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Author Topic: [WIP] SOI's Tag dump (983 messages, Page 8 of 29)
Moderators: Dennis

game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Aug 13, 2013 07:25 AM    Msg. 246 of 983       
If you'd allow me, I could PM you a copy of all your works into a single post, so you can edit it into the first page.

We're both pretty busy with school though...


ralph777
Joined: Mar 11, 2013

Loving the world than the almighty is loving vian


Posted: Aug 13, 2013 09:13 AM    Msg. 247 of 983       
Awesome! bro' keep it up.


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 13, 2013 09:29 AM    Msg. 248 of 983       
Ok, I tried to fix it as much as I could, thanks to Master Noob:



Quote: --- Original message by: master noob
the blood should be darker and green-esque, as well as desaturated a bit.


I knew that keeping the old texture with the green blood was a good idea! But now I don't know who I have to please...

Quote: --- Original message by: master noob
the eyeball has too much noise on it and may as well be removed.


Done. Now the eye doesn't have any detail map.

Quote: --- Original message by: master noob
with no smoothing groups or tweaked textures, the armor lacks definition and does not fit with any of the other materials.


Smoothing groups were ok, the problem was in the vertices. I welded them in order to get a less sharp look, and I've added a bit of rust on the texture, like in Halo 2

Quote: --- Original message by: master noob
there are UV errors all over the body(legs, arms, neck, etc) and there are random bits of higher-res textures in between lower-res areas, making them stick out far too much ala the belt.


Unluckily, those are not UV errors, but animation errors. If you look at how the model looks in Gmax:



you can notice that the UVs are ok, but the animations stretch the vertices too much and make everything look bad. I tried to fix it via rig, though, but there wasn't much I could do :[

Quote: --- Original message by: master noob
the flesh itself looks more like rock and has too much/too large noise on it.


Fixed, now the detail map is smaller, if you think it is still too large I can still edit or remove it.

Quote: --- Original message by: game user10
If you'd allow me, I could PM you a copy of all your works into a single post, so you can edit it into the first page.

We're both pretty busy with school though...


That's ok to me... and -unluckily- school is the last of my problems -_-

If you think the Flood doesn't need anything else, I'd stop with bipeds. The Shotgun needs me
Edited by SOI_7 on Aug 13, 2013 at 09:42 AM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 13, 2013 10:07 AM    Msg. 249 of 983       
Go with the shotgun! :)


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 14, 2013 05:24 PM    Msg. 250 of 983       
Finally I have finished the Shotgun. I spent two whole days just for the animations! D:









HOW IT IS MADE:

As Echo77 requested, this Shotgun is a shortened variant of the original one, to be more precise a Sawn-off variant. Before working on it, I had an idea: in the italian version of Halo, the Shotgun has incorrectly been translated with the name "Doppietta", that in italian means "Two barrelled shotgun". This gave me the idea of giving to the shotgun, more than a shorter size, two barrels, like most of the modern sawn-off shotguns (like this: http://thespecialistsltd.com/files/replica_sawed_off_dbl_shotgun_1.jpg). And so, the Shotgun shells now have to be loaded directly into the barrels, and the pump mechanism has turned into a simple handle, like the Assault Rifle one. I don't know if the Shotgun now should loose two bullets per shot, since it has two barrels...



That's why I had to make new animations. The firing sound is the good, old sound of the CMT SPv2 Shotgun, but the ready and reload sounds are custom ones (a mix of CEA and H4).

The colour of the lights has always been a problem to me, because I couldn't choose between blue, green and red, so... I decided to put all of them, of course in a clever way. Thanks to Ifaudafi and his post on the CMT thread, I decided to make the colour of the lights dependent from the ammo count. Red lights means low shells, blue lights means full shells and so on...



In terms of power, the shotgun has the H3 damage. I don't know how much shells it should carry, now... by the way, since I changed the functionality and the ammo count of most weapons, I guess I need to make a custom HUD too...

I hope you like how it came out :)

The next weapon is the Battle Rifle (one of my favourite UNSC weapons). I've almost finished Echo77's list, luckily... when it will be finished, I'll make the Halo Wars Grunt and put in the topic an In-depth description of each Covenant race that will appear in my mod, and the changes that they will have.
Edited by SOI_7 on Aug 14, 2013 at 05:27 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Aug 14, 2013 07:39 PM    Msg. 251 of 983       
Interesting take. o.O

I think you should go ahead and do away with the stock. The bore diameter also seems a bit larger than 8 gauge, so that may need to be reduced.

I think you could have a primary fire that fires one barrel at a time, and a secondary fire that fires both simultaneously (although if you do this, you'll also need a second trigger on the model).


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Aug 14, 2013 10:47 PM    Msg. 252 of 983       
HNNNGH That looks like a ton of fun to use. Has the functionality changed? Ever thought of increasing the spread slightly and increasing the amount of projectiles per shot? This would allow a player to take down multiple enemies in a few shots. This thing looks like it needs a lot of power to match the model.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 14, 2013 11:08 PM    Msg. 253 of 983       
Quote: --- Original message by: SOI_7

Finally I have finished the Shotgun. I spent two whole days just for the animations! D:

http://oi42.tinypic.com/ji12rs.jpg

http://oi44.tinypic.com/9h4ayx.jpg

http://oi39.tinypic.com/2lllhj7.jpg

http://oi44.tinypic.com/2wfoca1.jpg

HOW IT IS MADE:

As Echo77 requested, this Shotgun is a shortened variant of the original one, to be more precise a Sawn-off variant. Before working on it, I had an idea: in the italian version of Halo, the Shotgun has incorrectly been translated with the name "Doppietta", that in italian means "Two barrelled shotgun". This gave me the idea of giving to the shotgun, more than a shorter size, two barrels, like most of the modern sawn-off shotguns (like this: http://thespecialistsltd.com/files/replica_sawed_off_dbl_shotgun_1.jpg). And so, the Shotgun shells now have to be loaded directly into the barrels, and the pump mechanism has turned into a simple handle, like the Assault Rifle one. I don't know if the Shotgun now should loose two bullets per shot, since it has two barrels...

http://oi43.tinypic.com/sfz2mq.jpg

That's why I had to make new animations. The firing sound is the good, old sound of the CMT SPv2 Shotgun, but the ready and reload sounds are custom ones (a mix of CEA and H4).

The colour of the lights has always been a problem to me, because I couldn't choose between blue, green and red, so... I decided to put all of them, of course in a clever way. Thanks to Ifaudafi and his post on the CMT thread, I decided to make the colour of the lights dependent from the ammo count. Red lights means low shells, blue lights means full shells and so on...

http://oi39.tinypic.com/33kw569.jpg

In terms of power, the shotgun has the H3 damage. I don't know how much shells it should carry, now... by the way, since I changed the functionality and the ammo count of most weapons, I guess I need to make a custom HUD too...

I hope you like how it came out :)

The next weapon is the Battle Rifle (one of my favourite UNSC weapons). I've almost finished Echo77's list, luckily... when it will be finished, I'll make the Halo Wars Grunt and put in the topic an In-depth description of each Covenant race that will appear in my mod, and the changes that they will have.
Edited by SOI_7 on Aug 14, 2013 at 05:27 PM

The super-duper-murder-gun has been created...


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Aug 14, 2013 11:33 PM    Msg. 254 of 983       
This thing needs to have a vicious firing sound. Please tell me it does


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Aug 14, 2013 11:41 PM    Msg. 255 of 983       
needs the gears of war sawed off firing sound, and the ability to make all enemies easily decompose into strawberry jelly.


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 15, 2013 09:18 AM    Msg. 256 of 983       
There's something familiar in that cat... uh, right!



Jokes a part, I'm glad that you liked it :3

Quote: --- Original message by: Echo77
Interesting take. o.O

I think you should go ahead and do away with the stock. The bore diameter also seems a bit larger than 8 gauge, so that may need to be reduced.

I think you could have a primary fire that fires one barrel at a time, and a secondary fire that fires both simultaneously (although if you do this, you'll also need a second trigger on the model).


No problem about the diameter, I'll reduce it, but about the stock... well, I've just made an attempt on gmax, but -at least to me- the Shotgun without the stock doesn't look like... the Halo Shotgun... :/



And about the firing modes, these are possible, but could be problematic in game. A secondary firing mode like that is definitely doable, but it could be applied only as a charging mode or a mode that replaces grenades, and both functions could be a problem during the fights, expecially against the Flood. Maybe some changes in terms of power/precison etc., like Xnx suggested, could work as well (unless, of course, we find something cooler)

Quote: --- Original message by: R93_Sniper
This thing needs to have a vicious firing sound. Please tell me it does


What do you think? https://www.dropbox.com/s/ukpd4z3vvf7o6qy/fire.wav

By the way, about the sounds... I need a little favour: does anyone here have the Xbox ADPCM codec installed and fully working? I have some firing sounds that must be compiled with that particular compression, and unluckily I can't make it work on my PC. Ogg compression doesn't sound good, because these sounds are for weapons with a high rate of fire... :/
Edited by SOI_7 on Aug 15, 2013 at 09:26 AM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 15, 2013 12:23 PM    Msg. 257 of 983       
I guess you can add a little bump in the back (for balance?)


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Aug 15, 2013 07:26 PM    Msg. 258 of 983       
Yeah I liked it better with the stock as well


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Aug 15, 2013 08:13 PM    Msg. 259 of 983       
Try looking at the stocks of a modern day sawn off and see how that compares. Could spurt a few ideas


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Aug 15, 2013 09:21 PM    Msg. 260 of 983       
Quote: --- Original message by: R93_Sniper
Try looking at the stocks of a modern day sawn off and see how that compares. Could spurt a few ideas

References! O:
http://thespecialistsltd.com/files/Non-Gun-Shotgun-Sawed-Off-Black.jpg
http://thespecialistsltd.com/files/replica_sawed_off_dbl_shotgun.jpg


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 16, 2013 07:58 AM    Msg. 261 of 983       
No problem, guys, I kept the original model with the stock, in case of emergency. This one was a separated model ;)
Honestly I like it more with the stock (don't hate me please), so I would prefer keeping it... just this once. I have still reduced the diameter of the barrels, though.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 16, 2013 08:16 PM    Msg. 262 of 983       
I guess he is...


Bobblehob
Joined: Aug 29, 2010


Posted: Aug 17, 2013 03:23 AM    Msg. 263 of 983       
Because he actually takes suggestions on his designs, check back the last few pages and you will see he takes ideas and suggestions from a bunch of people to improve his designs.

Nothing wrong with that :P


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 18, 2013 07:30 AM    Msg. 264 of 983       
Quote: --- Original message by: rangerDanger
QUESTION TIME SOI_7 why does it seem like youre taking orders from this echo77 is he your master o something? pardon my bad sppelling i am too lazy to be literaite and soi please keep the stock we (your fans) want the stock


He's just making suggestions on how to improve my weapons, remember that the best solution to make something that people will like is listening to what they want. But this doesn't mean that I'm his slave >.> I'm also taking suggestions from other people here, like Dumb AI, Bobblehob, Master Noob and Xtralaos
Edited by SOI_7 on Aug 18, 2013 at 08:09 AM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 20, 2013 08:11 PM    Msg. 265 of 983       
Quote: --- Original message by: SOI_7

Quote: --- Original message by: rangerDanger
QUESTION TIME SOI_7 why does it seem like youre taking orders from this echo77 is he your master o something? pardon my bad sppelling i am too lazy to be literaite and soi please keep the stock we (your fans) want the stock


He's just making suggestions on how to improve my weapons, remember that the best solution to make something that people will like is listening to what they want. But this doesn't mean that I'm his slave >.> I'm also taking suggestions from other people here, like Dumb AI, Bobblehob, Master Noob and Xtralaos
Edited by SOI_7 on Aug 18, 2013 at 08:09 AM

Speaking of the stock, you can try a different stock design that doesn't clip through the biped.

http://upload.wikimedia.org/wikipedia/commons/1/18/Gunstock_grips.gif


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Aug 20, 2013 08:35 PM    Msg. 266 of 983       
Do you plan on making anything special with all this stuff?


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 21, 2013 03:49 PM    Msg. 267 of 983       
Quote: --- Original message by: Dumb AI

Speaking of the stock, you can try a different stock design that doesn't clip through the biped.

http://upload.wikimedia.org/wikipedia/commons/1/18/Gunstock_grips.gif


Thanks for the suggestion, Dumb AI, I'll try to take inspiration from those stocks (the last one looks better IMO). About the biped clipping, if I keep the current size, it shouldn't stab the player even with a different shape: http://oi44.tinypic.com/21kjgvk.jpg

By the way, time for an update! I have finished the Battle Rifle:









Sorry for the Halo 4 haters, but the H4 BR is the best in terms of design IMO, so I took inspiration from it for the texture. The model, like Echo77 suggested, is a regular BR with the Silenced SMG scope. Then I added some details like bolts, a better barrel and other stuff. I realy like how it came out, but there are some problems that I can't solve:



ehm... the picture is self-explanatory. This is the first time it happens to some of the weapons I made. I thought that the problem was in the animations, so I rigged the model with 3 different animation bones, but the result is always the same. Can someone help me?


Quote: --- Original message by: xnx
Do you plan on making anything special with all this stuff?


I have planned to put all my tags in a campaign mod, in order to allow people to rip my stuff if they like it. This, of course, doesn't mean that I'll just slap my weapons/biped/etc. in the Halo CE campaign and upload it, I have planned to put some interesting stuff like different missions and encounters and to revamp almost everything (included things that usually no one cares, like Cortana and the crewmen), in order to get a fresh and fun mod. If you want, I can post a list of all the stuff that will feature in my mod...


Xtralaos
Joined: Jun 1, 2013

"I AM THE GREATEST!"


Posted: Aug 21, 2013 06:38 PM    Msg. 268 of 983       
IMO that Smg holographic sight doesn't really fit there. It looks weird... and it's too big for the BR. If you want to do something like this, you can come up with something new and use the reference from ... Firefight Descent. If I'm not wrong that HS is from Call of Duty. Make something similar and see how it fits then.

As for the list of features for your future mod, I'm all for it. Post it.


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 22, 2013 11:42 AM    Msg. 269 of 983       
Quote: --- Original message by: Xtralaos
IMO that Smg holographic sight doesn't really fit there. It looks weird... and it's too big for the BR. If you want to do something like this, you can come up with something new and use the reference from ... Firefight Descent. If I'm not wrong that HS is from Call of Duty. Make something similar and see how it fits then.

As for the list of features for your future mod, I'm all for it. Post it.


I guess you mean this: http://hce.halomaps.org/index.cfm?fid=5977
No problem, though... I'll play with the size of the sight, and try to get that result (even if I'm more worried about that pause menu bug :[ ).

About my mod, it consists in an almost complete replacement of the existing tags, with some adaptations and additions in order to make it fun and enjoyable. This is the complete list of tags that will be in the campaign:

WEAPONS:

-Assault Rifle (Finished)
-Magnum (Finished)
-SMG (Finished)
-Sniper Rifle (Finished)
-Shotgun (Finished)
-Spartan Laser
-Rocket Launcher (Finished)
-Battle Rifle (Almost finished)
-Flamethrower
-Plasma Rifle
-Brute Plasma Rifle (Different model)
-Plasma Pistol
-Brute Shot
-Spiker (Finished)
-Mauler
-Needler
-Carbine (Finished)
-Energy Sword (Finished)
-Beam Rifle
-Fuel Rod Gun
-Gravity Hammer
-Sentinel Gun (+Major variant ?)
-A secret weapon that I'm not going to reveal ;)

BIPEDS:

-Cortana (Finished)
-Keyes (Finished)
-Crewman (Finished)
-Armored Marine (*)
-Unarmored Marine (Finished)
-Master Chief
-ODST (*)
-Grunt
-Elite (Finished)
-Jackal (Finished)
-Hunter (Finished)
-Engineer (Finished)
-Drone (*)
-Brute (*)
-Drinol (Finished)
-Flood Infection Form (Finished)
-Flood Elite Form (Finished)
-Flood Human Form (Finished)
-Flood Brute Form
-Flood Carrier Form
-Sentinel
-343 Guilty Spark
-2 secret bipeds that I'm not going to reveal ;)

VEHICLES:

-Warthog (LAAG and Gauss)
-Pelican (Finished)
-Mongoose
-Scorpion
-Ghost
-Banshee
-Spirit (Finished)
-Wraith
-AA Wraith
-Spectre
-Shade Turret
-UNSC Machine Gun Turret
-2 secret vehicles that I'm not going to reveal ;)

EQUIPMENTS:

-Overshield
-Active Camo
-Bubble Shield (*)
-Power Drain (*)
-Energy Cutlass (Finished)
-Gravity Lift
-Healthpack

-Revamped sceneries

-A custom HUD

-A complete reskin for the original BSPs, taking inspiration from both the whole Halo saga and SorrySoldOut's Texture mod (since he never finished and released it, and I think he will never release it __)

-Song replacements

-Additional/alternative missions and encounters (it depends from the level)

-1 extra BSP for the shorter levels (I'm not so fool to add an extended BSP in the Library e.e)

-Additional cinematics

-(I'd like also to recreate the Flood terror...)

The tags with the (*) symbol are existing tags that I fixed/improved in order to allow people to have a working copy of them (like the Drones). For the Bipeds, I'm not going to take suggestions because I've almost finished them, and I have already clear ideas about them. For the vehicles, on the other hand, I need original ideas in terms of design (but not functionality). The rest is already planned, and if I get all the stuff complete, it should come out pretty well. By the way, some tags are inserted for coherence purposes (for example, since I'm going to add Brute weapons, it was obvious that Brutes would have made an appearence, and the same goes for their Flood form), others for allowing people rip them (like, again, the Fixed Drones). Some of the additional missions are already decided, but I hope in your help, if I will run out of ideas for the other missions...
Edited by SOI_7 on Sep 1, 2013 at 05:03 PM


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Aug 22, 2013 02:33 PM    Msg. 270 of 983       
That's... a ton more plans than I thought you'd have... wow. o.o

EDIT: I forgot to put this; for the BR sights.. Forget the holographic sights, if you're holding the BR like you would any modern rifle, wouldn't the ammo counter already be in the way of where the sights "should" be? I think it'd be cool if you could try to put the two together (like the digital ammo counter could be on a transparent screen that's covering the scope itself). Unless you have integrated HUDs like Spartans or ODSTs, that would make the BR pretty inconvenient to use, I think.

Too bad there're no Falcons or Hornets on there, though :3
Edited by renegade343 on Aug 22, 2013 at 02:37 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Aug 22, 2013 03:49 PM    Msg. 271 of 983       
Quote: --- Original message by: renegade343

That's... a ton more plans than I thought you'd have... wow. o.o

EDIT: I forgot to put this; for the BR sights.. Forget the holographic sights, if you're holding the BR like you would any modern rifle, wouldn't the ammo counter already be in the way of where the sights "should" be? I think it'd be cool if you could try to put the two together (like the digital ammo counter could be on a transparent screen that's covering the scope itself). Unless you have integrated HUDs like Spartans or ODSTs, that would make the BR pretty inconvenient to use, I think.

Too bad there're no Falcons or Hornets on there, though :3
Edited by renegade343 on Aug 22, 2013 at 02:37 PM


Rerout did something of similar for Toten Nacht's AR. If you can find that thread, by all means adapt that idea.

ON that note, the BR is based off of the G36, so the sights would still be uptop. If you want to make it feel better, try to scale it up horizontally but scale ot down vertically (wider and shorter basically)


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 22, 2013 05:42 PM    Msg. 272 of 983       
Quote: --- Original message by: R93_Sniper

Rerout did something of similar for Toten Nacht's AR. If you can find that thread, by all means adapt that idea.

ON that note, the BR is based off of the G36, so the sights would still be uptop. If you want to make it feel better, try to scale it up horizontally but scale ot down vertically (wider and shorter basically)


Acknowledged, I have resized the sight in order to have a shape more similiar to the Tactical Battle Rifle one:



I hope it is better now... but I can't still figure out how to fix that pause menu bug! D:<

Quote: --- Original message by: renegade343

That's... a ton more plans than I thought you'd have... wow. o.o

EDIT: I forgot to put this; for the BR sights.. Forget the holographic sights, if you're holding the BR like you would any modern rifle, wouldn't the ammo counter already be in the way of where the sights "should" be? I think it'd be cool if you could try to put the two together (like the digital ammo counter could be on a transparent screen that's covering the scope itself). Unless you have integrated HUDs like Spartans or ODSTs, that would make the BR pretty inconvenient to use, I think.

Too bad there're no Falcons or Hornets on there, though :3
Edited by renegade343 on Aug 22, 2013 at 02:37 PM


Yep, I didn't want to make something trivial like most of the campaign mods on Halomaps.
About the Hornet... honestly I wanted to put it, but I can't find a level in which it would fit well :[ The point is that Bungie used it just in the sea battle in H3 (level "The Covenant"), and there isn't a similiar section in Halo CE... and don't get me even begin about the flying section on the Falcon in Reach...


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Aug 22, 2013 06:17 PM    Msg. 273 of 983       
Quote: --- Original message by: SOI_7
About the Hornet... honestly I wanted to put it, but I can't find a level in which it would fit well :[

why not have it dropped of by a rocket marine in the level where u fly the banshee and emp junk? the marine could fly it to u, then get out on the skid and do his thing with the launcher while u fly.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 22, 2013 10:28 PM    Msg. 274 of 983       
Quote: --- Original message by: SOI_7
Quote: --- Original message by: R93_Sniper

Rerout did something of similar for Toten Nacht's AR. If you can find that thread, by all means adapt that idea.

ON that note, the BR is based off of the G36, so the sights would still be uptop. If you want to make it feel better, try to scale it up horizontally but scale ot down vertically (wider and shorter basically)


Acknowledged, I have resized the sight in order to have a shape more similiar to the Tactical Battle Rifle one:

http://oi40.tinypic.com/1625ehe.jpg

I hope it is better now... but I can't still figure out how to fix that pause menu bug! D:<

Quote: --- Original message by: renegade343

That's... a ton more plans than I thought you'd have... wow. o.o

EDIT: I forgot to put this; for the BR sights.. Forget the holographic sights, if you're holding the BR like you would any modern rifle, wouldn't the ammo counter already be in the way of where the sights "should" be? I think it'd be cool if you could try to put the two together (like the digital ammo counter could be on a transparent screen that's covering the scope itself). Unless you have integrated HUDs like Spartans or ODSTs, that would make the BR pretty inconvenient to use, I think.

Too bad there're no Falcons or Hornets on there, though :3
Edited by renegade343 on Aug 22, 2013 at 02:37 PM


Yep, I didn't want to make something trivial like most of the campaign mods on Halomaps.
About the Hornet... honestly I wanted to put it, but I can't find a level in which it would fit well :[ The point is that Bungie used it just in the sea battle in H3 (level "The Covenant"), and there isn't a similiar section in Halo CE... and don't get me even begin about the flying section on the Falcon in Reach...

I think you should change the colors of the display to something less bright or increase the contrast between the colors.


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 23, 2013 08:08 AM    Msg. 275 of 983       
Quote: --- Original message by: Dumb AI
I think you should change the colors of the display to something less bright or increase the contrast between the colors.


What about now?:

By the way, I'm glad to say you that I have finally solved that pause menu bug! :D

Quote: --- Original message by: greg079
why not have it dropped of by a rocket marine in the level where u fly the banshee and emp junk? the marine could fly it to u, then get out on the skid and do his thing with the launcher while u fly.


That's a good idea, but if you mean the level "Two Betrayals" (the only one in which you can use a Banshee without any tricks), that would make the Banshee pointless, since there is already the Hornet. There is also to say that after the level "343 Guilty Spark" there are not any marines... I'll think about something

Quote: --- Original message by: Destroyer50
nice br but how are you gonna do a flood brute? if theres nothing to rig it to or anything so surprise me :D


Patience, my young padawan... you'll see it with your eyes ;)
Edited by SOI_7 on Aug 23, 2013 at 11:09 AM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Aug 23, 2013 11:46 AM    Msg. 276 of 983       
Battle rifle. Me gusta. o.o


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 23, 2013 01:44 PM    Msg. 277 of 983       
Quote: --- Original message by: SOI_7

Quote: --- Original message by: Dumb AI
I think you should change the colors of the display to something less bright or increase the contrast between the colors.


What about now?:
http://oi44.tinypic.com/14l2cr4.jpg
By the way, I'm glad to say you that I have finally solved that pause menu bug! :D

Quote: --- Original message by: greg079
why not have it dropped of by a rocket marine in the level where u fly the banshee and emp junk? the marine could fly it to u, then get out on the skid and do his thing with the launcher while u fly.


That's a good idea, but if you mean the level "Two Betrayals" (the only one in which you can use a Banshee without any tricks), that would make the Banshee pointless, since there is already the Hornet. There is also to say that after the level "343 Guilty Spark" there are not any marines... I'll think about something

Quote: --- Original message by: Destroyer50
nice br but how are you gonna do a flood brute? if theres nothing to rig it to or anything so surprise me :D


Patience, my young padawan... you'll see it with your eyes ;)
Edited by SOI_7 on Aug 23, 2013 at 11:09 AM

Much better. The numbers are a lot easier to see.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Aug 23, 2013 02:44 PM    Msg. 278 of 983       
soi, what resolution are the textures you're using. if it's less than 2k u may want to de-noise them so they look sharper and less pixelated. actually u should probably see if u can convert the noise into grain to remove any "off colors" without screwing your normals.


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Aug 23, 2013 04:26 PM    Msg. 279 of 983       
Quote: --- Original message by: greg079
soi, what resolution are the textures you're using. if it's less than 2k u may want to de-noise them so they look sharper and less pixelated. actually u should probably see if u can convert the noise into grain to remove any "off colors" without screwing your normals.


My textures use the regular 512x512 resolution, and are compiled with the "compressed with color-key transparency" format. I guess the problem is in the detail map, though... I'll try to use a detail map less pixelated, and see if that works. I'm not going to compile my textures in the "32-bit color" compression, because I'd prefer avoid tag space problems...


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 24, 2013 12:22 PM    Msg. 280 of 983       
Quote: --- Original message by: SOI_7
Quote: --- Original message by: greg079
soi, what resolution are the textures you're using. if it's less than 2k u may want to de-noise them so they look sharper and less pixelated. actually u should probably see if u can convert the noise into grain to remove any "off colors" without screwing your normals.


My textures use the regular 512x512 resolution, and are compiled with the "compressed with color-key transparency" format. I guess the problem is in the detail map, though... I'll try to use a detail map less pixelated, and see if that works. I'm not going to compile my textures in the "32-bit color" compression, because I'd prefer avoid tag space problems...

You could consider compiling some of your most often-used detail maps as 32-bit. The detail maps shouldn't be very large, even if compiled as 32 bit color.

 
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