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Author Topic: Halo 3 Foundry Port WIP by Jesse & Sali (945 messages, Page 15 of 27)
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XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Mar 14, 2013 08:46 PM    Msg. 491 of 945       
The thing I don't understand is why people say they won't try to make OS maps because it's not "mainstream" yet. If no one's making any OS maps to force people to use OS then how can it ever become mainstream...


killzone64
Joined: Jun 9, 2010

Run, do not walk, to the nearest exit


Posted: Mar 14, 2013 08:50 PM    Msg. 492 of 945       
i'm making an os only version of boneyard i just need to get rid of all the pesky errors and learn to use aether.

the pelican animation looks great, keep it up guys.
Edited by killzone64 on Mar 14, 2013 at 08:51 PM


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 14, 2013 09:20 PM    Msg. 493 of 945       
Quote: --- Original message by: XlzQwerty1
The thing I don't understand is why people say they won't try to make OS maps because it's not "mainstream" yet. If no one's making any OS maps to force people to use OS then how can it ever become mainstream...


I'm gonna let Masterz and CMT lead the way with OS. Idk if it's public knowledge, but they have something big planned.


Masters1337
Joined: Mar 5, 2006

What is D30?


Posted: Mar 14, 2013 09:28 PM    Msg. 494 of 945       
Eventually we will return to MP, may not be for quite some time though.


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 15, 2013 01:00 AM    Msg. 495 of 945       
Haven't they always been? Not counting Coagulation, that was the old, old, old CMT.


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 15, 2013 05:16 PM    Msg. 496 of 945       
Quote: --- Original message by: Jesse
Quote: --- Original message by: Jesse

Quote: --- Original message by: DSalimander
Here's some things I found (that haven't been mentioned already):
-add CTF flagholders
-people say 3p weapons are small*
-perhaps implement objective item teleport script when items fall behing fencing
-shotty is OP, BR is weak
-forklift needs NOS and the ability to shoot rockets (my personal preference)


Quote: --- Original message by: Jesse
Rockets don't damage the forklift


Quote: --- Original message by: MoooseGuy

- Plasma rifle has too much screen shake.*
- Shotgun needs a slight tone-down.
- Flag getting behind the fences.
- Forklift collision needs major fixing.
- Player model seems too dark.*
- Stairs clipping with bsp.*
- BR needs beefing up, better homing.
- Dumpster collision itself can cause "hopping" lag.*
- Forklift needs new drive-forward sound (warthog driving sound is heard from afar).
- Switch primary grenades to frags.
- Brute shot needs to "push" things.

Quote: --- Original message by: Masters1337

-Spawn weapons are inconsistent, I'd make it be AR/Pistol or AR/BR all the time.
-Grenades, I'd do what h3 did. Max of 2 per type, and spawn with 2 frags. The fact the map is scenery makes grenades super powerful, as the damage effect passes through any object on the map.
-I THINK I saw a shotgun spawn up by where the brute shot does by the left office/flag room. Not to sure if it was that or if it was dropped in the general craziness.
-Is the health going to regenerate? If not health packs please!*
-BR uses older burst firing method, message me about this
-Frag model clips ground and is significantly larger than plasma grenade*
-PR screen shake is to much*
-Is there a way to improve the forklift so the prongs can lift stuff?
-Pistol was very weak, in h3 its okay since it's dual wielded, here it just sucks. I'd increase the damage so it takes one less headshot to kill for the next build, or replace it with BR for the starting weapon.*
-RL lens flare is overly lensflarey and distracting. This is more a personal thing, feel free to ignore it.
-Another personal preference, I'd redo the grenade panel in the HUD to just be frag and plasma and move the placements so it's visually balanced. Right now it's just a cocktease seeing them in the HUD.


List of things to fix (some have been fixed)
I just want one place too look at for all the errors.


Quote: --- Original message by: DSalimander

Another bug I forgot:
-Flag cloth animation is very spazzy.

So the current state of Foundry in convenient list format:
-Further looked into ripped sky. I've got it's model and bitmaps but I'm not sure how to import the FBX model, I get an error when I try. I'm sure the answer/script/plugin/whatever is in the Adjutant thread, but I'm too lazy to look through the 30 something pages. Help?
-I want to add a few more trims to the edges of walls, like there are in Halo 3.
-All the bugs brought up are quite manageable to fix, expect most of it to get fixed. All the personal suggestions have been taken under advisement. Thank you all for your detailed feedback. We appreciate all your effort into helping us refine everything. It was a surprisingly fun test.
-The Easter Eggs will now be implemented. It must be said that during a regular match, getting to the secrets will be nearly impossible. It requires precise parkour. Network lag can make it impossible.
-Jesse is pondering adding animated Pelicans to fly over the level to help with context of the level atmosphere. Ripped ambiance sounds are in progress (we were using my Ivory Tower's sounds as placeholders). We are also adding sound emitters to the lights, to give them an electrical, quiet hum.
-Placement of randomized posters (both H3 and a few custom ones for fun) is in progress.
-We still need to get that objective item teleport script working (I haven't started on it yet) and add those lockers/flagholders in the bases.
-We're still organizing all the tag directories.
-The option to have random armor permutations and random secondary colors is being discussed.


Just keeping these on the newest page so I can look.


OrangeJuice
Joined: Jan 29, 2009

Saying "Poof!" since 2005, Katana=plagiaristFKtard


Posted: Mar 15, 2013 10:46 PM    Msg. 497 of 945       
Oh! oh! And offset the bounding radius so that originates from the CENTER of the dumpster instead of the bottom of it!


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 15, 2013 10:56 PM    Msg. 498 of 945       
Hopping lag is the only reason i play this game :)


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 16, 2013 03:25 AM    Msg. 499 of 945       
25 bounding radius seems excessive, and it would affect the LOD rendering.

I already fixed the PR shake.

Spartan shaders will be taken care of.


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Mar 16, 2013 02:55 PM    Msg. 500 of 945       
Did you add a little bit of shake to the Assault Rifle?


Spartan_094
Joined: Jan 8, 2008


Posted: Mar 16, 2013 04:30 PM    Msg. 501 of 945       
The bitmaps on the Spartan is a tad dark..ill brighten it up when I get home and fix it.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Mar 16, 2013 04:56 PM    Msg. 502 of 945       
I think it's just lighting that makes the Spartan so dark.


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 16, 2013 11:29 PM    Msg. 503 of 945       
I will add the shake to the assault rifle.

If it was the lighting, weapons and scenery would be dark too.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Mar 17, 2013 12:08 AM    Msg. 504 of 945       
I don't know.

Maybe light affects bipeds differently.

Scenery don't cast shadows on their own but bipeds and weapons do.


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 17, 2013 02:15 AM    Msg. 505 of 945       
Casting shadows is irrelevant to biped lighting really. Scenery is lit according to the light maps of the area it is in (or its node to be specific). This is why bipeds look dark in dark areas, and scenery as well.


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Mar 17, 2013 10:40 AM    Msg. 506 of 945       
So, are you going to make that truck into a non-drivable vehicle (mainly for physics) ?


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 17, 2013 10:23 PM    Msg. 507 of 945       
Only if you do it :D


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Mar 17, 2013 11:43 PM    Msg. 508 of 945       
I'll see if I have time this week or something then.


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 19, 2013 03:55 PM    Msg. 509 of 945       
Quote: --- Original message by: Jesse

-add CTF flagholders

-people say 3p weapons are small*

-shotty is OP

-BR is weak

-Rockets don't damage the forklift

- Plasma rifle has too much screen shake.*

- Shotgun needs a slight tone-down.

- Flag getting behind the fences.

- Forklift collision needs major fixing.

- Player model seems too dark.*

- Stairs clipping with bsp.*

- BR needs beefing up, better homing.

- Dumpster collision itself can cause "hopping" lag.*

- Forklift needs new drive-forward sound (warthog driving sound is heard from afar).

- Switch primary grenades to frags.

- Brute shot needs to "push" things.

-Spawn weapons are inconsistent, I'd make it be AR/Pistol or AR/BR all the time.

-Grenades, I'd do what h3 did. Max of 2 per type, and spawn with 2 frags.

-I THINK I saw a shotgun spawn up by where the brute shot does by the left office/flag room. Not to sure if it was that or if it was dropped in the general craziness.

-Is the health going to regenerate? If not health packs please!*
-BR uses older burst firing method, message me about this

-Frag model clips ground and is significantly larger than plasma grenade*

-PR screen shake is to much*

-Is there a way to improve the forklift so the prongs can lift stuff?

-Pistol was very weak*

-RL lens flare is overly lensflarey and distracting. This is more a personal thing, feel free to ignore it.

-Another personal preference, I'd redo the grenade panel in the HUD to just be frag and plasma and move the placements so it's visually balanced. Right now it's just a cocktease seeing them in the HUD.

-Flag cloth animation is very spazzy.


-The Easter Eggs will now be implemented. It must be said that during a regular match, getting to the secrets will be nearly impossible. It requires precise parkour magic and tons of grenades\lives (regenerating health is a godsend). Network lag can make it impossible.

-Ripped ambiance sounds are in progress (we were using my Ivory Tower's sounds as placeholders). We are also adding sound emitters to the lights, to give them an electrical, quiet hum.

-Placement of randomized posters (both H3 and a few custom ones for fun) is in progress.

-We still need to get that objective item teleport script working (I haven't started on it yet) and add those lockers/flagholders in the bases.

-We're still organizing all the tag directories.

-spiker overheats in 3p

-The option to have random armor permutations and random secondary colors is being discussed.




Stuff I can't do much about.
Preference items, may or may not be changed.
fixed items (kept them for future reference.)
Edited by Jesse on Mar 19, 2013 at 05:14 PM
Edited by Jesse on Mar 19, 2013 at 05:15 PM


DEEhunter
Joined: Dec 16, 2006


Posted: Mar 22, 2013 06:57 PM    Msg. 510 of 945       
hey


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 22, 2013 07:05 PM    Msg. 511 of 945       
Hey, Jesse, when are you planning a release for the map? if you can wait till after Easter i'll be back to my computer and able to get you the soccer ball. If not that's okay too.


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 22, 2013 07:13 PM    Msg. 512 of 945       
Quote: --- Original message by: DEEhunter
hey


I'll make use of it as best we can.

Quote: --- Original message by: grunt_eater
Hey, Jesse, when are you planning a release for the map? if you can wait till after Easter i'll be back to my computer and able to get you the soccer ball. If not that's okay too.


I'm sure you have time, but we only need to work on the lighting before we're through.


arbiter100
Joined: Apr 23, 2007

Old School


Posted: Mar 22, 2013 07:14 PM    Msg. 513 of 945       
Quote: --- Original message by: DEEhunter
hey

Hello


MatthewDratt
Joined: Sep 11, 2010

http://haloce3.com/ce32015/


Posted: Mar 22, 2013 08:32 PM    Msg. 514 of 945       


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 22, 2013 08:39 PM    Msg. 515 of 945       
Quote: --- Original message by: MatthewDratt
http://www.youtube.com/watch?v=kVYHvfTepeQ&feature=youtu.be

trailer


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 22, 2013 10:43 PM    Msg. 516 of 945       
Awesome.

Just thinking, if you guys were waiting on Grunt Eater with nothing to do, would you consider Elite and Spartan permutations?

http://forum.halomaps.org/index.cfm?page=topic&topicID=32883&start=1
Slappy did release a proof of concept that works.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 22, 2013 10:52 PM    Msg. 517 of 945       
speaking of spartans, those guys still look really matte, needs moar specular


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Mar 22, 2013 11:16 PM    Msg. 518 of 945       
Quote: --- Original message by: Spartan314
Awesome.

Just thinking, if you guys were waiting on Grunt Eater with nothing to do, would you consider Elite and Spartan permutations?

http://forum.halomaps.org/index.cfm?page=topic&topicID=32883&start=1
Slappy did release a proof of concept that works.


When you have OS, there's really no need. This spartan elite concept by slappy uses two permutations on one biped - so that means there's only one bone structure. I believe slappy was using the spartan bone structure with some elite bones imported, he had to rerig stuff. It was messy and he didn't want to work on it anymore.


MatthewDratt
Joined: Sep 11, 2010

http://haloce3.com/ce32015/


Posted: Mar 22, 2013 11:24 PM    Msg. 519 of 945       
Quote: --- Original message by: Spartan314
Awesome.

Just thinking, if you guys were waiting on Grunt Eater with nothing to do, would you consider Elite and Spartan permutations?

http://forum.halomaps.org/index.cfm?page=topic&topicID=32883&start=1
Slappy did release a proof of concept that works.


Spartan Elite you say?



Quote: --- Original message by: Jesse
MattDratt- we used to rip maps and leak for a living. Fun times. Server host and trailer maker. Lots of sound help.
Edited by Jesse on Mar 10, 2013 at 04:47 AM


I find it ironic that I got a beta because I use to leak things
Edited by MatthewDratt on Mar 22, 2013 at 11:34 PM


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Mar 22, 2013 11:50 PM    Msg. 520 of 945       
haloceripper

good times :)


MatthewDratt
Joined: Sep 11, 2010

http://haloce3.com/ce32015/


Posted: Mar 23, 2013 01:34 AM    Msg. 521 of 945       

anyway

when will da map be out now that there is pretty trailer
Edited by MatthewDratt on Mar 23, 2013 at 01:35 AM


New001
Joined: May 12, 2011

Default Profile


Posted: Mar 23, 2013 03:23 AM    Msg. 522 of 945       
cool nice work and i hope you awesome modders can help me on Project Lumoria Episode 2.


Jesse
Joined: Jan 18, 2009

http://steamcommunity.com/id/jesse7770


Posted: Mar 23, 2013 05:19 AM    Msg. 523 of 945       
Quote: --- Original message by: DSalimander
*words*.


You just gotta mirror those changes and the modeling will be set.

We'll revisit the BSP and scenery shaders soon I suppose.

The main thing we need now is the lighting, which will hopefully work (I've seen promising results)


New001
Joined: May 12, 2011

Default Profile


Posted: Mar 23, 2013 05:21 AM    Msg. 524 of 945       
i think it is best for dual wield weapon pickups like from H2 Zanzibar style with the dual SMG's.


Ubergoober
Joined: Oct 11, 2010


Posted: Mar 23, 2013 06:49 AM    Msg. 525 of 945       
does foundry support all the gametypes? king of the hill is quite good on that map, as is oddball, although bubble shields are an important component of oddball playing strategy.

 
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