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Author Topic: RPG Beta 6.2 Frostbite update! [WIP] Pictures! (68 messages, Page 2 of 2)
Moderators: Dennis

Bobblehob
Joined: Aug 29, 2010


Posted: Feb 19, 2012 12:34 AM    Msg. 36 of 68       
I would rethink putting camo on the hub caps of the hogs xP Other than that, stuff is looking good.


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 19, 2012 11:13 AM    Msg. 37 of 68       
The tank is corrupted


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Feb 19, 2012 11:30 AM    Msg. 38 of 68       
Quote: --- Original message by: ReconNinja117

http://farm8.staticflickr.com/7201/6896600577_fa26c255a1_z.jpg

Edited by ReconNinja117 on Feb 18, 2012 at 10:06 AM
Edited by ReconNinja117 on Feb 18, 2012 at 10:36 AM


was anyone else thinking chrome spartan?


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 19, 2012 11:40 AM    Msg. 39 of 68       

That better, Bobblehob?


Bobblehob
Joined: Aug 29, 2010


Posted: Feb 19, 2012 01:25 PM    Msg. 40 of 68       
Si senor :)


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 19, 2012 02:59 PM    Msg. 41 of 68       
Anyone know how to fix this?


dxabyss
Joined: Jun 27, 2011


Posted: Feb 19, 2012 03:04 PM    Msg. 42 of 68       
I like the new remodeling it's very refreshing that everything is pretty uniformed. What's the differences though to other revamped or modded Rpg Betas?


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 19, 2012 03:14 PM    Msg. 43 of 68       
The level structure itself is unchanged. I added different weapons, vehicles, scenery, and devices, and I also fiddled with some of the tags. The main thing is that this is the first mod of RPG 6.2, everyone else has only done 6 and earlier.


dxabyss
Joined: Jun 27, 2011


Posted: Feb 19, 2012 03:17 PM    Msg. 44 of 68       
Being a veteran role player of the rpg beta 4/5 era. I'd like to see this map sore high, maybe I'll even rejoin again. I wish you luck on your progress with your map.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Feb 19, 2012 03:54 PM    Msg. 45 of 68       
Quote: --- Original message by: ReconNinja117
The tank is corrupted

:( I'll fix for you later


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 19, 2012 05:23 PM    Msg. 46 of 68       
Here's a little something I added. Hooray for scripting more than 6 vehicles!
http://www.flickr.com/photos/64034437@N03/6905560433/in/photostream
Edited by ReconNinja117 on Feb 20, 2012 at 03:16 PM


Mangenkyo
Joined: Jul 14, 2009

Yep!.. i know i'm in Space..


Posted: Feb 19, 2012 05:34 PM    Msg. 47 of 68       
Quote: --- Original message by: ReconNinja117
Anyone know how to fix this?
http://farm8.staticflickr.com/7209/6904677637_8ed95a5fb0_b.jpg


try extracting all the unicode_string_list tags from the ui folder...


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 19, 2012 07:05 PM    Msg. 48 of 68       
Didn't work. -_- Does anyone know what this string list is called and which file(s) would reference it?

Edit: PM me if you want to try out the current test stage.
Edited by ReconNinja117 on Feb 20, 2012 at 07:08 AM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 20, 2012 10:53 PM    Msg. 49 of 68       
Quote: --- Original message by: ReconNinja117
Update on the sniper rifle. I made more of the details and moving parts unpainted.
http://farm8.staticflickr.com/7063/6897081829_4995347a8b_z.jpg



Remove this shader I hate it! hehe


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Feb 21, 2012 02:58 PM    Msg. 50 of 68       
Quote: --- Original message by: ReconNinja117

Here's a little something I added. Hooray for scripting more than 6 vehicles!
http://www.flickr.com/photos/64034437@N03/6905560433/in/photostream
Edited by ReconNinja117 on Feb 20, 2012 at 03:16 PM


Looks great!

Any chance you could get the prowler working eventually?
To do so, couldn't you use banshee animations, but add more weight to them?
I have no idea how Halo's animation system works though, so not sure at all.


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 21, 2012 05:02 PM    Msg. 51 of 68       
I don't know how to make vehicles from scratch, and I don't have enough tag space for another vehicle.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 21, 2012 05:07 PM    Msg. 52 of 68       
Quote: --- Original message by: Jaz
Quote: --- Original message by: ReconNinja117

Here's a little something I added. Hooray for scripting more than 6 vehicles!
http://www.flickr.com/photos/64034437@N03/6905560433/in/photostream
Edited by ReconNinja117 on Feb 20, 2012 at 03:16 PM


Looks great!

Any chance you could get the prowler working eventually?
To do so, couldn't you use banshee animations, but add more weight to them?
I have no idea how Halo's animation system works though, so not sure at all.



Unrelated. My issue that eventually killed the prowler vehicle project is I couldn't get physics to work.


Bobblehob
Joined: Aug 29, 2010


Posted: Feb 21, 2012 09:00 PM    Msg. 53 of 68       
In regards to the Gauss Cannon. You really should put more effort in to making the weapon distinguishable from what you took from all the other large maps. Change the effects, change the projectile, make the weapon unique, it will really help your map.

And for the love of god, please change the impact particle effect >.<


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Feb 21, 2012 09:17 PM    Msg. 54 of 68       
Quote: --- Original message by: Bobblehob
In regards to the Gauss Cannon. You really should put more effort in to making the weapon distinguishable from what you took from all the other large maps. Change the effects, change the projectile, make the weapon unique, it will really help your map.

And for the love of god, please change the impact particle effect >.<


I would suggest turning it into an artillery piece. Give it a heavy, thundering fire effect, make the projectile affected by gravity, and give it a fair amount of splash damage. That way (provided you can coordinate with a spotter) you can lob shells practically anywhere on the map.


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 21, 2012 09:45 PM    Msg. 55 of 68       
It's a point-defense turret, I don't think that a lot of drop would be conducive to defense. Maybe a little for realism, but not a lot. I'll just say the projectile is rocket-powered. :P
Bobblehob, by the impact particle, do you mean the lame explosion in the middle or the rings?
As a side note, I'm going to try and make my own sound tags from some free sound effects I found on the internet. Wish me luck!


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Feb 21, 2012 09:50 PM    Msg. 56 of 68       
Aye, I noticed it was referred to as a "Point Defense Turret," but I wasn't sure if that was its actual purpose, or if you were calling it that because it sounded cool. >:P

I still think an artillery piece would be exceedingly helpful, although point-defense guns would definitely be a necessity. Probably something along the lines of a high-caliber autocannon.


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 21, 2012 09:58 PM    Msg. 57 of 68       
I couldn't find any suitably large machine guns, so I decided to supplement the gauss cannons with H2 turrets placed nearby. Also, an artillery gun would be incredibly hard to aim in Halo.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Feb 21, 2012 10:01 PM    Msg. 58 of 68       
Aye, but it'd add a strategic element, forcing you to cooperate with a teammate who had a decent view of the area you were bombarding. Of course, I've never actually tried to do that in-game, so it may be a lot more difficult than I'm envisioning. But it sounds interesting, in theory, at least. Perhaps it's something I could try if I ever get around to making a map.


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 21, 2012 10:28 PM    Msg. 59 of 68       
Given how disfunctional players can be, I think it would be somewhat harder to do for real. But really, would an unguided artillery gun be realistic, considering that we have GPS-guided artillery now, over 500 years in the past?


Bobblehob
Joined: Aug 29, 2010


Posted: Feb 21, 2012 11:20 PM    Msg. 60 of 68       
Quote: --- Original message by: ReconNinja117
It's a point-defense turret, I don't think that a lot of drop would be conducive to defense. Maybe a little for realism, but not a lot. I'll just say the projectile is rocket-powered. :P
Bobblehob, by the impact particle, do you mean the lame explosion in the middle or the rings?
As a side note, I'm going to try and make my own sound tags from some free sound effects I found on the internet. Wish me luck!


I mean all of it, especially the rings that come out from the impact. If it is a gauss cannon, it would rip the entire tower apart, and would have a much more powerful impact than what you have here. Also, if you want it to be a gauss cannon, then you should remove the fire and smoke portion of the firing effect because a gauss cannon accelerates the projectile with powerful electromagnets, so no smoke or fire.


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 22, 2012 01:58 PM    Msg. 61 of 68       
No smoke or fire? No explosive firing sound? The cannon is no longer gauss. :P


Bobblehob
Joined: Aug 29, 2010


Posted: Feb 22, 2012 02:06 PM    Msg. 62 of 68       
Quote: --- Original message by: ReconNinja117
No smoke or fire? No explosive firing sound? The cannon is no longer gauss. :P


It will be much better as a gauss cannon, check out the Halo Reach mass driver on youtube, and that will give you a better idea of what you should be going for if you are making a gauss weapon. In the end it will be much more powerful than any regular cannon :P


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 22, 2012 03:43 PM    Msg. 63 of 68       
Maybe I could record the Reach MAC sound...
The cannon is now gauss again. :P
Then again, it doesn't look much like a gauss weapon, so a conventional gun would make more sense and would not require me to make my own particle effects.
The cannon is no longer gauss again. :\
Edited by ReconNinja117 on Feb 22, 2012 at 03:44 PM


anonymous_2009
Joined: Jun 13, 2009


Posted: Feb 22, 2012 09:06 PM    Msg. 64 of 68       
Do not like. All of these RPG maps have just consisted of oversized maps, which don't add to the gameplay at all - and are always more or less a box, with toys thrown in.

I clap at the fact that this time you have took 2 minutes to overlay a pattern on some of the vehicles to make them suit the theme. But you need to work on the gameplay of the levels, and actually "plan" them?


ReconNinja117
Joined: Nov 11, 2011

Used to be terrible. Probably still am.


Posted: Feb 22, 2012 09:45 PM    Msg. 65 of 68       
The whole point of roleplaying is to NOT suit normal gameplay. A map small enough to play on would be too small for roleplaying in most cases, perfect symmetry of the map and item placement would be both unrealistic and boring in an RP sense, getting those textures to look good took a good amount longer than 2 minutes.
If you do not have roleplaying in mind when discussing a roleplaying map, I must kindly ask that you don't offer competitive play-based input.


anonymous_2009
Joined: Jun 13, 2009


Posted: Feb 22, 2012 10:05 PM    Msg. 66 of 68       
Oh dear, you seem to think that "gameplay" is all about shooting each other and well places cover points ect...?

No, I say it is oversized, due to the lack of structures to support such a large map, or lack of REASON to be sized as it is. Also based on the vehicles that are in the map.

You just mentioned realistic.. the maps have boxes, which act as a weapon store... I do have roleplaying in mind, due to the thread title...

Don't come out with lame excuse of it's an old engine and can't support all of the detail ect... load of crap, you don't need a lot of detail to make it clear as to what a structure is or to simple ADD structures... Textures can fake detail, and so can bump maps which are available for the geometry but no one ever takes advantage of them.

Your textures on the geometry all seem to be tiled stretched stock images as well...


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Feb 22, 2012 10:06 PM    Msg. 67 of 68       
Quote: --- Original message by: anonymous_2009
I clap at the fact that this time you have took 2 minutes to overlay a pattern on some of the vehicles to make them suit the theme. But you need to work on the gameplay of the levels, and actually "plan" them?


We've spent the majority of this page discussing the most realistic approach to a turret emplacement, and how different modes of fire would affect gameplay. Which sounds like an awful lot of planning is going into gameplay.


anonymous_2009
Joined: Jun 13, 2009


Posted: Feb 22, 2012 10:10 PM    Msg. 68 of 68       
I have not read ALL of the posts, I have looked at the actual design so far which is more focused on looking at the vehicles and "fire power". Which in a way shows that's all that is being invest in at the moment.

Turret placement is one detail, the ACTUAL OBJECTS that make the world are more important... you want it to seem, sort of realistic and not like a box with turrets and vehicles...

Edit: About the turret, it has been mentioned though. A MAC Cannon does not use explosives... it's electric and fires a big piece of metal using magnets. So they will not be any explosions. Only sounds + effects that will happen will be from the speed of matter moving through the air so quick, so research what that will do. And the cooling system.



Edited by anonymous_2009 on Feb 22, 2012 at 10:14 PM

 
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