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Thread: Project Aftershock

  1. #211
    Senior Member teh lag's Avatar
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    Re: Project Aftershock

    From this point on, discussions about Warlord's ability/inability to respond to criticism will be conducted in private. This thread is for discussion of the project and its content, not its creator. Warlord this also applies to you, you may ignore people's comments or respond to them but you will not tell people to get out for expressing their views on content.
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  2. #212
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    Re: Project Aftershock

    Quote Originally Posted by =sw=warlord View Post
    You realise you can only get about 20 replies per page right?
    Sorry, no I didn't, since I clearly have 100pp


    Last edited by Sel; July 6th, 2010 at 09:03 PM.
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  3. #213
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Project Aftershock

    Stop using heightmaps to make your terrain. Period. Sculpt that shit up. The examples mech gave are quite clearly more than heightmaps back on the very first page. You may be using geocontrol but that really looks like it's for creating wide area views, vistas, landscapes, NOT a player area, which is your entire problem. aside from that,the surrounding area looks like nothing but heightmap/displace w/ sound modifier in 3ds max. You need a real vision for what's going on and a clear way to approach it.

    I don't know if it's the videos or not, but the surfaces of everything and the colors all look very washed out, and that is a way to create severe visual disinterest.
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  4. #214

    Re: Project Aftershock

    Quote Originally Posted by =sw=warlord View Post
    Since the beginning of the project I've had people being hostile towards me, One can expect me to slowly become a little harsh in my comments.
    I've never said I was always right, what I've said is that I'm willing to change the mod for the better and when something is out of my grasp I've said as much, apparently admitting something being out of my control is wrong or at least according to tweek.
    I've given you the offer to talk to me personally on IM if you want to help, me and inferno are talking right now.
    ye know the people i gave the harshest crticism are the ones that improved most?
    look at Hunter & hunter.
    i burned those two relentlessly, and everyone told them to listen to what i had to say, and suck it up.

    they actually amounted to something now.
    hunter doesnt produce utter garbage anymore, but he's building things which are actually pretty decent.
    granted, he's still stuck in I CAN ONLY COPY HALO STUFF rut, but at least he makes decent work out of it, and he's improved MASSIVELY.

    selentic i've been burning in IM's, and giving him advice and tips on how to improve, and look how far he came in a VERY short amount of time. he went from producing mostly garbage (no offence selly <3) to building proper high-res trains (some better than others) and baking them down, asking for feedback every step of the way, letting me check his UV's, etc. when i suggest something, he doesn't bitch about it, he fucking does it.

    i told him to COMPLETELY redo the UVs on one of his trains. he didn't complain once, not even a sadface smiley.
    selentic has progressed and improved on a MANIACAL PACE.

    you on the other hand, haven't.
    e-peen flex-mode on!
    it comes down to this, i'm better than yuo, i know more than you, and everything i will say will be right, and correct.
    if you choose to ignore that and do it wrongly, that's your choice, and you'll suck for doing so.
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  5. #215
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Mind if I point out something Neuro?
    Notice how I've not been showing the Spartan biped that I've Been sub-D'ing?
    Notice how I've only updated the general mod not how I've spent countless hours in the past few weeks grabbing as many tutorials at possible to do exactly as you suggested?
    Just last week I downloaded an 8 hour lecture on sub-D a AK47 to learn from it and hopefully improve by.

    The cliffs are going to be improved by making rock face objects in 3ds max and then imported as prefabs, which according to several people is the right way to go about it.
    At the current moment, textures are the only thing I've not got any hand in as Teltaur is the guy in charge of that, So when i politely ask to move along, it's not because I want to avoid the discussion it;s simply because I do not have any hand in the development of that portion of the mod.
    As it currently stands, I am going through as many tutorials as I possibly can, not rushing them but taking my time to go through them to understand the concept and work flow behind them.
    What bothers me is when half way through watching a tutorial I get sel bitching at me about not making a effort, when in the past he's posted a shit tonne of stick figures in the thread to intentionally shit it up and then I'm the one who get's warned because I ask for him to not bother starting up his old tricks.

    I've offered many times in the past to talk directly to me as it is simply easier and quicker to convey thoughts through a IM than having to make the essay long reply on the forums.
    I took mech up on his offer to take a look at one of the assets for the mod and thus far got no reply since sending the files.
    I fairly regularly talk to snafubar when I feel I'm stuck and need tips, Throughout the entire thread the idea was to get idea's for the mod on what features people would want to see, Not for the childish "ooh hey look at what i did lololol" I simply am not that kind of person, It's a shame you seem to think that way no matter what I've told you on the contrary.
    If you honestly want to help, let me know of any decent tutorials on making good rock models as so far they seem scarce and few in between.
    Wait until I update the thread again, By that time the new cliffs should be in place making the level seem a lot cleaner and more tidy.


    Been doing some sub-D and currently got some forerunner tech pattern going for various things.
    Sub-D' the light fixtures in this screenshot:

    The UV's are no where near in a finished state, infact the bitmaps probably won't even be the same, the smoothing on the light fixtures haven't been touched nor have they been unwrapped yet.
    Last edited by =sw=warlord; July 21st, 2010 at 05:58 PM.
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  6. #216
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Might as well update this thread.
    The mod was on standby since the last update in here after my motherboard decided to commit suicide and it's taken me up until the end of September to get a cheap and nasty motherboard let alone a new video card.
    Finally got a new card in a exchange with XFX mid October, so I'm now rocking a new 4850 1Gb card, more than enough to replace my old 4770 512Mb card.
    Changes since I got the ball rolling again beginning of last month.

    • Scrapped biped model entirely, Need to get some references and sketch a design up.
    • Terrain radically altered, no more "dead" space that was useless, Level more stylized like Valhalla, Got a forerunner wall being made to run along top of one cliff side, Got forerunner bridge being made to cross between canyon walls at mid section, breaks the sky up a little.
    • Making high resolution Halo ring for use in skybox, After much tweaking with the idea of using a distance cloud idea to project the Halo ring in the sky decided to make a ring and add more detail than could be gleaned from the CE menu ring.
    • Current High poly ring at 66k tri's, Been using this as a sub-D trial as well as learning other tools like bend and shell.
    • Low poly ring currently stands at 50k but working my way on getting it lower, the mesh is currently having to be arrayed 45 times to get a full ring, I'm hoping on getting the base section to a lower triangle count.
    • Cliff rock face modelled and undergoing UV-wrapping, Looking into possibly altering stock rock files to fit purpose.
    • New corridors, All my corridors and buildings are now modular, the old designs were thrown out completely and been using sub-d for those.




    [LIST][*]Currently the rooms are very bland, I'm working on using a prefab style work out, this way I can make the basic rooms and then add different attachments to said rooms and label them differently.
    • Longsword model is now fully unwrapped, needs texturing, halcyon cruisers are on their way to being unwrapped.

    • Environment generators, These I plan to be a device to help differentiate the two opposing bases a little differently.

    The idea is there are based upon the devices found on the last level on Halo 3 just outside the control room where the flood drop.
    The idea is for one of the two to be malfunctioning and have snow in that portion of the map.
    These thing's I worked on making sure their angles were perfect 30 degrees, never known a compass to stick to a monitor screen before.
    They're not finished yet, they still have some details not yet crafted in, I've got a final design in my sketch book which still has some details that need adding to the front end.


    • The magnum, Teltaur worked on the bitmaps for this and I like the end result.
    The trigger and magazine needs unwrapping and the scopes bolt needs a little editing, other than that, only thing left is getting my head around importing it.
    The pistol has been modelled with customization in mind, use the scope or don't players choice.

    • Spartan laser, I'm going by the original concept art that was released for Halo 3 back in it's beta days, I prefer that design over it's eventual design.


    This started out as a if and when Model, I don't always feel like doing the same model two days in a row so I mix it up a little, work on one thing one day and another on another.
    To be frank it's kept me sane considering the various other issues going on at the moment.

    As for some more visual forms of what's been going on I released a video about 2 weeks ago showing off some of what is going on in the mod, I know some thing's need working on such as most of the structures, thy're there until I've completed the fully detailed versions, more of a sight finder for getting some view of how the final map will look like once completed.


    On a last note, Teltaur get on MSN sometime so you can get around to telling me about this specular thing you mentioned a while back.
    Last edited by =sw=warlord; November 9th, 2010 at 04:24 PM.
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  7. #217
    halord Futzy's Avatar
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    Re: Project Aftershock

    I think it looks great, just need more detail and that groundmap needs to be recolored.
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  8. #218
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by MrBig View Post
    I think it looks great, just need more detail and that groundmap needs to be recolored.
    Yeah, for the ground map I started with all grass then put the paths in, once I've got all the vegetation and scenery in there the ground map will be given alot more detail to it.
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  9. #219
    halord Futzy's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by =sw=warlord View Post
    Yeah, for the ground map I started with all grass then put the paths in, once I've got all the vegetation and scenery in there the ground map will be given alot more detail to it.
    I don't just mean that the groundmap needs more detail, the grass and dirt colors are solid and washed out.
    Add some dark greens and yellows to the grass and some blacks and reds to the dirt.
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  10. #220
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by MrBig View Post
    I don't just mean that the groundmap needs more detail, the grass and dirt colors are solid and washed out.
    Add some dark greens and yellows to the grass and some blacks and reds to the dirt.
    I know, the reason there isn't any grass there yet, is because I don't want to add grass and then have it looking odd because I just changed the ground map, once the ground map is finished then the grass goes in.
    As for the colour's I can fix that in the ToD tool.
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