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Thread: Project Aftershock

  1. #81

    Re: Project Aftershock

    Well, to be honest, I don't understand why there have to be 20 different Halo projects all for the same game, same engine, trying to make the same assets. You've got 2 on Modacity alone... not to mention the other 2-3 on Crymod. And chances are, most of them (if not all) are going to die before a release in the first place, tbh. Why can't they collaborate or possibly even join under a single project so that there might be a chance of Halo in Cryengine2? You've got Project IRIS, Halo: Airborne, Project Aftershock, Project Cortana (even if it's as good as dead), the list goes on... there's obviously enough talent and willpower, why can't there be some organization?

    Sorry for the rant, but I figured it might as well belong here. And I fully understand if any of that were to happen, some people would have to swallow their pride, change their plans, but I honestly think it'd be more worth it to give up your idea for a Halo mod that won't make it past some assets and screenshots, and actually be a part of one of the few Halo TC's to make it to release (not targeted towards anyone specifically, but the projects as a whole)
    Last edited by Teltaur; January 6th, 2010 at 09:29 PM.
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  2. #82
    swag under pressure Boba's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Teltaur View Post
    You've got Project IRIS, Halo: Airborne, Project Aftershock, Project Cortana (even if it's as good as dead), the list goes on... there's obviously enough talent and willpower, why can't there be some organization?
    If Halo: Airborne, Project Aftershock, and Project Cortana combined it could be something interesting. But I really posted to point out that IRIS isn't a Halo mod, but loosely set in universe (IE, only a few things that are familiar to the average Halo player). Sorry if that's totally irrelevant, but I just wanted to throw that out there because I knew that would be criticized eventually. (Sorry if this comes of as self-promoting, and a thread de-rail.)
    Last edited by Boba; January 6th, 2010 at 10:02 PM.
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  3. #83

    Re: Project Aftershock

    My constructive addition to this thread:
    me: hey, wtf is this project aftershock?
    quit pulling a japan on my shit!
    Project Shockwave is my bit, go away with your cheap knockoffs
    PharoaheZephyrus: lmao
    it seems like something doomed to failure
    me: yeah, but project shockwave was doomed to failure first
    >:|
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  4. #84
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Disaster View Post
    Did you just run the diffuse map of the texture through a normal map generator? Because from what I can tell, it is extremely noisy.
    No, i didn't.
    Im actualy using a different diffuse and normal map set now, im using Teltaurs forerunner pack which he offered me to use.
    I've recently remade my guilty spark model got it unwrapped and sent to Teltaur since he kindly offered to texture some of my models.

    Im going to set out a basic outline of what i plan to achieve since apparently some people still insist that im not taking this seriously and still think it is doomed to failure.
    The reason i started this project was i was working with project cortana and found they had not done a single thing in the time i made my biped and had it rigged.
    Shortly after the guy who was working on the only partialy functional map decided he wanted to restart the entire works from scratch even though he was pretty close to finishing.
    As such i didn't want to be dragged down by a project that didnt seem to be going anywhere.

    The basic idea for this project as it currently stands is:

    *1-3 mini campaign maps which will have multiple forerunner installations with enough room for vehicular gameplay.

    *Waves of both UNSC and Covenant forces dropping around various parts of the level with classic halo 1 covenant not brute led covenant.

    *The first map is currently a night time canyon mesa which when finalised will have 3 forerunner beam emitter installations, These will be fully built facilities not just one random base, i currently have interiors modeled and have multiple generator rooms made.

    There has never been a project that i have started work on and have not seen the end of, i do not plan on starting a nasty habbit like that now.

    Several people have suggested me working on Unreal but as badwaffle said in his thread, Crysis is much more suited to a Halo mod, it has a proprietary Shield system, but i would like to see some variation in that with the possibilites of having to choose between having a shield or running faster and other capabilities.

    I have been working with Halo airborne as well as project cortana getting as much needed information as possible to complete what i have set out.
    I currently have 2 major assets completed, first being the base and 2nd being the beam effects streaming out of the base, the assault rifle is modeled and textured[diff/norm/ill maps done] only thing left is to get it rigged and ingame.
    I have started work on another Spartan biped model, with enough work this one will turn out alot better than my last and this one i will be making to bake normal maps for use on a lower polygon version, this one will be based on the halo 2/halo 3 version of the armour.

    I will point out this though.
    If i was given the chance i would quite happily work with project iris, but i seriously doubt i would be wanted to work with the members in that mod so untill then i will carry on with my own project.

    Oh and Rob, might want to consider what the SW in my username actualy stands for, i was working on a project shockwave years ago, was the project name for my Dalek mod back in 05-06.
    So i suggest you quit the bitching.
    Last edited by =sw=warlord; January 7th, 2010 at 08:06 AM.
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  5. #85
    Could've Moved Mountains
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    Re: Project Aftershock

    You have at least part of an outline of what you want in the mod, but...
    Any actual milestones?
    Any timeframe for when things should be completed?
    A rough idea of all the content you'll need?
    What needs custom code/script?

    If not, I'd suggest getting those things sorted out. Having organizational shit handled will help things get done in a timely manner. Actually, they'll help you get things done period.

    Additionally, I'd suggest maybe taking a few days off of this project and just start playing around with your workflow. Get the hang of baking out normals and texturing in photoshop so you don't have to rely on an outside party to get textures and things that look decent.
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  6. #86
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by legionaire45 View Post
    You have at least part of an outline of what you want in the mod, but...
    Any actual milestones? Only a few beginner milestones done so far, got working ingame objects without cryexporter spitting errors at me, got working shaders on sub mat objects including working illumination maps on normal mapped surfaces and self shadowing.
    Any timeframe for when things should be completed? Im giving myself 2 weeks for each asset, at the moment im working on getting my monitor ingame whilst looking up AI scripting to have ambient "life" in the background such as sentinels flying in the sky.
    A rough idea of all the content you'll need?
    I know for a fact il need a decent array of weapon model's done as well as complete set of covenant bipeds that will work ingame as well as ghost, wraith, warthog, pelican and spirit dropship.
    What needs custom code/script?
    Flowgraphs for warthog and other vehicle scripting will be required, i've been talking to conscience who used to work on project cortana about this a fair bit, from what he has said from his research its possible but will take some work to do.

    If not, I'd suggest getting those things sorted out. Having organizational shit handled will help things get done in a timely manner. Actually, they'll help you get things done period.
    I know this, i had to get alot of work done at college when i was doing my advanced diploma in electronics engineering, so i know full well that organizational skills are required for everything.

    Additionally, I'd suggest maybe taking a few days off of this project and just start playing around with your workflow. Get the hang of baking out normals and texturing in photoshop so you don't have to rely on an outside party to get textures and things that look decent.
    As i said earlier in the thread i have actualy been buying books on 3ds max for Nex gen gaming design but apparently according to a few people here what's said in the book is not how you are supposed to do it.
    I would love to have the work spread out between people so less time is required but seems im the only one who thinks this mod has any viability, as shown by robs post and so im doing what i can with what ive got.
    Hopefully a few here will understand that.
    I will try and keep this thread updated regulary when i have something to report on.
    Thank's for the interest though, i do appreciate it.
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  7. #87

    Re: Project Aftershock

    Quote Originally Posted by =sw=warlord View Post
    Oh and Rob, might want to consider what the SW in my username actualy stands for, i was working on a project shockwave years ago, was the project name for my Dalek mod back in 05-06.
    So i suggest you quit the bitching.
    Hehe, well, that shut me up. SW is just an alias for my project anyhow.
    Good luck with your project.
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  8. #88
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Rob Oplawar View Post
    Hehe, well, that shut me up. SW is just an alias for my project anyhow.
    Good luck with your project.
    The first "wave" mod i made was for halo PC converting my Halo CE mod to Pc through hex editing and shit load of exception errors, named project shockwave and what you get after shockwaves are called aftershocks, that's why i called this project Aftershock, my second "big" project.
    In one part of the generator room i know there is some serious warping of the bitmap and im certainly going to get that fixed out soon, but at the moment getting some basic texturing done.
    I would like to again thank Teltaur for letting me use his Forerunner asset pack.
    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.


    Now including a work inprogress damaged monitor.
    Last edited by =sw=warlord; January 14th, 2010 at 12:57 PM.
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  9. #89
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Now my computer is working again i've started on some more asset work for the mod.
    Currently working on a wraith, more specificly the halo 1 styled wraith with a few extra customizations.
    dual forward mounted guns for blowing obstacles out of the way as well as tweaked overall design.
    The wraith now has anti gravity pads on the bottom instead of all metal as well as thrusters on the back of the "wings".
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  10. #90
    Member Bloodraver's Avatar
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    Re: Project Aftershock

    What will the forward mounted guns be exactly, ghost plasma cannons or fuel rods?
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