things i scripted into my map, heres the linky
I had to lock fraps at 15 fps otherwise it refused to record.... ( i usually get around 95) so some sounds might sound inaccurate, and all the other stuff that happens when you get 15 fps. Trust me it will look a lot smoother in person. Especially the drop pods, in the vid they look like they just appear :fail:, when i fix this gay fraps issue ill be sure to show a more smoother version.
BUGS: Cruiser's sound needs to be louder
One crewman i forgot to script into an ai
First part of the video is a cruiser flying by dropping many droppods. (You have to get to that cruiser later in the level)
Second part is me meleeing a crewman, and watching everyone fight. (Echo 419 lands shortly after the video ends, sorry)
Any further updates will be posted here.
Credits are at the end of the video
EDIT: also bsp IS NOT final
January 28th, 2008, 06:18 PM
supersniper
Re: Delta Halo (Working title) SP Map
Will this come with the Delta Halo UI...[some random hurry up finish it hint]
Looks nice. Will it be based off the delta halo sp map in Halo 2??
January 28th, 2008, 06:21 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
Yep. The bsps are... 8 months old, so once all the scripting and gameplay is worked out, im going to go back into the max files, and work on the surrounding details. As you can see, many thing are way to boxy and plain atm :-/
January 28th, 2008, 06:23 PM
Sel
Re: Delta Halo (Working title) SP Map
Yeh as you said, the BSP isnt pretty :|
But I like how the covenent ship flew over, and I see potential here, I might donate some forerunner structures that might be useful, I just have to make them sometime after exam week.
Either way may not look sexed up yet, but either way It shows great potential and I hope you see it through to the end.
January 28th, 2008, 06:26 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
eh, i think ill make one more video to show, then no more vids for a while
January 28th, 2008, 06:43 PM
PenGuin1362
Re: Delta Halo (Working title) SP Map
aside from looking like crap, this has some potential. i like the cruiser flying over head. keep it up :)
^ hog escort ( follows a specific path, doesnt crash)
EDIT: i could really use help with the textures, some that make it really look delta haloish, right now it kind of ruins it
January 28th, 2008, 07:21 PM
supersniper
Re: Delta Halo (Working title) SP Map
Lol ask Arteen. I know he did textures in his Delta ruined map. Or you can ask Dano.
January 28th, 2008, 09:02 PM
ODX
Re: Delta Halo (Working title) SP Map
You going to use one of the many Halo 2 bipeds out there and maybe animate the SMG to be a little less jerky? Also, are you trying to make it more like Halo 2? Because those Battle Rifle animations are :\. But still, I agree it has potential, only because it has Halo 2 music :)
Edit: OH SNAP! That was you who had the successful ghost boarding! Will that be in this also?
January 28th, 2008, 09:12 PM
Pyong Kawaguchi
Re: Delta Halo (Working title) SP Map
I could rip you the h2 ones, or i could attempt at making a DH Forrruner skin, or you could change the gray forruner stuff to tan
January 28th, 2008, 09:16 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
The BR was from like July, so yeah, the anims are bad.
Im going to try to make it look as much as halo 2 as possible, if better.
Vehicle boarding will be included if i have enough tag space left over, in the current builds it is not included because im going for the main things right now that make a map play good.:)
And for those of you who havent seen my ghost boarding yet, here is a short preview
And if i do include it, the boarding animation will be improved and wraiths and banshees will be able to be boarded ( i already have a shit version of the banshee made)
(lol that bsp is actually the test map for this level)
EDIT: lone wolf that wont be needed. I like making the bsps custom.
January 28th, 2008, 09:35 PM
Pyong Kawaguchi
Re: Delta Halo (Working title) SP Map
Also Killa, by ripping i ment ripping the Halo 2 Delta Halo textures. Or i could try to create some myself, as i said
January 28th, 2008, 09:38 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
the only things i will have ripped in here is some vehicles\weapons\bipeds, which i am also thinking of replacing with custom content. And if i wanted to rip anything, i have all the halo 2 map files anyway.
January 28th, 2008, 10:03 PM
Pyong Kawaguchi
Re: Delta Halo (Working title) SP Map
Oh okay good luck with this project!
January 29th, 2008, 02:49 AM
nooBBooze
Re: Delta Halo (Working title) SP Map
we need moar decent sp maps.
keep up the good work :)
(dialogs seemed a bit out of place tbh)
January 29th, 2008, 03:58 AM
malolo420
Re: Delta Halo (Working title) SP Map
Ahh so thats the SP you were telling me about, nice covey cruiser and drop pods :D
Remind me to send you my h2 bipeds next time your online.
Edit: Awesome boarding too.
January 29th, 2008, 12:16 PM
hobojoe
Re: Delta Halo (Working title) SP Map
I love the boarding idea. pick up the speed and it will be awswome.
January 29th, 2008, 12:42 PM
MNC
Re: Delta Halo (Working title) SP Map
It's decent. I demand cutscenes!
January 29th, 2008, 03:51 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
Wow this looks really good, i like the boarding animation :D
January 29th, 2008, 08:18 PM
Abstract.Error
Re: Delta Halo (Working title) SP Map
Boarding animation made me laugh at how the MC moves so slowly. But it looks cool.
January 29th, 2008, 08:47 PM
Syuusuke
Re: Delta Halo (Working title) SP Map
Oh that video was from awhile back...I remember that.
January 29th, 2008, 09:03 PM
Con
Re: Delta Halo (Working title) SP Map
If you weren't looking up when the cruiser flew over, you'd probably miss it. Maybe make it fly parallel to you?
January 29th, 2008, 09:21 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
Yeah i made cortana say "Look!" Right before it comes, you could still miss it if you dont know where to look, id have to think of a way around that. I also need to keep it in that direction because you have to go to that cruiser in the 3rd bsp
January 29th, 2008, 09:51 PM
Con
Re: Delta Halo (Working title) SP Map
make it come when you're going up a ramp and you're looking upwards
January 30th, 2008, 06:28 AM
nooBBooze
Re: Delta Halo (Working title) SP Map
Or you could make it fly alot slower. that way it could even drop some tanks while its at it...
January 30th, 2008, 07:28 AM
FRain
Re: Delta Halo (Working title) SP Map
Or a scarab (no jk.)
Has lots of potential, looks like it plays great, but animations are blagh and the bsp and such is blagh.
wait fuck disregard that fucking parrot act nvm.
January 30th, 2008, 01:24 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
animations are hella old, from july
January 30th, 2008, 03:34 PM
SnaFuBAR
Re: Delta Halo (Working title) SP Map
your encounters need a LOT of work :/
January 30th, 2008, 03:46 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
Is this going to be in Campaigne or in Lan?
January 30th, 2008, 03:47 PM
Sel
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by Co Redsonic
Is this going to be in Campaigne or in Lan?
Single player, I would hope.
January 30th, 2008, 03:54 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
Oh, thanks. Lets just wait and see what he says
January 30th, 2008, 07:51 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by SnaFuBAR
your encounters need a LOT of work :/
actuallly the one you see in the video is the worst. Trust me the rest are not like that. I was messing with those encounters before that, i got to add brute cover and add more grunts and jackals. Marines do follow you throughout the map.
The elite droppod one is fine at the moment, though i am modeling some more structures for that area, so it wont be as open.
And snaff i modeled new cliffs, running lightmaps
This map is not lan, its single player
January 30th, 2008, 07:52 PM
SnaFuBAR
Re: Delta Halo (Working title) SP Map
so you've fixed the one from the first video where they all just appear out of nowhere after the fly-over, right?
January 30th, 2008, 07:55 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
Its not actually like that, fraps was lagging the game, and i had to lock it at 15 fps for it to actually record :mad:, without fraps i get from 150-250 fps usually around in there. If anyone knows another recording program i could show it better
January 30th, 2008, 08:04 PM
Bluefire
Re: Delta Halo (Working title) SP Map
maybe to make people notice/look at the Cruiser have it cast some kind of shadow ? (IDK anything about making maps so ..actually IDK what word I wanted to add here)
January 30th, 2008, 08:07 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
^ gonna try to do that, and also going to add markers to show the flames coming out of the back of it.
EDIT:looks like lightmaps are going to take all night, ive made some major changes since last pics, so ill try to get some new pics tomorrow.
Its looking better, but you should make a new gondola current one has no cover.
February 1st, 2008, 09:54 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
oh yeah, forgot, credit goes to conscars for making a new cliff bitmap for the map
February 2nd, 2008, 07:31 AM
MNC
Re: Delta Halo (Working title) SP Map
Much, much better. It's starting to shapen up.
February 2nd, 2008, 11:49 AM
TeeKup
Re: Delta Halo (Working title) SP Map
I think the cruiser should be a little higher to be honest. I've never seen a capital ship fly at tree top level.
February 2nd, 2008, 12:07 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
Tsavo highway :rolleyes:
February 2nd, 2008, 12:12 PM
Botolf
Re: Delta Halo (Working title) SP Map
Map looks like it'll be a blast once it's done, lots of work to be done as the other members have pointed out, though.
Quote:
Originally Posted by EP_Killa
Tsavo highway :rolleyes:
That sequence is sweet, I'm planning on doing something like it for my project as well. Hopefully before it becomes an altogether common thing :p
February 2nd, 2008, 12:57 PM
TeeKup
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by EP_Killa
Tsavo highway :rolleyes:
Yeah that cruiser was alot higher than yours. :I
February 2nd, 2008, 01:14 PM
Botolf
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by =EP_T33KUP
Yeah that cruiser was alot higher than yours. :I
Well, to be fair, it looked like it was nearly grazing some cliffs when it first appears.
February 2nd, 2008, 03:22 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by Botolf
Well, to be fair, it looked like it was nearly grazing some cliffs when it first appears.
Yeah, I agree.
February 3rd, 2008, 05:26 AM
Tweek
Re: Delta Halo (Working title) SP Map
ì've ignored this thread for a while, but in my opinion, you can't make a map with 200 polygons.
it's horrible.
bai.
February 3rd, 2008, 09:49 AM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
:lol:
The bsp i am using now is from JULY so yeah it IS horrible right now, and i AM making new ones
February 3rd, 2008, 10:08 AM
Roostervier
Re: Delta Halo (Working title) SP Map
Still, if they are so old and bad, why show them off to us? Why didn't you wait until you finished the newer ones so we wouldn't complain about the shitty old ones?
February 3rd, 2008, 10:13 AM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
i wasnt really aiming to show off the bsp when i posted this, but the bsp is getting better, i work on it on and off.
February 4th, 2008, 04:32 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
Will Gauss hog be in it?
February 4th, 2008, 05:51 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
Gauss hog is on mb, theres a chaingun hog in the beggining, but you have a chance of getting pwned, so i might swap it to gauss, it might appear towards the end aswell
February 4th, 2008, 05:59 PM
supersniper
Re: Delta Halo (Working title) SP Map
I just want to see if the skull will be there...
February 4th, 2008, 06:26 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
:lol: actually there is a skull on the last sp map i released (madness p6) and it does something to when you get it
February 5th, 2008, 05:51 AM
Kornman00
Re: Delta Halo (Working title) SP Map
I like covie ship fly-by bit. Made me lul at the halo 1 engine :downs:
February 5th, 2008, 07:48 AM
Edward Elrich
Re: Delta Halo (Working title) SP Map
Agreed, really shows how different the engines are. I'm hoping the finished map will have more debris and stuff than that's showing right now.
BTW I thought it was a phantom that dropped the pods, not a cruiser.
February 5th, 2008, 12:12 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
I think its both...i think
February 5th, 2008, 12:55 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
im thinking of ways to make the cruiser more pretty looking when it flys by, already added the plasma coming out the back, now some more things im gonna do to it.
February 5th, 2008, 01:36 PM
Abstract.Error
Re: Delta Halo (Working title) SP Map
Add particles ( Bird feathers, that kind of stuff.) flying onto the side of the cruiser?
February 5th, 2008, 02:01 PM
adumass
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by Abstract.Error
Add particles ( Bird feathers, that kind of stuff.) flying onto the side of the cruiser?
Some dust and camera shaking, maybe random objects getting blow away?(If its that close..)
February 5th, 2008, 02:11 PM
Apoc4lypse
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by =EP_T33KUP
I think the cruiser should be a little higher to be honest. I've never seen a capital ship fly at tree top level.
not to mention never really seeing it ever do that...
I think it would be a much nicer sequence if instead of doing that you had a sequence similar to the e3 h2 video drop pods sequence occur.. The one where the drop pods fall down to earth would be nice looking.
Maybe if you insist on having a covie cruiser fly over, have that happen, but a lot higher up. Then have a few streaks through the sky or a bunch of em, indicating drop pods falling down, and then have some land near the chief.
Also, I'd make the whole thing fully cinematic, your in the hog driving then a script takes control of the players camera which shows the events unfold from better angles then what you would have from the turret.
Cool concept, as many have said, it's graphically bad though :p
the only thing from the vidio I specifically disliked was the cruiser, it seemed to fly way to low (and a bit more of a delay from the cruiser flying over to the pods coming down would give you more time to realise what just happened and you might see the pods coming and have a moment get ready (even if only for a second..)).
February 6th, 2008, 06:22 AM
MNC
Re: Delta Halo (Working title) SP Map
I felt the Halo 2 drones were rushed. They'd have jumpy animation and strange AI.
(inb4ohwaitwholeh2isliekdat)
Hope you find a way to have decent drones, and it'll be awesome.
February 6th, 2008, 03:48 PM
Hotrod
Re: Delta Halo (Working title) SP Map
Well, this is going along nicely. You will be using Halo 2 Brutes, right? And a Halo 2 MC? And Marines/ODSTs? Well, I hope that this gets completed soon, because I'm really looking forwards to it.
February 6th, 2008, 04:10 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
Yep, h2 brutes (with a new set of animations by me) are almost done, drones need a few animation tweaks, ODSTS will be rigged with marine anims, there are no halo 1 bipeds in the map right now
February 6th, 2008, 04:19 PM
ODX
Re: Delta Halo (Working title) SP Map
Hmmmm, whose first person arms are those? Custom made?
February 6th, 2008, 05:04 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
there cmt's fp arms atm, masterz let me use them as a place holder for now, they wont be in any public betas(if i have any) or the final
February 6th, 2008, 05:52 PM
Hotrod
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by EP_Killa
there cmt's fp arms atm, masterz let me use them as a place holder for now, they wont be in any public betas(if i have any) or the final
A public beta (or a closed beta) would be a good idea so you could get some feedback on your work. Maybe it/they could be through invitations.
February 6th, 2008, 06:03 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
Is it possible to change weapons with your Marines? That'd be a great add to the map your making.
February 6th, 2008, 06:12 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
yep they have smgs, battle rifles, shot guns, and snipers
February 6th, 2008, 06:27 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
Wait, so you can switch your own weapon with one of the Marines? Nice...
February 6th, 2008, 06:28 PM
Sever
Re: Delta Halo (Working title) SP Map
You're doing it wrong.
He asked a question looking for an answer, not an unrelated tidbit. Co Redsonic was wondering if you would be able to preform the "Hold X to take allies' _____" action, not if they will hold a variety of weapons.
Unless of course, you did do it right, and thus need to type more clearly.
February 6th, 2008, 08:28 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
oh that, no but i think i know a way..
February 6th, 2008, 09:15 PM
n00b1n8R
Re: Delta Halo (Working title) SP Map
Do it tbh. :awesome:
February 6th, 2008, 09:19 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
i actually had something like it in my other older map that lets you do that, there was some errors though
February 7th, 2008, 04:36 AM
p0lar_bear
Re: Delta Halo (Working title) SP Map
I don't think that kind of thing is possible, or would even work right at all with CE's AI engine. In CE, AI works by having general action and reaction data defined in an actor tag, and weapon firing parameters defined in an actor variant. In Halo 2, the actr/actv tags don't exist anymore, and weapon firing params are defined elsewhere.
February 7th, 2008, 04:46 AM
n00b1n8R
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by p0lar_bear
I don't think that kind of thing is possible, or would even work right at all with CE's AI engine. In CE, AI works by having general action and reaction data defined in an actor tag, and weapon firing parameters defined in an actor variant. In Halo 2, the actr/actv tags don't exist anymore, and weapon firing params are defined elsewhere.
gb2 sandbox <:mad:>
February 7th, 2008, 06:01 AM
MNC
Re: Delta Halo (Working title) SP Map
I always wondered if you could just let you gun fall down and the marine's gun fall down, with a bit of practice into his and your arms, and thus switch.
But I don't recall any scripts being able to do that.
February 7th, 2008, 10:41 AM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
ill mess with it a little later
February 7th, 2008, 11:12 AM
adumass
Re: Delta Halo (Working title) SP Map
Quote:
Originally Posted by p0lar_bear
I don't think that kind of thing is possible, or would even work right at all with CE's AI engine. In CE, AI works by having general action and reaction data defined in an actor tag, and weapon firing parameters defined in an actor variant. In Halo 2, the actr/actv tags don't exist anymore, and weapon firing params are defined elsewhere.
What if you set in the weapon tag which actor variant tag to use like how vehicle weapons are set. Then somehow change their weapon, maybe with bump possession. They would keep their original actor tag but the weapon's actor variant would change they way they fired, right?
February 7th, 2008, 04:11 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
maybe...
February 12th, 2008, 10:05 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
sorry there hasnt been much updates lately, but i decided to add more then one map to the story. heres a little pic of part of one of the intros.
i know i doesnt reveal anything, but there will hopfully be a larger update soon, sorry. And i am eventually gonna get a site up for the project, hosted by kororigaming.
February 14th, 2008, 03:54 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
What was the point of posting it then? Its just a Pelican in a cloudy day. -_-
February 14th, 2008, 04:44 PM
Ki11a_FTW
Re: Delta Halo (Working title) SP Map
wanted to post something, but didnt want to spoil some new things
February 14th, 2008, 08:12 PM
Co Redsonic
Re: Delta Halo (Working title) SP Map
Oh. you could have done a little bit more though...