Page 22 of 289 FirstFirst ... 12 20 21 22 23 24 32 72 122 ... LastLast
Results 211 to 220 of 2890

Thread: Pardon Our Dust.

  1. #211
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    Re: Pardon Our Dust.

    I problem I have with an idea of making AOTCR a sort of forest\jungle is that the engine isn't really made for vegitation. Sure you have detail objects, but I'm talking about ferns, bushes, tall grass, trees trees oh and some more trees. A forest\jungle is variety. You won't see the same shaped tree over and over again due to the climate factors such as wind and sun light. This iteration of the engine doesn't allow for much permutation room as the 2nd and 3rd have.

    Think about what the control room is. Its deep in the bowels of the actual rind structure, so theres going to mountainess scenery. It's the control room of the ring's purpose, the harse environment I think does well for protection. We of course don't know if the climate controls had actually malfunctioned (as Cortana suggested IIRC) during out trip in that level, which caused the snow to build up. But maybe since the flood had been released, it was Halo's environmental defenses since no matter your bio status, colder temperatures will slow down organisms development and speed.

    But imagine how the flood's presence can affect a forzen mountain range assuming it can live fairly still? We already know the flood basically absorbs into the environment and the life around it.

  2. #212
    It Isn't Easy Being Green DarkHalo003's Avatar
    Join Date
    Apr 2008
    Posts
    4,152

    Re: Pardon Our Dust.

    I agree with Kornman. Unless CMT modeled different segments of trees into the BSP, the map would be laggy as crazy. As much as I want to have Damnation converted into a Jungle map, it wouldn't really look incredible on CE. However, if you make it similar to Delta Halo, then I'm sure it would work some how. That would actually be pretty interesting, especially if you have some beams of light poking inside of the structure when you go indoors, showing that the structure has had some decay. Of course, that would require some BSP editing on the original structure, but then again you're pretty much doing that already. If it's Delta Halo-like jungle scene, then I say go for it.

  3. #213
    For Gnomejas sevlag's Avatar
    Join Date
    Oct 2008
    Posts
    1,875

    Re: Pardon Our Dust.

    keep the detail in the ok range, if you make it as detailed as some of the CE maps, which basically push the engine to it's limit. the maps should be detailed, but not to the point where most machines that run CE are unable to play the map because of the insane amount of detail...

    also, what is the 343GS level lookin like? I hope it looks really dark and creepy, give me a reason to crap my pants again like I almost did when I first fought the flood way back when ^.^

  4. #214
    It Isn't Easy Being Green DarkHalo003's Avatar
    Join Date
    Apr 2008
    Posts
    4,152

    Re: Pardon Our Dust.

    Quote Originally Posted by sevlag View Post
    keep the detail in the ok range, if you make it as detailed as some of the CE maps, which basically push the engine to it's limit. the maps should be detailed, but not to the point where most machines that run CE are unable to play the map because of the insane amount of detail...

    also, what is the 343GS level lookin like? I hope it looks really dark and creepy, give me a reason to crap my pants again like I almost did when I first fought the flood way back when ^.^
    I think they should just leave 343 GS alone. It was perfect enough. They'll probably just texture the inside with amazing textures then walk away. I remember hearing CMT saying they were going to not add BSPs to 343 GS. I could be wrong though.

  5. #215
    State your identity! Hotrod's Avatar
    Join Date
    Dec 2006
    Location
    Ontario, Canada
    Posts
    5,282

    Re: Pardon Our Dust.

    Yeah, that level and The Library won't be getting new BSPs, last I heard.

    I'm also liking this idea of making b40/c40 like Delta Halo, though I'm not sure if it'd be better to have the Halo 1 style of Forerunner buildings or Halo 2's style.

  6. #216
    SDavis Juice sdavis117's Avatar
    Join Date
    Jul 2007
    Location
    Eau Claire, Wisconsin
    Posts
    2,402

    Re: Pardon Our Dust.



    Sorry for my crappy Paint skills, but there are some issues with an otherwise decent MC Model.

  7. #217
    quatamalos NuggetWarmer's Avatar
    Join Date
    Dec 2007
    Location
    Dallas, Texas
    Posts
    1,341

    Re: Pardon Our Dust.

    First off, you don't know why I put the things on the helmet in the first place. :V
    Secondly, the belt stays. Nades are still being thought about though.
    Thirdly, I'll fix the hands. Thanks.
    Fourthly, yeah, I know about the boots. I'm trying to think of something to do with them.

  8. #218

    Re: Pardon Our Dust.

    Have some of you just not noticed that he has the same belt setup in the first Halo?

  9. #219
    "Think Different" Masterz1337's Avatar
    Join Date
    Sep 2006
    Posts
    4,405

    Re: Pardon Our Dust.

    At first I thought that complainging about the belt was stupid, but now that I think of it, we really don't need it, and I think he'll look alot better without it.

  10. #220
    "Think Different" Masterz1337's Avatar
    Join Date
    Sep 2006
    Posts
    4,405

    Re: Pardon Our Dust.

    D40 and A10_new have been sucessfully merged.

    For those that haven't been following the project, we've been using child scenarios for our new segments, allowing us to set upa basic template of the new areas, so that the scenery and trigger volumes all match and don't have to be redone. Merging scenarios has always been a tricky thing, and for those of you who have looked at Bungie scenarios, they are full of duplicate referances and extranious data which isn't needed, which fills up palletes and inflates tagsize and slots. The new D40 should be finished within the week now, making 4/8 levels recieving new bsp treatments fully playable..

Thread Information

Users Browsing this Thread

There are currently 3 users browsing this thread. (0 members and 3 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •