
Dennis

Joined: Jan 27, 2005
We were all young once, but some of us got over it
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Posted: Aug 12, 2012 06:33 PM

Msg. 1296 of 1609
Stay on topic: Lumoria: Episode Two.
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MatthewDratt
Joined: Sep 11, 2010
Higuy belongs at Deviantart
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Posted: Aug 12, 2012 07:24 PM

Msg. 1297 of 1609
The cutscenes are becoming epic :O
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Higuy
Joined: Mar 6, 2007
I farted
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Posted: Aug 12, 2012 09:50 PM

Msg. 1298 of 1609
too bad its still over 1.76M in space to compile
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Aug 12, 2012 10:14 PM

Msg. 1299 of 1609
Quote: --- Original message by: Higuy too bad its still over 1.76M in space to compile Oh the pain. I dread that more than red triangle errors.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Aug 12, 2012 10:16 PM

Msg. 1300 of 1609
Quote: --- Original message by: Higuy too bad its still over 1.76M in space to compile ohhhh, you have this problem too!!! i hate this limitation! >:O remove things that are not relevant to the game and/or reduce the size of some data files Edited by ChBgt909 on Aug 12, 2012 at 10:17 PM
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Masters1337
Joined: Mar 5, 2006
Lord Masterz1337: King of Halo CE Community
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Posted: Aug 12, 2012 10:17 PM

Msg. 1301 of 1609
You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.
The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.
OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do) Edited by Masters1337 on Aug 12, 2012 at 10:17 PM
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Guilty_spark
Joined: Dec 8, 2011
I'm back from the dead.
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Posted: Aug 12, 2012 10:20 PM

Msg. 1302 of 1609
Quote: --- Original message by: Masters1337
You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.
The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.
OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do) Edited by Masters1337 on Aug 12, 2012 at 10:17 PM I agree with masters a OS version would be nice to see.
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MatthewDratt
Joined: Sep 11, 2010
Higuy belongs at Deviantart
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Posted: Aug 12, 2012 11:05 PM

Msg. 1303 of 1609
Quote: --- Original message by: Masters1337
You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.
The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.
OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do) Edited by Masters1337 on Aug 12, 2012 at 10:17 PM Combining the maps as of now is already to late. You will still probably not see an OS version
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Aug 13, 2012 01:11 AM

Msg. 1304 of 1609
Quote: --- Original message by: Masters1337
You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.
The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.
OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do) Edited by Masters1337 on Aug 12, 2012 at 10:17 PM There is a difference between optimising visual aspects of a BSP due to editing kit limitations, and actually churning out a downgraded map. Note that I say map and not mod, as it is not a mod to an existing map. As I recall there is a version of Tool that will allow you to bypass some of the tagspace issues, sometimes succesfully. I imagine OS just does something similar. We just need something like that instead of having to force the players to use OS just for one BSP.
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Guilty_spark
Joined: Dec 8, 2011
I'm back from the dead.
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Posted: Aug 13, 2012 01:16 AM

Msg. 1305 of 1609
Quote: --- Original message by: TM_updatesQuote: --- Original message by: Masters1337
You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.
The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.
OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do) Edited by Masters1337 on Aug 12, 2012 at 10:17 PM There is a difference between optimising visual aspects of a BSP due to editing kit limitations, and actually churning out a downgraded map. Note that I say map and not mod, as it is not a mod to an existing map. As I recall there is a version of Tool that will allow you to bypass some of the tagspace issues, sometimes succesfully. I imagine OS just does something similar. We just need something like that instead of having to force the players to use OS just for one BSP. actually I sent higuy tool pro about a hour ago or so.
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Masters1337
Joined: Mar 5, 2006
Lord Masterz1337: King of Halo CE Community
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Posted: Aug 13, 2012 01:27 AM

Msg. 1306 of 1609
It will exception when the total value of the maps tags and bsp space are loaded into memory. So the largest bsp will still break the map. Quote: --- Original message by: TM_updatesQuote: --- Original message by: Masters1337
You know open sauce would get rid of all tagspace errors you have, and let you have the map be a single one instead of 2. There would be no performance impacts on your map, if you're not using shader extensions.
The only way your going to fix this is by splitting up the bsps even more or downgrading the quality of the mod.
OS version pleeeeeeaaaaaaaaase :) (in addition to whatever other version you do) Edited by Masters1337 on Aug 12, 2012 at 10:17 PM There is a difference between optimising visual aspects of a BSP due to editing kit limitations, and actually churning out a downgraded map. Note that I say map and not mod, as it is not a mod to an existing map. As I recall there is a version of Tool that will allow you to bypass some of the tagspace issues, sometimes succesfully. I imagine OS just does something similar. We just need something like that instead of having to force the players to use OS just for one BSP. I'd still like to see Higuys sexy bsps in all their glory, instead of a degraded one. My apologies on calling it a mod, force of habit Edited by Masters1337 on Aug 13, 2012 at 01:28 AM
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Guilty_spark
Joined: Dec 8, 2011
I'm back from the dead.
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Posted: Aug 13, 2012 01:31 AM

Msg. 1307 of 1609
Quote: --- Original message by: Masters1337 It will exception when the total value of the maps tags and bsp space are loaded into memory. So the largest bsp will still break the map. yeah I just talked to mattewdratt about it and he told me the same thing, but he said that higuy is working on the tag space issue right now.
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MatthewDratt
Joined: Sep 11, 2010
Higuy belongs at Deviantart
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Posted: Aug 13, 2012 10:59 PM

Msg. 1308 of 1609
Quote: --- Original message by: Private Caboose How's progress Mr Dratt? Goin good. 10% with cinematic H and then 70% on G and then I'll be done
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Aug 14, 2012 01:02 AM

Msg. 1309 of 1609
Quote: --- Original message by: Masters1337 I'd still like to see Higuys sexy bsps in all their glory, instead of a degraded one. My apologies on calling it a mod, force of habit Edited by Masters1337 on Aug 13, 2012 at 01:28 AM Lol, do recall that there was a point in time where we actually considered using OS if you were going to OS-ify the classic tagset.
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Masters1337
Joined: Mar 5, 2006
Lord Masterz1337: King of Halo CE Community
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Posted: Aug 14, 2012 01:40 AM

Msg. 1310 of 1609
It look like crap. applying filters to make the normal maps to simple objects would be fine.. but doing it to something like the guns just looks gross.
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Higuy
Joined: Mar 6, 2007
I farted
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Posted: Aug 14, 2012 08:57 AM

Msg. 1311 of 1609
Quote: --- Original message by: Masters1337 It look like crap. applying filters to make the normal maps to simple objects would be fine.. but doing it to something like the guns just looks gross. Thats why you don't use the original assets, and make better looking ones.
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XlzQwerty1
Joined: Aug 6, 2009
MORISUMMER!
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Posted: Aug 14, 2012 11:01 PM

Msg. 1312 of 1609
Can you take a picture to show the difference between the original halo ones and your new water bumps?
Because to me it seems that no matter what kind of water bump I put, they don't get much different (except if you have a really flat normal map). I've tried so many different water bumps and they all look extremely similar. I tried to use a more detailed water bump and then even tried to use a random bump map from halo 3 just to test the system (halo 3 mongoose bump, I believe), however the results all looked extremely similar (hardly distinguishable).
EDIT: no pics needed. Saw your pic in another thread and it looks very very weird. Still, don't know why my bumps are messed up though. Edited by XlzQwerty1 on Aug 14, 2012 at 11:03 PM
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Aug 14, 2012 11:22 PM

Msg. 1313 of 1609
Quote: --- Original message by: XlzQwerty1
Can you take a picture to show the difference between the original halo ones and your new water bumps?
Because to me it seems that no matter what kind of water bump I put, they don't get much different (except if you have a really flat normal map). I've tried so many different water bumps and they all look extremely similar. I tried to use a more detailed water bump and then even tried to use a random bump map from halo 3 just to test the system (halo 3 mongoose bump, I believe), however the results all looked extremely similar (hardly distinguishable).
EDIT: no pics needed. Saw your pic in another thread and it looks very very weird. Still, don't know why my bumps are messed up though. Edited by XlzQwerty1 on Aug 14, 2012 at 11:03 PM i always messed with these settings and always got better-looking water: "reflection map" "ripple animations velocity" "ripple scale" "ripple mipmap levels" "ripple mipmap fade factor" "ripple mipmap detail bias" Edited by ChBgt909 on Aug 14, 2012 at 11:22 PM
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Svanke Svans
Joined: Apr 3, 2012
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Posted: Aug 15, 2012 05:06 PM

Msg. 1314 of 1609
the trees lack shadows
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MatthewDratt
Joined: Sep 11, 2010
Higuy belongs at Deviantart
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Posted: Aug 15, 2012 06:47 PM

Msg. 1315 of 1609
70% with cinematic G 60% with cinematic H 0% with cinematic I
Cinematic H was split into two cinematics (H & I). You'll never notice, but that's how it is for development.
Higuy if you need me just message me on FB I got off xfire cause I'm in a bad mood Edited by MatthewDratt on Aug 15, 2012 at 06:47 PM
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Higuy
Joined: Mar 6, 2007
I farted
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Posted: Aug 17, 2012 12:52 AM

Msg. 1316 of 1609
I am so tired very close to done. Matt dratt, finish your dang cutscenes god dangit! - Higuy
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Aug 17, 2012 01:15 AM

Msg. 1317 of 1609
Does this mean the last tagspace issue is resolved?
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Guilty_spark
Joined: Dec 8, 2011
I'm back from the dead.
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Posted: Aug 17, 2012 01:23 AM

Msg. 1318 of 1609
yes I was told my matthew dratt that there was scenery that was only there for a cinematic but how the cinematic worked out you never saw it so just unneeded unseen tags.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Aug 17, 2012 01:25 AM

Msg. 1319 of 1609
Lucky break :-)
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waffles
Joined: Nov 18, 2010
bullpup
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Posted: Aug 17, 2012 12:53 PM

Msg. 1320 of 1609
hmmm, vury pretty!
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renegade343
Joined: Jun 26, 2012
Harder, Better, Faster, Stronger.
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Posted: Aug 17, 2012 11:48 PM

Msg. 1321 of 1609
Can't wait for Episode 2! This one screenshot alone just looks insanely awesome... O.O
EDIT: You know what? Let's jump in the bandwagon. Now I'm gettin' #lumoriagasm Edited by renegade343 on Aug 17, 2012 at 11:51 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Aug 18, 2012 12:07 AM

Msg. 1322 of 1609
I have to ask: did inspiration from Lumoria come from the The Knowing Foreruner AI in the Halo: Helljumper comics? http://halo.wikia.com/wiki/The_Knowing I know Lumoria is more of a map and library, but there are some similarities between the two.
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Higuy
Joined: Mar 6, 2007
I farted
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Posted: Aug 18, 2012 12:17 AM

Msg. 1323 of 1609
No, if there are similarities they are merely coincidental. Our story was designed by Lodex and I and then expanded on and improved by Isaac Frankel for EP2.
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MatthewDratt
Joined: Sep 11, 2010
Higuy belongs at Deviantart
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Posted: Aug 19, 2012 03:01 AM

Msg. 1324 of 1609
If you're good with particles can someone create a HUGE explosion for lumlum?
Large Explosion is way to tiny. I need like 20 of those
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Aug 19, 2012 03:58 AM

Msg. 1325 of 1609
I herd Bobblehob likes particlez.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Aug 19, 2012 04:44 AM

Msg. 1326 of 1609
Im on it >:D
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olly12345
Joined: Jul 30, 2008
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Posted: Aug 19, 2012 07:59 PM

Msg. 1327 of 1609
Quote: --- Original message by: MatthewDratt If you're good with particles can someone create a HUGE explosion for lumlum?
Large Explosion is way to tiny. I need like 20 of those Teasing... Foreboding.. Can't waaaiiit!
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MatthewDratt
Joined: Sep 11, 2010
Higuy belongs at Deviantart
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Posted: Aug 20, 2012 12:24 AM

Msg. 1328 of 1609
Quote: --- Original message by: olly12345Quote: --- Original message by: MatthewDratt If you're good with particles can someone create a HUGE explosion for lumlum?
Large Explosion is way to tiny. I need like 20 of those Teasing... Foreboding.. Can't waaaiiit! I wasn't teasing. I seriously needed someone to make a huge explosion
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Dumb AI
Joined: Sep 18, 2011
NMT Concept Artist and HUD creator (SP_HH 99%)
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Posted: Aug 20, 2012 12:36 AM

Msg. 1329 of 1609
For a section of the Forerunner building thingy to go down in flames,right?
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roviet1337
Joined: Feb 6, 2011
pm me about texturing questions, avid halo fan
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Posted: Aug 20, 2012 01:11 AM

Msg. 1330 of 1609
Quote: --- Original message by: MatthewDrattQuote: --- Original message by: olly12345Quote: --- Original message by: MatthewDratt If you're good with particles can someone create a HUGE explosion for lumlum?
Large Explosion is way to tiny. I need like 20 of those Teasing... Foreboding.. Can't waaaiiit! I wasn't teasing. I seriously needed someone to make a huge explosion what do you mean? like high rez? like planet sized? nova sized? what do you mean by huge?
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