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Thread: Project Aftershock

  1. #221
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: Project Aftershock

    The present "grass" texture looks a bit tiled. I also feel like the Forerunner textures could use more bumpmapping so they don't look so flat; right now they look like they came straight from Blam! proper, which is not what you are trying to emulate I don't think.

    Other than that, this looks pretty good and has come quite a way from last time you showed it off.

    Fake E: Was that music from Inception?
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  2. #222
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Warsaw View Post
    The present "grass" texture looks a bit tiled. I also feel like the Forerunner textures could use more bumpmapping so they don't look so flat; right now they look like they came straight from Blam! proper, which is not what you are trying to emulate I don't think.
    Teltaurs actually sending over new textures now along with new specular's.
    Now I've figured out how to import material's from 3ds max I might take a glance at making the materials in 3ds ma first and then import them into the editor, that should solve any flatness.
    As for the grass, that texture is more of a marker for me for when the scenery and other objects are added, that denotes where the grass sprites will be, tiled through it maybe, but at the moment it's not there for pretty ness
    .

    Other than that, this looks pretty good and has come quite a way from last time you showed it off.

    Fake E: Was that music from Inception?
    Yeah, the track is called "Mind Heist" Figured since the update was a pretty big one compared to the earlier updates I should change the tone of the video a little.
    If there's any ideas that people might have or if anyone has seen any concept art from previous Halo game's that they think might be relevant to the mod I'd appreciate it if you let me know.
    I've been scouring different artists again recently looking for concept art as well as ideas.
    Last edited by =sw=warlord; November 9th, 2010 at 06:27 PM.
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  3. #223
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: Project Aftershock

    It would be nice if we knew the premise of the mod, to help give ideas. :|


    Also, I kinda figured that about the grass placeholder, but thought I should point it out just in case.
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  4. #224
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Warsaw View Post
    It would be nice if we knew the premise of the mod, to help give ideas. :|


    Also, I kinda figured that about the grass placeholder, but thought I should point it out just in case.
    The premise of the mod as it stands right now is to make a multiplayer map which consists of two parts, the outdoor valley and the interior hall ways.
    The interior will be in the rock face that the waterfall is in, one exit will be just next to the waterfall side closest to the most adjacent base and the other will be along near the other base.
    I'l make a overhead view a little later and put some diagrams showing what I mean about it all.


    E:
    Been tweaking shaders now teltaur has sent me the new batch.
    Old:

    New:

    Ignore the boring shitty scratched grey metal thats clustering most of the walls, the shaders been tweaking are the floor and the ceiling lights.
    Last edited by =sw=warlord; November 11th, 2010 at 02:00 PM.
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  5. #225
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    Re: Project Aftershock

    sorry I have to ask, did you even play any of the halo series?
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  6. #226
    walk the platypus Cagerrin's Avatar
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    Re: Project Aftershock

    I really wish the geometry wasn't so... un-forerunner. Shaders are at least getting better, though.
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  7. #227
    Neanderthal Dwood's Avatar
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    Re: Project Aftershock

    Someone needs to look up a tutorial on modeling forerunner stuff.
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  8. #228
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    Re: Project Aftershock

    Quote Originally Posted by Dwood View Post
    Someone needs to look up a tutorial on modeling forerunner stuff.
    I totally agree! Why not look up the thousands of tutorials on the subject...oh wai....
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  9. #229
    chilango Con's Avatar
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    Re: Project Aftershock

    Actually, it reminds me of the old pre-xbox Halo.

    Check out 5:50
    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.

    It's close but not quite right yet. I wouldn't use that scratched up texture for the walls. It seems like everything is way too bright and shiney for the amount of lighting you have in there. The thing I always liked about Forerunner interiors was that they were dark and mysterious.
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  10. #230
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Con View Post
    Actually, it reminds me of the old pre-xbox Halo.
    Kind of a hybrid between that and the halo 3 corridors at the end level.

    It's close but not quite right yet. I wouldn't use that scratched up texture for the walls. It seems like everything is way too bright and shiney for the amount of lighting you have in there. The thing I always liked about Forerunner interiors was that they were dark and mysterious.
    I mentioned the scratchy metal is placeholder in my post, that won't be there shortly once I'm done.
    As for the lighting, I've not really started tweaking the Time of Day yet.
    @Sel: Considering I've played every version of Halo besides mac and have all the limited edition discs as well as various other content associated, I would have to say yes I have played Halo.
    Nice try no cigar.
    @Dwood, Do you actually do anything around here at all besides bitch?
    I've gone through the limited forerunner tutorials, Alot of the designs I'm using are derived from forerunner architecture already found in the games, I've ensured the angles are correct using a compass.
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