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Thread: ATTN: We liek mudkips

  1. #31

    Re: sup

    l33t you suck. you fail at life, start over.
    <3 you guys
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  2. #32
    Untruely Bannable~ Inferno's Avatar
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    Re: sup

    you got the image name wrong it should say "sex.png" not "a30.png".
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  3. #33
    Chasing Meteors Sever's Avatar
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    Re: sup

    Quote Originally Posted by NeiaG View Post
    wow thats amazing. especially the characters and scarab. i so wanna fight that scarab. keep it up.
    WHERE, might I ask, is this scarab that you speak of? I for one fail to see any massive four-legged Covenant mechanical walkers anywhere in any of the presented pictures.
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  4. #34
    Senior Member teh lag's Avatar
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    Re: sup

    Quote Originally Posted by sever323 View Post
    WHERE, might I ask, is this scarab that you speak of? I for one fail to see any massive four-legged Covenant mechanical walkers anywhere in any of the presented pictures.
    Quote Originally Posted by CtrlAltDestroy View Post

    Ahem.

    Also, regarding the second "cough..."

    (http://www.halotrialmods.org/zteam/i...7/poacrash.jpg)

    Why use that model when there's the h1 POA BSP you can use?
    Or is not ripping against the law for your team :v
    Last edited by teh lag; October 17th, 2007 at 06:26 PM.
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  5. #35
    I R Serious Texra DaneO'Roo's Avatar
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    Re: sup

    Quote Originally Posted by Choking Victim View Post


    better or worse? i just got rid of the darker places that made it noticably tiled.
    Thats not the huge problem with it. The huge problem is this:



    It doesn't look anything like grass. It looks like a green and dark green render clouds + sponge filter that got pixelated. It really is not a good texture at all.

    It would make a nice rock detail map. For a main grass diffuse? You have to be joking.
    Last edited by DaneO'Roo; October 17th, 2007 at 06:39 PM.
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  6. #36
    The Cake is a Lie. Jay2645's Avatar
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    Re: sup

    Quote Originally Posted by teh lag View Post
    Ahem.

    Also, regarding the second "cough..."

    (http://www.halotrialmods.org/zteam/i...7/poacrash.jpg)

    Why use that model when there's the h1 POA BSP you can use?
    Or is not ripping against the law for your team :v
    Please note the word "BSP". (Actually, BSP is 3 words, Binary Space Partitioning, but whatever.) BSP=Many Polies. Many Polies=OMFG MY FRAMERATE!
    Anyway, this looks better then SPV2! Been in production longer, so I guess I should expect it to look better.
    New grass=WIN, as long as you do what D4NO suggested.
    Containment=WIN.
    Coag=PHAIL.

    So the new campaign is coming out soon (Read: A LOOOONG time from now)? Like, how soon? By my birthday (1 week from tomorrow) soon? (Hopefully, but not gonna happen) Or by Christmas soon?

    Oh, and use the Halo 3 Scarab model (If you can rip H3 yet, I think you can, I saw it somewhere). The Halo 2 one looks like a Basket. With legs.
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  7. #37
    part of the ODST clan NeiaG's Avatar
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    Re: sup

    lol yeah. liked the body not the legs
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  8. #38
    Senior Member teh lag's Avatar
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    Re: sup

    Quote Originally Posted by Jay2645 View Post
    Please note the word "BSP". (Actually, BSP is 3 words, Binary Space Partitioning, but whatever.) BSP=Many Polies. Many Polies=OMFG MY FRAMERATE!

    I was referring to using the base geometry from Halo 1, even if it ends up depolied. Unless I'm mistaken, that model is from Halo 2 cinematics. I perfectly understand issues of framerate.
    Last edited by teh lag; October 17th, 2007 at 06:46 PM.
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  9. #39
    The Cake is a Lie. Jay2645's Avatar
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    Re: sup

    Quote Originally Posted by teh lag View Post
    I was referring to using the base geometry from Halo 1, even if it ends up depolied. Unless I'm mistaken, that model is from Halo 2 cinematics. I perfectly understand issues of framerate.
    You see, one of the problems with converting H1 BSPs for use is that they usually wind up royally screwed in Max.
    Meh, just keep that version of the POA, you'll only see it up-close once the entire time, in a cutscene.
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  10. #40
    Senior Member teh lag's Avatar
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    Re: sup

    Quote Originally Posted by Jay2645 View Post
    You see, one of the problems with converting H1 BSPs for use is that they usually wind up royally screwed in Max.
    Meh, just keep that version of the POA, you'll only see it up-close once the entire time, in a cutscene.
    No, not really. I've never had any problems importing BSP models for later use - you must be doing something wrong. The only issues that come up when I recompile are collision/portal-related, which are irrelivant when making a .gbxmodel.

    Please get your facts straight
    Last edited by teh lag; October 17th, 2007 at 07:07 PM.
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