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Author Topic: CMT RETURNS! New project and team details inside! (4872 messages, Page 98 of 140)
Moderators: Dennis

master noob
Joined: Aug 10, 2012

Like Kennedy, I too am a jelly donut.


Posted: Sep 9, 2012 03:13 AM          Msg. 3396 of 4872
i think the impact in the second pic (under the warthog) could look more like an explosion and less like a star. other than that, good work!


Bobblehob
Joined: Aug 29, 2010


Posted: Sep 9, 2012 03:33 AM          Msg. 3397 of 4872
That ground map is really nasty looking, but other than that, it is definitely looking amazing :)
Edited by Bobblehob on Sep 9, 2012 at 03:40 AM


Masters1337
Joined: Mar 5, 2006

Lord Masterz1337: King of Halo CE Community


Posted: Sep 9, 2012 03:34 AM          Msg. 3398 of 4872
Quote: --- Original message by: CorpseManTS
Quote: --- Original message by: Masters1337

I don't know about you guys, but I find this pretty.

*pic*
*pic*
Still a work in progress of course.
Edited by Masters1337 on Sep 9, 2012 at 02:38 AM

who wouldn't??? i mean look at em!
i think my nVidia9400GT wont cut it.


Actually, I installed CE and OS on my friends 3 year old 13" macbook, with has a 9400m with I believe 256 ram, and I was able to play all the CMT maps with some pretty decent FPS, except in areas that still require serious optimization. I had some new graphical effects off, but it's completely playable, and pretty gorgeous as well, although the screen on the macbook is amazing, looked better in some areas than my new 1080p Samsung monitor.


Higuy
Joined: Mar 6, 2007

I farted


Posted: Sep 9, 2012 07:40 AM          Msg. 3399 of 4872
It looks alright but the post processing looks pretty disgusting along with the ground map, like Bobble said. Pelican looks nice though.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Sep 9, 2012 08:26 AM          Msg. 3400 of 4872
That pelican looks awesome and so does the warthog.

Everything else looks weird though. And way too much bloom. :/

The rocks look cool, but look a bit too papery to me.


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: Sep 9, 2012 08:37 AM          Msg. 3401 of 4872
what post-process settings do you use Masterz? motion/bloom amount.
Mine looks like I dont use OS, i can only see the normal maps clearly.


Kal825B
Joined: Jan 16, 2012

Logic...


Posted: Sep 9, 2012 08:45 AM          Msg. 3402 of 4872
Awesome.


vampire_girl
Joined: Apr 16, 2009

Astral Queen


Posted: Sep 9, 2012 09:57 AM          Msg. 3403 of 4872
Pelican looks hot, but the bloom is disgusting. I'd like to see a few screens without any bloom.


Dumb AI
Joined: Sep 18, 2011

NMT Concept Artist and HUD creator (SP_HH 99%)


Posted: Sep 9, 2012 11:27 AM          Msg. 3404 of 4872
I wonder if 343 can do the same with same tools we have.


HaloExtreme117
Joined: May 5, 2012

Scripter & OpenSauce Developer


Posted: Sep 9, 2012 11:30 AM          Msg. 3405 of 4872
Quote: --- Original message by: Dumb AI
I wonder if 343 can do the same with same tools we have.

343 Have the source, they can do so much more than we can.
Although, what we've managed so far is rather good, considering what we where given.


Kal825B
Joined: Jan 16, 2012

Logic...


Posted: Sep 9, 2012 01:35 PM          Msg. 3406 of 4872
Quote: --- Original message by: haloextreme117
Quote: --- Original message by: Dumb AI
I wonder if 343 can do the same with same tools we have.

343 Have the source, they can do so much more than we can.
Although, what we've managed so far is rather good, considering what we where given.


Don't forget extra tools made by other people, for example Kornman and OS.
Edited by Caboose 14 on Sep 9, 2012 at 01:37 PM


P3
Joined: Dec 2, 2011


Posted: Sep 9, 2012 08:34 PM          Msg. 3407 of 4872
You guys need a better forerunner structure modeling. Also better ground and structure textures. I think the ground and cliff textures don't really go, and the forerunner structure texture is way to grimy and dirty. I know it's been a very long time since someone has been there, but i just think it would look better cleaner. And another thing, the grass on the ground is way darker then the green edges of the cliff, making the cliff and everything else not darker stick out. Unless that's a good thing.
Edited by P3 on Sep 9, 2012 at 08:35 PM


Ubergoober
Joined: Oct 11, 2010


Posted: Sep 10, 2012 12:27 AM          Msg. 3408 of 4872
looks awesome, nice to see the new hog in-game


P3
Joined: Dec 2, 2011


Posted: Sep 10, 2012 11:39 PM          Msg. 3409 of 4872
But really, everything looks new and Halo reach/cea style (Cea, as in with the new models and stuff. Not with the old Halo 1 models.) ..... and then there is the forerunner structures.... You guys are still making them look like Halo 1 style architecture. Unless that's what you guys are aiming for. I just think that it needs to have the reach/cea style also.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?- -Art Director for HPMT-


Posted: Sep 10, 2012 11:45 PM          Msg. 3410 of 4872
Quote: --- Original message by: P3
But really, everything looks new and Halo reach/cea style (Cea, as in with the new models and stuff. Not with the old Halo 1 models.) ..... and then there is the forerunner structures.... You guys are still making them look like Halo 1 style architecture. Unless that's what you guys are aiming for. I just think that it needs to have the reach/cea style also.


agreed, the structures seem lacking, both in geometry and texture. instead of using cover-all texture patterns, could you make custom ones for each structure?


Masters1337
Joined: Mar 5, 2006

Lord Masterz1337: King of Halo CE Community


Posted: Sep 11, 2012 12:07 AM          Msg. 3411 of 4872
Our forerunner structures for B30 Evolved are far superior to what you see here. Since these areas are extensions of the regular level, we want them to visually fit with the rest of the map, hence the lower quality BSPs and more basic texturing. If you like fancy forerunner stuff, you will be mightily impressed by B30 Evolved.


P3
Joined: Dec 2, 2011


Posted: Sep 11, 2012 09:05 AM          Msg. 3412 of 4872
Ok, great! :) So these seen in the pictures will be subject to change? Or are you saying that they will be left as they are?


Masters1337
Joined: Mar 5, 2006

Lord Masterz1337: King of Halo CE Community


Posted: Sep 12, 2012 07:00 AM          Msg. 3413 of 4872
It's always subject to change.

Does anyone have any complaints about the bloom other than the sky and water? Because those aren't problems with the bloom, those are problems with the elements themselves (placeholder water shader, and all white background on the sky)


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 12, 2012 12:32 PM          Msg. 3414 of 4872
The bloom settings are fairly easy to set on a per level basis, i have two seperate bloom configurations for indoor maps and outdoor maps, setting the max bloom color down for outdoor maps fixes the majority of sky's becoming blinding.


Higuy
Joined: Mar 6, 2007

I farted


Posted: Sep 12, 2012 12:59 PM          Msg. 3415 of 4872
Quote: --- Original message by: Masters1337
It's always subject to change.

Does anyone have any complaints about the bloom other than the sky and water? Because those aren't problems with the bloom, those are problems with the elements themselves (placeholder water shader, and all white background on the sky)


The ground texture is pretty bad. Or at least the detail map that is being used, it seems like it may be due to a normal map or something with it.


OHunterO
Joined: May 24, 2012

This is Anonymous2009 - My actual name is Hunter.


Posted: Sep 12, 2012 02:39 PM          Msg. 3416 of 4872
Quote: --- Original message by: Higuy
Quote: --- Original message by: Masters1337
It's always subject to change.

Does anyone have any complaints about the bloom other than the sky and water? Because those aren't problems with the bloom, those are problems with the elements themselves (placeholder water shader, and all white background on the sky)


The ground texture is pretty bad. Or at least the detail map that is being used, it seems like it may be due to a normal map or something with it.


I HIGHLY doubt that is final. Just a quick one stuck on to speed up compiling whilst they tested other assets?


Higuy
Joined: Mar 6, 2007

I farted


Posted: Sep 12, 2012 02:50 PM          Msg. 3417 of 4872
Quote: --- Original message by: OHunterO
Quote: --- Original message by: Higuy
Quote: --- Original message by: Masters1337
It's always subject to change.

Does anyone have any complaints about the bloom other than the sky and water? Because those aren't problems with the bloom, those are problems with the elements themselves (placeholder water shader, and all white background on the sky)


The ground texture is pretty bad. Or at least the detail map that is being used, it seems like it may be due to a normal map or something with it.


I HIGHLY doubt that is final. Just a quick one stuck on to speed up compiling whilst they tested other assets?


You would hope so, but then again, they were showing off pictures. You would assume that most of the stuff in those pictures are at least somewhat "polished".


P3
Joined: Dec 2, 2011


Posted: Sep 12, 2012 04:52 PM          Msg. 3418 of 4872
I'm guessing it's to make people have something to talk about in this thread while we wait for more.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 12, 2012 09:41 PM          Msg. 3419 of 4872
Quote: --- Original message by: Masters1337
Our forerunner structures for B30 Evolved are far superior to what you see here. Since these areas are extensions of the regular level, we want them to visually fit with the rest of the map, hence the lower quality BSPs and more basic texturing. If you like fancy forerunner stuff, you will be mightily impressed by B30 Evolved.

OH. I thought that was B30 Evolved! Really nice work you guys have going here.


Masters1337
Joined: Mar 5, 2006

Lord Masterz1337: King of Halo CE Community


Posted: Sep 12, 2012 09:49 PM          Msg. 3420 of 4872
Oh oops. Should have mentioned that was a new A30 area. It's one of the ones posted in the B-Team update, just now with revised scenery and shaders.


Echo77
Joined: Jul 20, 2010

-Modder-


Posted: Sep 12, 2012 11:21 PM          Msg. 3421 of 4872
Quote: --- Original message by: l283023
Who's in The A-Team?


George Peppard,Dirk Benedict, Dwight Schultz, and Mr. T.
Edited by Echo77 on Sep 12, 2012 at 11:24 PM


Kozakuu
Joined: Oct 30, 2011

Totally biased.


Posted: Sep 12, 2012 11:24 PM          Msg. 3422 of 4872
Quote: --- Original message by: l283023
Who's in The A-Team?


CMT irl


Echo77
Joined: Jul 20, 2010

-Modder-


Posted: Sep 13, 2012 07:25 AM          Msg. 3423 of 4872
Quote: --- Original message by: l283023
Quote: --- Original message by: Kozakuu
Quote: --- Original message by: l283023
Who's in The A-Team?

http://img543.imageshack.us/img543/4581/theateamz.jpg
CMT irl

I assume Masterz is the one with the cigar in his mouth.


He loves it when a plan comes together.


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Sep 13, 2012 12:11 PM          Msg. 3424 of 4872
Quote: --- Original message by: l283023
Quote: --- Original message by: Kozakuu
Quote: --- Original message by: l283023
Who's in The A-Team?

http://img543.imageshack.us/img543/4581/theateamz.jpg
CMT irl

I assume Masterz is the one with the cigar in his mouth.

He honostly looks more like the guy above the one with the cigar. Haha


Ifafudafi
Joined: Jun 23, 2010


Posted: Sep 13, 2012 07:18 PM          Msg. 3425 of 4872
It's not so much a clear, solid bold-line division in personnel as it is just two separate projects; nearly all visual assets (models, textures, particles, etc.) are shared between both SPv3 and the Evolved project, so relevant team members aren't really "on" one half-team and "off" the other, and while BSP modelers do prioritize what they're working on they can and have hopped between projects depending on which one needs more attention.

The difference is mostly in encounter and weapon design. There's still considerable parity between the two; both projects are using the same weapons and units which all do the same general thing, but with specific elements (weapon balance, enemy composition, etc.) diverging as such:

-Building off existing campaign maps allows Masterz the freedom to inject lots of experimental fun, preserving the variety and broad weapon roles characteristic of earlier SPvX projects, so he has pretty much complete reign over that aspect for the B-Team's map output.

-TSC:E's gameplay sandbox is more of an extension of the trimmed and polished approach taken in February's a50 release, since the from-scratch rebuild is requiring a lot more time and effort in and of itself; I'm handling the weapon balance and broad-scale design for this one, while sharing encounter design with teh lag (who really does most of the work on that end).

E: well I guess at this precise moment in time the TSC:E staff is more or less:



And then Masterz is roughly equivalent to Doc Brown with our testers taking the place of Marty McFly
Edited by Ifafudafi on Sep 13, 2012 at 07:35 PM


Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: Sep 13, 2012 09:51 PM          Msg. 3426 of 4872
what about me ;C


Ifafudafi
Joined: Jun 23, 2010


Posted: Sep 13, 2012 10:14 PM          Msg. 3427 of 4872
Quote: --- Original message by: Choclate Thunda
what about me ;C

you're with the asset people whose stuff goes to both teams !!

best described as:



well I guess it's not completely accurate, see I don't have a six-pack


Bobblehob
Joined: Aug 29, 2010


Posted: Sep 14, 2012 01:34 AM          Msg. 3428 of 4872
Quote: --- Original message by: Ifafudafi
Quote: --- Original message by: Choclate Thunda
what about me ;C

you're with the asset people whose stuff goes to both teams !!

best described as:

http://imageshack.us/a/img689/8900/dsdde.jpg

well I guess it's not completely accurate, see I don't have a six-pack


No, I'm fairly certain that you do :3

Speaking of which, do you have a particle effect video possibly, maybe, hopefully, please?


Masters1337
Joined: Mar 5, 2006

Lord Masterz1337: King of Halo CE Community


Posted: Sep 19, 2012 04:05 PM          Msg. 3429 of 4872
So not much to show or talk about, but a few things that have been going on.

1. Lots of OS development for things such as in game sky and lightmap switching (used in A10 for flickering lights and atmospheric smoke and a cool encounter involving cryotubes), script loaded UI elements (for more robust loadout systems), more tagslots and scriptspace, and a few MP addons which Firescythe and Korn will want to talk about on their own. Unfortunately while everything is being merged, it means some development on A30 and A10 had to stop, B30: Evolved is still progressing nicely.

2. It's been decided that B40 and C40 will be co-developed together as the last 2 maps for SPV3, meaning that we will be moving onto the Flood as soon as the current batch of maps are done.

3. This goes with 1, but it's important enough to get its own point, there will be a line you can add to the end of your HCE.exe, which will disable anything in OS that will impact your FPS.
Edited by Masters1337 on Sep 19, 2012 at 04:07 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?- -Art Director for HPMT-


Posted: Sep 19, 2012 04:11 PM          Msg. 3430 of 4872
As for the flood, are you going to make them in the style of (relatively clean) bodily mutation of H3, or more towards the gory, torn-up bodies of HCEA?

 
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