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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Halo 3 Foundry Port WIP by Jesse & Sali

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Author Topic: Halo 3 Foundry Port WIP by Jesse & Sali (915 messages, Page 1 of 27)
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Dalek
Joined: Aug 12, 2011


Posted: Oct 26, 2012 07:46 AM    Msg. 1 of 915       





Ventilator in top of warhouse are aminated ?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Oct 26, 2012 09:32 AM    Msg. 2 of 915       
Should just make the texture spin.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 26, 2012 11:37 AM    Msg. 3 of 915       
So,are you guys going to protect only certain tags?

Okay,to avoid getting destroyed,I shall end that question.

So,we can get the scenery from the palette?
Guys,remember,any thing you put in the Sapien tag palette will be compiled with the map.
It will not appear unless you actually place them on the level.


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Oct 26, 2012 11:56 AM    Msg. 4 of 915       
Congrats Jesse on the lighting, looks pretty nice considering the engine. Did you use that Aether method?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 26, 2012 03:21 PM    Msg. 5 of 915       
No actually, I'm surprised people keep complimenting the lighting :o I just used headlong's sky and ran tool lightmaps at 1 0.999999

Then again, I did create the light fixtures and tagged them.
Edited by Jesse on Oct 26, 2012 at 03:22 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 26, 2012 06:59 PM    Msg. 6 of 915       
I have what you wanted done.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 26, 2012 08:41 PM    Msg. 7 of 915       
Good, I won't be home for a few days so I can't do much, but you can go ahead and post a video if you like.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 26, 2012 10:29 PM    Msg. 8 of 915       
How can someone make a physics for a ball of some kind?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 27, 2012 02:06 AM    Msg. 9 of 915       
Well,duh,if you want it to be able to move around when you push it or blow it up.
Edited by Dumb AI on Oct 27, 2012 at 02:06 AM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Oct 27, 2012 04:03 AM    Msg. 10 of 915       
Foundry's lookin good.





and lol these two guys above me


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 27, 2012 10:25 AM    Msg. 11 of 915       
Quote: --- Original message by: Spartan032
I didn't really get why you posted that. And honestly if don't really understand your posts.

"Well,duh," Why won't you make a space "_" after putting period "." and comma ","
I was basically saying that it's obviously better to make it as vehicle,than anything else.

I'm not telling you that your stupid or anything insulting, I'm just making a suggestion ;)


1.I don't understand what you wrote here:
"And honestly if don't really understand your posts. "

Physics for vehicles are typically set up to be more realistic than physics for other things in Halo

CE which may also be hardcoded into the engine.

Not sure if this is true but moving scenery don't sync.May not be true but I don't really know.

Vehicles do sync and it would react to player actions better.

It could tumble or fly away and land if you blow it up and if you melee it,it would move away from you.

2.I'll make a space when I want to,okay?

3.You did not make a joke,so you were not funny at all.

Edited by Dumb AI on Oct 27, 2012 at 10:31 AM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 27, 2012 12:25 PM    Msg. 12 of 915       
I made the fans a vehicle so that you guys can see shadows.


RecycleBin1337
Joined: Oct 24, 2012



Posted: Oct 27, 2012 04:35 PM    Msg. 13 of 915       
nevermind
Edited by RecycleBin1337 on Oct 27, 2012 at 04:36 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 27, 2012 04:42 PM    Msg. 14 of 915       
If worst comes to worst, you could extend the shafts so that you can't see outside the vents


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 27, 2012 07:23 PM    Msg. 15 of 915       
The headlong sky does pretty well, it already has the water modeled in, all I have to do is model the buildings in the distance, move the sun around and raise the geometry for the water to be level with the BSP.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 27, 2012 09:35 PM    Msg. 16 of 915       
To be honest, the entire map is outdoors, and you can hardly see the sky whatsoever. As long as it looks like from the very small angles you look, it should be fine. What does matter is the lighting, however.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 27, 2012 10:12 PM    Msg. 17 of 915       
Don't you mean indoors?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 27, 2012 10:16 PM    Msg. 18 of 915       
yeah


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 28, 2012 12:03 AM    Msg. 19 of 915       
Yeah I'm only going to fix up what can be seen from the fan vents, which would equate to one side of the sky anyway.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Oct 28, 2012 09:03 PM    Msg. 20 of 915       
Increase the "bleeding" or "padding" value, i dont remember the name, i think "bleeding"


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Oct 28, 2012 09:20 PM    Msg. 21 of 915       
From the readme file and the description.
Posted by TheFieryScythe

* I personally avoid creating bitmaps at lower than 512x512 with a padding of about 12 pixels as upon scaling down the black background can seep in.
Edited by Maniac1000 on Oct 28, 2012 at 09:22 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 29, 2012 07:01 PM    Msg. 22 of 915       
TO DO LIST:

- Halo 3 scenery ingame with working collision models
- Halo 3 forklift as a drivable working vehicle (for lols)
- Sky tag edited and ready for compiling (I want the source so I can move the sun around.)
Edited by Jesse on Oct 29, 2012 at 07:01 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 29, 2012 07:17 PM    Msg. 23 of 915       
I can try to get the forklift and scenery stuff.

Here's the shadow for the fans you wanted, but your shaders could use a lot of work:


Edited by XlzQwerty1 on Oct 29, 2012 at 07:18 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 29, 2012 09:07 PM    Msg. 24 of 915       
Get on and send em over. I have most of the important Halo 3 scenery ready to in-game, I just need to learn how to fix open edges and make the collision models.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 29, 2012 09:20 PM    Msg. 25 of 915       
I'll send them in tomorrow or something; currently studying for a test tomorrow.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 29, 2012 09:23 PM    Msg. 26 of 915       
That's cool! gm_flatgrass!


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 30, 2012 07:00 AM    Msg. 27 of 915       

I can fix this up and upload if you want.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 30, 2012 09:03 AM    Msg. 28 of 915       
Then Guess I don't need to do the forklift, go ahead altis


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 30, 2012 10:19 AM    Msg. 29 of 915       
can you make the trigger function the horn, and grenade function the lift controls?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Oct 30, 2012 02:45 PM    Msg. 30 of 915       
Quote: --- Original message by: SilentJacket
can you make the trigger function the horn, and grenade function the lift controls?

Lift actually doesnt work well because physics arent animated. And there is no horn, but it has beeping sound when driving backwards.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 30, 2012 06:31 PM    Msg. 31 of 915       
That's great! You can send me the model later on Xfire if you want, I'll be on in a few hours. I'll fix up the shaders and make it purdy.


TO DO LIST:

- Halo 3 scenery ingame with working collision models
- Halo 3 forklift as a drivable working vehicle (for lols) Done.
- Sky tag edited and ready for compiling (I want the source so I can move the sun around.)
- Get the BSP model in-gamed and lighted
- Finish some UV work on the BSP model.
- Extensively test out the tagset to ensure it works properly. (gametypes included)
- Finish getting all the level decals working.
Edited by Jesse on Oct 30, 2012 at 06:34 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 30, 2012 07:37 PM    Msg. 32 of 915       
What? That doesn't make sense.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 30, 2012 08:18 PM    Msg. 33 of 915       
I have no idea what he meant either.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 31, 2012 01:22 AM    Msg. 34 of 915       
OLD (raw unripped map I was left to work with when HDoan left.)


NEW (still using the old BSP)


So far DSalimander didn't have much to do with that last pic, I'm just screwing around but he has been teaching me a lot of things and pointing me in the right direction. When we get the new BSP in-game you will see his magic at work.


TO DO LIST:

- Halo 3 scenery ingame with working collision models Might use H3MT
- Halo 3 forklift as a drivable working vehicle (for lols) Done.
- Sky tag edited and ready for compiling (I want the source so I can move the sun around.)
- Get the BSP model in-gamed and lighted
- Finish some UV work on the BSP model. Done
- Extensively test out the tagset to ensure it works properly. (gametypes included)
- Finish getting all the level decals working.
Edited by Jesse on Oct 31, 2012 at 01:43 AM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 31, 2012 03:13 AM    Msg. 35 of 915       
Alright, I'm off my computer for now, Worst case scenario I'll PM you the models tomorrow. Do you have an Xfire account?

 
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