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Author Topic: Ki11a_FTW's Halo Custom Edition Progress Log. (285 messages, Page 4 of 9)
Moderators: Dennis

Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Feb 23, 2013 02:01 AM    Msg. 106 of 285       
Shut up children, I am trying to get my beauty sleep.

Get back on topic and stop with bickering. You have no idea how you sound. Here is some perspective that I am sure you won't get either.



The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Feb 23, 2013 03:42 AM    Msg. 107 of 285       
Not to mention watching 2-minute-long compilations of goats yelling like men.


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Feb 23, 2013 05:36 AM    Msg. 108 of 285       
*Smokes weed and spams PMs to vent frustration*
<insert pic of Lestat>
*Because he hates another guy who leaked his map 5 years ago*


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Feb 23, 2013 06:04 AM    Msg. 109 of 285       
Anyway, trying to get rid of all the crap posts.



One of the bsp's I'm working on now. VERY large in scale.
I'm gonna start tightening things up once I can makesure all the game play works.
Again, structures are placeholders, trying to save time so I can only model what HAS to be modeled.
Edited by Ki11erFTW on Feb 23, 2013 at 06:04 AM


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Feb 23, 2013 06:09 AM    Msg. 110 of 285       
BSP looks great Killa.
Edited by The Lodeman on Feb 23, 2013 at 06:10 AM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 23, 2013 08:11 AM    Msg. 111 of 285       
Quote: --- Original message by: Ki11erFTW

Anyway, trying to get rid of all the crap posts.

http://img14.imageshack.us/img14/5406/rebirthbeta.jpg

One of the bsp's I'm working on now. VERY large in scale.
I'm gonna start tightening things up once I can makesure all the game play works.
Again, structures are placeholders, trying to save time so I can only model what HAS to be modeled.
Edited by Ki11erFTW on Feb 23, 2013 at 06:04 AM


Well, it looks cool. How do you know if it will play well though? Have you done any play testing on rough iterations.. or?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 23, 2013 12:32 PM    Msg. 112 of 285       
Getting awesome winter contingency vibes off this.


Disaster
Joined: Dec 16, 2007

ROCKS


Posted: Feb 23, 2013 03:39 PM    Msg. 113 of 285       
Quote: --- Original message by: Higuy
Quote: --- Original message by: Ki11erFTW

Anyway, trying to get rid of all the crap posts.

http://img14.imageshack.us/img14/5406/rebirthbeta.jpg

One of the bsp's I'm working on now. VERY large in scale.
I'm gonna start tightening things up once I can makesure all the game play works.
Again, structures are placeholders, trying to save time so I can only model what HAS to be modeled.
Edited by Ki11erFTW on Feb 23, 2013 at 06:04 AM


Well, it looks cool. How do you know if it will play well though? Have you done any play testing on rough iterations.. or?


That is the rough.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Feb 23, 2013 04:02 PM    Msg. 114 of 285       
Quote: --- Original message by: Higuy
Quote: --- Original message by: Ki11erFTW

Anyway, trying to get rid of all the crap posts.

http://img14.imageshack.us/img14/5406/rebirthbeta.jpg

One of the bsp's I'm working on now. VERY large in scale.
I'm gonna start tightening things up once I can makesure all the game play works.
Again, structures are placeholders, trying to save time so I can only model what HAS to be modeled.
Edited by Ki11erFTW on Feb 23, 2013 at 06:04 AM


Well, it looks cool. How do you know if it will play well though? Have you done any play testing on rough iterations.. or?


That's the process it's going through now. Once I can take note of whatever needs to be changed/added
/deleted then I will start fixing up the rough spots on the terrain, etc etc.

E: You still modeling my rocks disaster?
Edited by Ki11erFTW on Feb 23, 2013 at 04:03 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 23, 2013 09:41 PM    Msg. 115 of 285       
Quote: --- Original message by: Killer5000
best thing to do get back on the thred
and comment nicely with no spamming

ps never reply to obviuos trolls cuase its going to make the thred look stupid

The irony...

Quote: --- Original message by: Ki11erFTW

Anyway, trying to get rid of all the crap posts.

http://img14.imageshack.us/img14/5406/rebirthbeta.jpg
Edited by Ki11erFTW on Feb 23, 2013 at 06:04 AM

That looks good. Seems interesting to play on.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Feb 24, 2013 10:50 AM    Msg. 116 of 285       
Quote: --- Original message by: Dennis
Shut up children, I am trying to get my beauty sleep.

Get back on topic and stop with bickering. You have no idea how you sound. Here is some perspective that I am sure you won't get either.

http://www.halomaps.org/special/hardtoexplain.jpg


Epic.

Quote: --- Original message by: Ki11erFTW

Anyway, trying to get rid of all the crap posts.

http://img14.imageshack.us/img14/5406/rebirthbeta.jpg

One of the bsp's I'm working on now. VERY large in scale.
I'm gonna start tightening things up once I can makesure all the game play works.
Again, structures are placeholders, trying to save time so I can only model what HAS to be modeled.
Edited by Ki11erFTW on Feb 23, 2013 at 06:04 AM


That looks awesome. I can't wait to see what you do with it.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 16, 2013 03:45 AM    Msg. 117 of 285       
A little question for you all.

What weapon style did you all like more out of Halo 3 or Reach?
Keeping in mind I have most of the reach weapons in Halo CE. The weapons aren't direct ports of the other Halo games the way that they are set up. Whether I choose Halo 3 or Halo Reach as the weapon art style, they will all play the same.

However, weapons like the concussion rifle will not see any changes, since there are no brutes in the project as of right now, you wont see brute shots or spikers.

Thank you!


Bobblehob
Joined: Aug 29, 2010


Posted: Mar 16, 2013 03:55 AM    Msg. 118 of 285       
Definitely Reach, The designs are much more interesting to me, and considering the lack of good Reach ports in CE, I would rather see them than a 1000th set of H3 weapons.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 16, 2013 04:41 AM    Msg. 119 of 285       
Also, the weapons aren't like

"omg must make extly liek halo reach or exactly like h3".

They use the visual assets, however most weapons will not really be able to directly compare to another Halo game aside from the art perspective.

For example, the new Beam Rifle is a collaboration of the focus rifle and beam rifle from Halo 4. I went out of my way to make some custom particles/contrails to make it more like a lighting bolt combined with the classic pink beam, yet it's currently using the Focus Rifle model.


Bobblehob
Joined: Aug 29, 2010


Posted: Mar 16, 2013 04:52 AM    Msg. 120 of 285       
Ah, gotcha.

I still like the design of the Reach weapons over those of Halo 3. And as I said they would be more interesting to have as a tagset then more H3 models.

Up to you, but my vote is for Reach :)


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 16, 2013 01:33 PM    Msg. 121 of 285       
The reach AR was broken down way more than it needed to be. Useless detail is useless. I think the H3 AR was perfect in terms of design, it just lacked any real detail. The H4 assault rifle is perfect.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Mar 16, 2013 01:51 PM    Msg. 122 of 285       
Quote: --- Original message by: Jesse
The reach AR was broken down way more than it needed to be. Useless detail is useless. I think the H3 AR was perfect in terms of design, it just lacked any real detail. The H4 assault rifle is perfect.

Agreed. Useless detail in modern games can lead to over-saturation of onscreen environments. It's why I hate looking at games like the new CoD's or some PS3 games. Too much detail starts making things harder to distinguish.
Edited by MoooseGuy on Mar 16, 2013 at 01:52 PM


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Mar 16, 2013 02:43 PM    Msg. 123 of 285       
Great work Killa!

And I'd have to go with Reach's weapon-set plus this:

Quote: The reach AR was broken down way more than it needed to be. Useless detail is useless. I think the H3 AR was perfect in terms of design, it just lacked any real detail. The H4 assault rifle is perfect.


Can't wait to see more!


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 20, 2013 12:00 AM    Msg. 124 of 285       


I was told to post these.
Note again, you will not be playing as chief, I am doing just doing some tests.
Edited by Ki11erFTW on Mar 20, 2013 at 12:01 AM
Edited by Ki11erFTW on Mar 20, 2013 at 12:01 AM

E:ignore the bright red zealot, I had to fix some bitmaps and shaders on him awhile ago and now he is bright red. Will change.
Edited by Ki11erFTW on Mar 20, 2013 at 12:03 AM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Mar 20, 2013 12:22 AM    Msg. 125 of 285       
3ds Max or OS-enhanced CE?


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 20, 2013 12:23 AM    Msg. 126 of 285       
All was taken with print screen key in CE.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 20, 2013 12:39 AM    Msg. 127 of 285       
those tags >.>


the map bsp needs love too! D:


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 20, 2013 12:44 AM    Msg. 128 of 285       
The BSP is still undergoing testing with ai/encounters. Once everything checks out then I will be making proper textures/Uvs and modeling the details on the structures:)


klasher1000
Joined: Nov 1, 2012


Posted: Mar 20, 2013 01:00 AM    Msg. 129 of 285       
Loving the looks of those bipeds


Bobblehob
Joined: Aug 29, 2010


Posted: Mar 20, 2013 04:22 AM    Msg. 130 of 285       
Loving that sauced Reach Elite! Keep up the good work sir :)


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 20, 2013 06:19 AM    Msg. 131 of 285       
The Elite is perfect. Or maybe needs micro bump map...


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 20, 2013 08:37 AM    Msg. 132 of 285       
Quote: --- Original message by: bourrin33
The Elite is perfect. Or maybe needs micro bump map...


Everything has micro bump maps applied.. however some people at CMT and I have encountered an issue of them being disabled on OS 3.1 for some reason. I talked to firesythe, hopefully should be fixed by next OS build.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 20, 2013 11:54 AM    Msg. 133 of 285       
You should make a tutorial about OS shadering for some *cough* people :D
Except for the environnement, your shaders dont look super good.
You should have a look at http://www.filterforge.com/filters/
for good environnement textures with bumps and spec


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 20, 2013 12:22 PM    Msg. 134 of 285       
Quote: --- Original message by: Ki11erFTW
The BSP is still undergoing testing with ai/encounters. Once everything checks out then I will be making proper textures/Uvs and modeling the details on the structures:)

The textures on it now are not the theme of the BSP, they are just a few detail maps I have applied so I can get everything ironed out. Once gameplay is good I will have to go back and unwrap all of the rocks/cliffs and everything else. I wouldn't expect anything nice with the BSP until summer time.
Edited by Ki11erFTW on Mar 20, 2013 at 12:24 PM


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Mar 20, 2013 02:03 PM    Msg. 135 of 285       
That's...so....beautiful... just like Reach!


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Mar 21, 2013 10:40 PM    Msg. 136 of 285       
Quote: --- Original message by: clonecam117
That's...so....beautiful... just like Reach!

I seem to remember Reach being a whole lot less sunny.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 21, 2013 10:41 PM    Msg. 137 of 285       
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: clonecam117
That's...so....beautiful... just like Reach!

I seem to remember Reach being a whole lot less sunny.


please don't argue for the sake of arguing.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Mar 21, 2013 10:45 PM    Msg. 138 of 285       
Quote: --- Original message by: SilentJacket
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: clonecam117
That's...so....beautiful... just like Reach!

I seem to remember Reach being a whole lot less sunny.


please don't argue for the sake of arguing.

Memory can be flawed. It's just a very simple comment.
An argument will start if some wants to start one.

After all, it takes more than one person to have an argument.
Unless you want to argue with yourself.
Edited by Dumb AI on Mar 21, 2013 at 10:48 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 21, 2013 11:04 PM    Msg. 139 of 285       
Quote: --- Original message by: Dumb AI

Quote: --- Original message by: SilentJacket
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: clonecam117
That's...so....beautiful... just like Reach!

I seem to remember Reach being a whole lot less sunny.


please don't argue for the sake of arguing.

Memory can be flawed. It's just a very simple comment.
An argument will start if some wants to start one.

After all, it takes more than one person to have an argument.
Unless you want to argue with yourself.
Edited by Dumb AI on Mar 21, 2013 at 10:48 PM

Yet the comment you made seems highly likely to instigate an argument.

O wait. I see what you did there.... >.>


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Apr 19, 2013 01:02 AM    Msg. 140 of 285       
So unfortunately(or maybe fortunately to some people), I have to switch to the h3 weapon models for now due to the amount of polies being rendered at one time involving bipeds, scenery, and weapons, (the reach weapons can be quite extensive with poly counts). It is likely that this will stay, not all of the weapons are Halo 3, but a vast majority are, and may be updated somewhere down the line once I can start to get everything optimized (very far away).

Now as for the K11 tag set, a big part of the tag set is the weapons I feel. The change of weapon style will not affect the tag set's release in anyway. All weapons from the very beginning of the mods development will be there. I had to make modifications to a few Z team weapons so I could keep a consistent animation style, so technically a Halo 3 OS version of K11 tags will be included, as well as an OS Halo 3 weapon RIP exclusive (this being the animations z-team got from Halo 3). So for example, if you want to use a OS 100% H3 battle rifle, (100% meaning all of the features from Halo 3), you would go to:

"k11\weapons\battle_rifle\h3_rip"

The normal Project K11 Beta BR (That was cut from the mod), can be found in its normal folder, and the h3_rip contains the few new tags that OS the Z-H3 weapon, and everything else references to Z-teams tagset. This "h3_rip" folder in each weapon folder will not in anyway be vital to any other tag outside of that folder, so if one wanted to delete each and every h3_rip folder reference, one could do so without missing any tags.

Notes:

-Everything in Project K11 is Open Sauced, don't think that just the h3_rip folders are.
-All characters in the Project K11 tagset are organized in a different format, for example:

"k11\characters\elite" - is the standard Halo 3 Elite
"K11\characters\elite\hd_elite\general" - this is the Halo Reach General Elite

I feel kind of guilty to post kinda boring information with no update, so here is a screenshot of part of my characters folder as of today.



Project K11 is:
Ki11a_FTW
NotZac

 
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