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Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 26, 2011 01:31 PM    Msg. 1 of 10644       
SPV3 A50 RELEASE


Quote: --- Original message by: Ifafudafi
Hey, everyone, look over here! Good news and nice things!

So, the more discerning among you might have noticed that there's been something of a shortage of publicly shown content lately, and that's for a couple of reasons. The first is that our artists are close to finishing off the heavy-lifting for our first release (The Truth and Reconciliation), diverting our focus toward gameplay balance, encounter design, and other things that can't really be demonstrated with small, easy “here's-a-picture” updates. Not that we'll be cutting off the flow of information; there's a shiny new trailer at the bottom of this announcement (wait, don't leave yet!), and we've got some more concrete details on our first map release a little further down the post.

The second reason is that CMT has undergone a massive and fundamental internal shift in the past couple of months. The changes and reasons for them are numerous (and, to some, perhaps a bit obvious); it would take more time than it’s worth to explain them all - we've completely reworked the way we handle internal communication and testing, for one - but the two end results are that we've experienced a dramatic improvement in consistency, organization, and development speed, and that we've rebuilt the team's hierarchy to look something like this:

Teh Lag
-Team & Content Lead
-Animation
-3D Art

Ifafudafi
-Team Co-Lead
-Effects Lead
-Gameplay Balance & Direction

Masterz1337
-Team Co-Lead
-Level Design Lead
-Gameplay Balance & Direction

Dano
-Texture Art
-3D Art

Boba
-Concept Art
-Texture Art

ODX
-First-Person Animation

NuggetWarmer
-3D Art

Kirby422
-Level Design
-Scripting

Arteen
-Level Design

H3Freak
-HUD Design

Xalener
-Sound Design

Neuro
That Sexy Warthog


In case you missed it, this means that Masterz has stepped down as Team Leader and has handed the reins over to Teh Lag. Lag's guidance has been instrumental toward bringing both the team and the project to where they are today; the change is supported by every member of the team. Masterz has his own reasons for agreeing to step down, which he can share when/if he cares to (no need for all that in a formal update).

So now that we've got that out of the way, here are the details I promised about public release #1: our plan is to release A50 in its entirety - Brutes, new BSPs, and all - around late January/early February. Until then, a steady drip of new media and material will continue to be provided; now that many of the mod's core components are in place and functional, we can delve deeper into the elements, processes, and lines of thought behind SPv3's development, giving you guys in-depth looks into what makes the mod as unique and expansive as it is.

You can take a look at one such video over on

We'll have another formal announcement in about a month or so with more precise information on the upcoming release. Until then, enjoy the video, and keep your eyes trained on Halomods for the latest updates and information.

---------------------------------------
Original Announcement

Part 1: The Big News

Yes, that’s right, you don’t need your eyes checked; you’ve read that right, you don’t need your eyes checked – Custom Mapping Team is back.

We know many of you were eagerly anticipating our last project, and we know we let you down. Why, you ask, should you trust us to come through this time around? Because we’ve got a new team put together, built not only out of CMT veterans but of new additions handpicked from the community’s best and brightest, all brought together for one reason: making what we believe to be the best Halo CE maps possible. There have been a lot of changes the past 2 years since we disbanded, and most are for the better, meaning we can finally realize our foremost devotion: finally finishing what we started.

If you know of CMT, you know about SPV2... and how we never finished it. We’ve got two years of 20/20 hindsight since we last worked on it, and one of the first things we've done was look at all the areas where it went wrong. We have a better-organized, better-disciplined team with a clearer vision – which will ultimately result in a better (and completed!) end product. As popular as the multiplayer maps have been, we love single-player, and it’s really the area where we can really push the game the most – as such, the reformed CMT will be focusing on single-player maps, in a project aptly named “SPV3”.

Part 2: The Big Details

So what is SPV3? Is it another mod of Halo 1’s campaign that you’ll have to wait years to play? Nope! A significant portion of SPV3 will be comprised of polished and completed versions of what we were working on with SPV2, and refining our tagset to accommodate that goal will be our first priority, but the real goal is to create a series of custom-built campaign maps based on events throughout the Halo franchise, and we hope to start on this in the not-too-distant future!

Now, you may be thinking, “this sounds all great, but between an entire campaign and custom maps, you can’t possibly finish any time soon!” Granted, our projects are never small, but we’re going to be doing something new this time around: to avoid the endless crawl that came with the original SPV2 project, we are opting to release maps incrementally, gradually refining and adding to the tagset until it is complete, similar to Ifafudafi's ASCM - but more about him later. Right now, the team is working on touching up Truth and Reconciliation, and we hope to have it ready for public consumption by the end of the year, if not sooner. We’ve got some cool things planned for it, including an all new exterior section. We also hope to have the .scenario done before the end of summer, and will release as soon as the rest of the tags for that level are in a polished state.

(If you don't remember what we do with Truth and Reconciliation last time, here's a quick reminder)




We will then move onto touching up our next SPV2 map (right now it’s looking like Silent Cartographer or Pillar of Autumn), and begin work on our first custom map. Hopefully come 2012, we will have several maps available to play, each at a higher level of quality than we have ever offered before, and offering exciting new stories and gameplay. If you’re worried about older maps being outclassed by new releases, we will also be updating the older SPV3 maps with a newly-compiled version at each new release, fixing any bugs and updating the tagset in that map, so every time you want to play SPV3, it will be using the latest, most refined tagset.

Part 3: We Have The Tags

Within our tagset, we've got some really neat things in development to once again push our gameplay in a new direction. We’re aware that as nice as our Brutes look, we were always at a loss as to how to fit them into gameplay, but we’re happy to say our new Brutes have a distinct gameplay personality, finally coming into a unique role rather than just serving as beefier Elite clones. Though incredibly tough, they have no shields, opting instead for reinforced helmets. Their large amount of health makes it difficult to kill them without headshots, but you'll need to shoot off their helmets before that becomes an option. If you don’t have a headshot weapon available, you’re going to have to be careful – they’re much more dangerous to the player expecting a fragile but agile Elite. To top this off, we are once again reanimating them, this time with a focus on expanding their movement options in battle. We’ve also added sharp shooter Jackals, which you’ll have to look out for in the new exterior BSP we’ve added to T&R. We’re also looking into having a Reach-style Skirmisher type variant of the Jackal as well which will be featured in upcoming maps, although it is unlikely they will be featured in T&R. And, as always, the Covenant forces sport many new ranks and abilities.

SPV2 had a lot of weapons - but not all were really ideal for first-person use, such as the hunter gun or sentinel beams. We have been successful in coming up with a new campaign-friendly way of doing support weapons, and as of now we plan on converting the flamethrower, the three hunter guns, and the two sentinel beams to being support weapons carried in third-person. We have three other weapons in the works that we’re not quite ready to talk about yet, but we can tell you it’s something a few of us have wanted to do ever since H2 Coagulation back in 2005. We’re not quite ready to show any pictures of these support weapons, as they are currently receiving a custom set of 3p animations.

We’re also looking into expanding the functionality of our guns. Back before H3, we had a lot of really cool weapon ideas, and with the constant onslaught of new Halo games we ended up losing focus on them and opting instead for uninspired clones. This time around, you can expect to see things from our guns you won’t in other Halo games - for example, our Brute Shot now has a secondary trigger which fires EMP grenades: they are perfect for disorienting a room full of enemies, but not so useful for damaging them. With our BRG, its role has been expanded by the Brute helmets, as it is the only weapon other than the sniper that can destroy a Brute's helmet and kill it with a single pull of the trigger. We’ve also brought back another weapon that was cut from SPV2 and given it a new role (which has the coolest charge effect out of any gun in any Halo game!), which we won’t spoil for you here but is highlighted a bit further down the post. I think you’ll all be satisfied with our many tweaks to the gameplay and what we’re doing with our weapons. Even classic “untouchable” vehicles are being looked into in getting weapon overhauls.

When we started back up, one thing that we noticed was seriously showing its age was the HUD. We designed our HUD with a lot of thought, but it’s old and low res, and nearly 5 years old. Everything is still in the concept stage, but what’s there is FANTASTIC, and we’re really proud of what’s been done so far; not only that, but we’re also interested in your feedback on it. For now, here is our initial concept, and you can see more in our HUD thread (check the bottom of this post for links).


Now, onto our team! I am proud to say that the majority of the old team was happily eager to join back up from SPV2. The active team roster presently consists of:

Part 4: Meet The Team

The Old Boys
Masterz1337 - Team leader and gameplay design lead. I will be focusing solely on the gameplay and debugging this time around. I’m stepping down from HUD and particle work, as well as encounters and their related scripts; my successors are a few lines down.

Teh Lag – Modeler, animator, sanity checker and all-around tagset content guy. He's been behind a lot of the definitive custom CMT tags, had his hands in most of the team's tagset at some point or another, and will be taking a lead role in making the new tagset as clean and polished as possible.

Arteen - Lead BSP modeler. Most of you know him; he’s the genius behind many multiplayer maps, and has done many of our SP BSPs in the past. He, like a lot of you, wasn’t all to happy with some of the custom BSPs in the past, and he’s devoted to doing whatever it takes to making sure the new BSPs and encounters are of the highest quality.

Conscars - The brain behind many of our particles and skins ranging all the way back to SPV1, he’s back again and still helping us pump out amazing particle effects.

Dano – Yes, that’s right - he’s coming out of retirement! He’s already contributed more to
SPV3 than anyone else already, and it’s something that’s going to blow your mind.

The Middle Bros
Kirby - When something’s tough to figure out, Kirby has the answers. Kirby’s already helped come up with our new support weapon system, and he’s also had a breakthrough with FP legs we may pursue. He’s also been working on our Sparrowhawk, and has had some breakthroughs with making it function like no other vehicle in Halo CE before.

Sin0w - Sin0w joined up with us near the end of SPV2 when everything was falling apart, but he’s back now and has two more years of experience. Sin0w is in charge of music and sound for the mod, and is also taking over my role over for encounters and SP scripting.

ShadowSpartan - Technically he’s new to the team, but he’s done a lot to help us in the past and he’s going helping us with several behind the scenes things. He’s a brilliant guy and is the only active remaining member of Zteam.

The New Peoples
H3Freak - Our new HUD guy, he’s responsible for the images you saw earlier. He’s got
some amazing stuff planned we haven’t shown yet, and has showed us things to do
with the HUD we never thought possible. Keep an eye out for his work, you’re sure to
be impressed.

ODX – He's worked with Teh Lag in the past, and now he’s agreed to contribute his animation talent to our team. We’re really happy to have another talented animator to balance the workload.

Ifafudafi - You may know him from Another Stupid Campaign Mod, which had some stunning effect and particle work. He’s integrating his many of ASCM’s effects with SPV3, while improving both. There’s a lot of really neat stuff coming out from him, and we’re all really happy to have him on the team. He’ll be working closely with Conscars to deliver ever-prettier effects for SPV3. He’s put together a little vidoc for those of you who are interested in seeing what he’s been doing:

http://www.youtube.com/watch?v=g-ZN4wTyNBU
(And as with the HUD, you can keep up with his work in his Effects thread; again, check the bottom for links)


...So that’s our new team. We’ve got a lot of great talent, and we’re all happy to be working with each other again. The only person we’re still trying to recruit is CAD, who disappeared about 2 weeks before we reformed the team. (Our dear CAD, where have you gone!?) We also are happy to announce our partnership with another team: The guys behind http://hce.halomaps.org/index.cfm?fid=5909]Project Lumoria</a> (you can also check out their latest work in their thread http://forum.halomaps.org/index.cfm?page=topic&topicID=37905]here</a>. Obviously, our goals are very similar, and the teams will be closely talking between and contributing to each other. Both teams are dedicated to bringing you awesome single player experiences, and we feel there is much we can learn from Higuy, Lodex and their team..

So that pretty much sums out what we have planned, and what we have done. We’ve only been back for about two weeks, but we’ve already made enormous progress. Even now, there is an incredible jump in quality between the last SPV2 and the newest SPV3 builds, and we look forward to showing that to you as soon as we can.

But there is one more thing...

Part 5: The Sauce

CMT's SPV3 will support Open Sauce! We’ve been working closely with Kornman and Firescythe, and this is the second partnership we are announcing today. Thanks to Open Sauce, we will have a TON of new features in the mod available to you if you chose to install it. While we are building the mod with OS in mind, if for whatever reason you cannot/will not/don’t want to install or don’t like OS, the maps will still play normally for you. Though we do not plan to make Open Sauce a requirement we do expect to be taking advantage of a number of features it affords to users, while maintaining backwards-compatibility for those unable to run it (though at the expense of a few cool new features!) Players who use Open Sauce with our maps will be able to experience normal maps on objects (such as in Halo 2, 3 and Halo Reach), VISR mode, altered gravity, vehicle boarding, and possibly other fun features as well. We’ve only just recently got it working with our tagset, but here’s some of what we've been able to accomplish so far...













You also may remember the planned vehicle boarding for SPV2; thanks to Open Sauce the content we created for that feature will be featured in SPV3 as well.
http://www.youtube.com/watch?v=oOHjU5gtvCg
http://www.youtube.com/watch?v=9KmbsYobyVI

Part 6: The Conclusion

And that's that! More information will come as it is available, and we will sincerely do our best to not let anyone down. We’ve got a new home on *********** so be sure to register on the forums. If you like CMT, this is where we will be posting the majority of our updates and several of our members have their own threads if you wish to discuss certain topics in depth. It’s worth checking out and it’s the only place where you will be able to have your voice be heard by all the CMT members. So get ready, everyone, tell your friends, your family, your school, your workplace, your pets, and whoever else you can think of, and let people know that CMT is back, because we're ready to show you how ten years of Halo are REALLY celebrated.

Oh right, and those links!
*links removed by admin

--------------------------------------------------



Edited by Masters1337 on Dec 2, 2011 at 04:40 PM
Edited by Masters1337 on Dec 2, 2011 at 04:41 PM
Edited by Masters1337 on Feb 24, 2012 at 07:03 PM
Edited by Masters1337 on Feb 24, 2012 at 07:04 PM
Edited by Dennis on Nov 11, 2012 at 01:00 PM
Edited by Dennis on Nov 11, 2012 at 07:28 PM


MatthewDratt
Joined: Sep 11, 2010

Support Higuy https://t.co/9mIC7v3J5j


Posted: Jul 26, 2011 01:38 PM    Msg. 2 of 10644       
It should have remastered cinematics... just sayin. =D Looks 10x more promising than SPv2 now.

Edit 7/9/13: FIRST MUHAHAHAH
Edited by MatthewDratt on Jul 9, 2013 at 06:15 AM


Ifafudafi
Joined: Jun 23, 2010


Posted: Jul 26, 2011 01:39 PM    Msg. 3 of 10644       
For any of you tl;drs (shame on you) here are the main points:

-CMT is working on SPv3, to be released map-by-map and to include completely custom maps as well as remastered campaign maps.
-The team has a large number of old members as well as several new ones.
-Will include a completely new HUD, new weapons, reworked version of old weapons, and a reworked version of Brutes.
-Will be working closely with the Lumoria team.
-Will be using Open Sauce to add features not limited to but including: normal mapping on objects, VISR mode, altered gravity, and vehicle boarding.
-Our homebase will be ********* , so make sure to go there for the majority of future updates, information, and media.

And here are the links to all the videos:
Ifafudafi's SPv3 announcement vidoc:
http://www.youtube.com/watch?v=g-ZN4wTyNBU
Vehicle boarding demos: http://www.youtube.com/watch?v=oOHjU5gtvCg
http://www.youtube.com/watch?v=9KmbsYobyVI

And the link to the Halomods forum (again, this is where most of the updates and information will be):
*links removed by admin
Edited by Ifafudafi on Jul 26, 2011 at 01:41 PM
Edited by Dennis on Nov 11, 2012 at 01:01 PM
Edited by Dennis on Nov 11, 2012 at 07:29 PM


Pepzee
Joined: Sep 9, 2010

I wish I could grow young.


Posted: Jul 26, 2011 01:40 PM    Msg. 4 of 10644       
Well, this will be interesting. I have no clue how to use this "open sauce." However, this looks like it's going to be good, good luck! And I'm also not sure if I like the idea of you releasing the levels as you go along. That means that one level will be perfect and bug less and the first level will be full of them.
Edited by Pepzee on Jul 26, 2011 at 01:45 PM


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jul 26, 2011 01:51 PM    Msg. 5 of 10644       
Damn, looks pretty sweet guys. Glad to see your going at this again. Wish I could help you guys, but you seem to know what your doin here. Likin' the brutes btw!


teh lag
Joined: May 6, 2008


Posted: Jul 26, 2011 01:56 PM    Msg. 6 of 10644       
Quote: --- Original message by: Pepzee

Well, this will be interesting. I have no clue how to use this "open sauce." However, this looks like it's going to be good, good luck! And I'm also not sure if I like the idea of you releasing the levels as you go along. That means that one level will be perfect and bug less and the first level will be full of them.
Edited by Pepzee on Jul 26, 2011 at 01:45 PM


Actually, as we mentioned in the big post: each subsequent release will include a re-release of all previous maps; this way the mod will be kept constantly up-to-date.

Additionally - when the time comes, Open Sauce will be released in an easy-to-use installer package, so there won't be any need to worry about how to use it.
Edited by teh lag on Jul 26, 2011 at 02:05 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 26, 2011 01:57 PM    Msg. 7 of 10644       
happy times


Zulu246
Joined: Jun 30, 2011

-Scripter, Map-Maker, Pro-


Posted: Jul 26, 2011 02:00 PM    Msg. 8 of 10644       
Can't wait to see all your new particle effects, bsp's, huds, and whatnot for SPv3.


ODX
Joined: Jul 26, 2007


Posted: Jul 26, 2011 02:01 PM    Msg. 9 of 10644       
I'll be making a thread later on Halomods to update on my animation progress with the weapons.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Jul 26, 2011 02:03 PM    Msg. 10 of 10644       
Yay!


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 26, 2011 02:04 PM    Msg. 11 of 10644       
I wish you were modeling more detail into the sp bsps... then you could REALLY BLOW HCE:A out of the water.
So er... do you want someone to remodel/retexture some bsps?


Pepzee
Joined: Sep 9, 2010

I wish I could grow young.


Posted: Jul 26, 2011 02:06 PM    Msg. 12 of 10644       
Quote: --- Original message by: teh lag
Actually, as we mentioned in the big post: each subsequent release will include a re-release of all previous maps; this way the mod will be kept constantly up-to-date.

Oh, alright must of missed that, sorry.

But I do hope you guys will have a way then to tell the updated versions apart. Either by deleting the older version or something.


SeL
Joined: Dec 15, 2010

Born perfect, Born different, Born better.


Posted: Jul 26, 2011 02:07 PM    Msg. 13 of 10644       
Quote: --- Original message by: SlappyThePirate
I wish you were modeling more detail into the sp bsps... then you could REALLY BLOW HCE:A out of the water.
So er... do you want someone to remodel/retexture some bsps?


Dunno if OS even has the ability to overcome halo's maximum rendering limit, and even if it did that would break compatibility with non os pcs, so, no, not going to happen.


iHalo
Joined: Dec 5, 2009

Modeling ::Royal Carribean's Oasis of the Seas::


Posted: Jul 26, 2011 02:16 PM    Msg. 14 of 10644       
Sweet! Now let's try NOT to hype everyone up and then cancel it.


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Jul 26, 2011 02:18 PM    Msg. 15 of 10644       
Glad CMT is back up and kicking :D


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 26, 2011 02:26 PM    Msg. 16 of 10644       
Quote: --- Original message by: SlappyThePirate
I wish you were modeling more detail into the sp bsps... then you could REALLY BLOW HCE:A out of the water.
So er... do you want someone to remodel/retexture some bsps?

Along with what selentic said, we also would much rather put that effort into new custom maps, than modeling our more detail in the stock ones.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jul 26, 2011 02:29 PM    Msg. 17 of 10644       
were those blue needler needles I saw in that video? I AM NOW HAPPY


Advancebo
Joined: Jan 14, 2008


Posted: Jul 26, 2011 02:30 PM    Msg. 18 of 10644       
Can't wait for the good stuff coming out.


Joddy
Joined: Jul 3, 2010


Posted: Jul 26, 2011 02:33 PM    Msg. 19 of 10644       
i like the hud.


Contrary Smuglord
Joined: May 25, 2011

 


Posted: Jul 26, 2011 02:35 PM    Msg. 20 of 10644       
OS better have Yelo support so I can play SPv3 with the widescreen hack on a 16:9, 16:10 monitor.
Edited by Contrary Smuglord on Jul 26, 2011 at 02:36 PM


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jul 26, 2011 02:38 PM    Msg. 21 of 10644       
*claps*
Very nice!
You got some good members on the team and I'm sure this will turn out well!
Unless its canceled.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jul 26, 2011 02:41 PM    Msg. 22 of 10644       
Since it's now a topic of conversation, I really dislike that HUD and the original CMT HUD. That HUD is just seems far to bulky, it does though set itself apart from the original HUD(which is good) but I'd like to see something that looks more modern and still conveys all the information I need.


Also I'm not sure if that red Brute has been released but could I get his model and texture to take a stab at painting a new Diffuse?
Edited by YakZSmelk on Jul 26, 2011 at 02:42 PM


RevolutionaryCaptain
Joined: Mar 20, 2010

Preparing to continue the overmind's plans


Posted: Jul 26, 2011 02:46 PM    Msg. 23 of 10644       
Woot! I'm gald that its back.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jul 26, 2011 02:49 PM    Msg. 24 of 10644       
so are you guys going to stick with the halo 1 models of the jackal, grunt, and marine, or are you going to finish the ones you were making right before the teams private jet crashed in the phillipines?


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 26, 2011 03:32 PM    Msg. 25 of 10644       
should be spv2.2 xD

im loving the new stuff i see some fake bumps being used :3 make sur ethey look awesome detailed! FOOL EVERYONE

also the new hud icons give every things a 16 bitish/retro look to me
Edited by Wesker on Jul 26, 2011 at 03:33 PM


Advancebo
Joined: Jan 14, 2008


Posted: Jul 26, 2011 03:34 PM    Msg. 26 of 10644       
Quote: --- Original message by: Wesker

should be spv2.2 xD

im loving the new stuff i see some fake bumps being used :3 make sur ethey look awesome detailed! FOOL EVERYONE

also the new hud icons give every things a 16 bitish/retro look to me
Edited by Wesker on Jul 26, 2011 at 03:33 PM


Its not fake bumps, its real normal maps.


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jul 26, 2011 03:39 PM    Msg. 27 of 10644       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: Wesker

should be spv2.2 xD

im loving the new stuff i see some fake bumps being used :3 make sur ethey look awesome detailed! FOOL EVERYONE

also the new hud icons give every things a 16 bitish/retro look to me
Edited by Wesker on Jul 26, 2011 at 03:33 PM


Its not fake bumps, its real normal maps.


the image with the rock and the plasma pistol looks like its lighting is being effected by the pistol

but i believe you cuz i know you got +exp thnx for clearing things ill do my homework on fake bump x3


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 26, 2011 03:46 PM    Msg. 28 of 10644       
Those normal maps are working pretty good, only thing I can really critique is that the Brute's armor looks like it should be a bit more shiny, but I don't think that would be hard to fix. It could be the lighting thats making it look dull too.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 26, 2011 03:47 PM    Msg. 29 of 10644       

Edited by Hydrogen on Jul 26, 2011 at 03:56 PM


DAS_G_Lion
Joined: Dec 30, 2010

Wanted. Somebody to go back in time with me.


Posted: Jul 26, 2011 03:56 PM    Msg. 30 of 10644       
Quote: --- Original message by: Higuy
Those normal maps are working pretty good, only thing I can really critique is that the Brute's armor looks like it should be a bit more shiny, but I don't think that would be hard to fix. It could be the lighting thats making it look dull too.


I agree.





Good to see that CMT is back. I couldn't stand the other "CMT"


Corvette19
Joined: Feb 27, 2007


Posted: Jul 26, 2011 03:57 PM    Msg. 31 of 10644       
This is good news.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 26, 2011 04:03 PM    Msg. 32 of 10644       
Quote: --- Original message by: Higuy
Those normal maps are working pretty good, only thing I can really critique is that the Brute's armor looks like it should be a bit more shiny, but I don't think that would be hard to fix. It could be the lighting thats making it look dull too.

Yeah, the nighttime lighting is quite dark. Also OS allows us some other shader extensions, which we haven't quite played around with just yet, dealing with specular maps.

Edited by Masters1337 on Jul 26, 2011 at 04:19 PM


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Jul 26, 2011 04:16 PM    Msg. 33 of 10644       
perhaps instead of extending, how about changing?


ODX
Joined: Jul 26, 2007


Posted: Jul 26, 2011 04:19 PM    Msg. 34 of 10644       
Don't think you can edit stock BSPs.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 26, 2011 04:19 PM    Msg. 35 of 10644       
Come on, aren't all my PP (postprocessing) I've been working on to combat each other worth mentioning? lol
(add high amounts of bloom; make PP to combat bloom amount. best use of time ever.)

 
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