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Author Topic: Halo 3 "Rats nest" the remake thread. (117 messages, Page 1 of 4)
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killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Oct 25, 2013 07:36 PM    Msg. 1 of 117       
ok so a while ago i decided to start messing around with a from scratch remake of rats nest. my plan is to recreate the map to as close as possible to the real thing sans dual wielding. but so far things aren't going along as fast as i would like. sometimes life gets in the way...

anyways i will be posting updates here often as well as news regarding the state of the project.

as posted before and i will mention it again, i need reference images.

when the time comes i will also need someone who can help texture this properly.


progress as of 10/25/13
bsp: (not as far along as i want it to be but oh well)
http://www.youtube.com/watch?v=AYeyCwbKDls
tags: (plan to be showing off a fully complete tagset by christmas)
http://www.youtube.com/watch?v=zLPDgJzLHmE

progress as of 11/15/13

Tags:
shaders for the smg, rocketlauncher, and the battle rifle. as well as some updates to the spartans and fp hands.

(the br needs some work)





(and yes i know the hand looks a little derpy, it can be fixed)


Video:
http://youtu.be/CqCnUJ_KPZw
Edited by killzone64 on Nov 15, 2013 at 03:14 PM

progress as of 11/22/13

Speedmodeling: http://youtu.be/kZlap-pBdYA

Bsp Progress 1/27/11

ok after almost a months work (and a few too many distractions) i have gotten the model back up to par from where it was before the hard drive failure (albiet a bit sloppy in places).


will be using any spare time i have a college to work on the map and i have it constantly synchronized with online backup so i don't lose it again. updates will be coming very soon, the next few days even.

Bsp progress as of 1/28/11 @ 10:50 AM
compare this to yesterday



next up is the garage. then i will be on to small details and the final polishing stages. then after that its off to mootjuh for textures. so far it looks like i may be done in time for ce3 this year.

Tag progress as of yesterday

got all 4 grenade types working and set up properly. thanks to my test map i have come to the conclusion that 4 grenade types makes the map connection unstable and causes everyone except for the host to be booted from the game. it may be the firebomb or spike grenades, the addition of the two extra slots or something else but i have not yet been able to narrow it down yet.



i have also made some small adjustments to my battlerifle. i am experimenting with different methods of making metal shaders as well as cleaning up all the color noise from the bitmaps. rubber is still in need of change, its has been ignored.



UPDATES 5/5/14 10:54 PM
i though i might sneak in something on custom editions 10th anniversary, and i'm finally updating this thread! its has been a while but college takes a lot of time from my hobbies. plus i have also been hanging around with SBB a bit too much recently. tbh i picked the biggest pain in the blam halo 3 map to port. the base bsp is 20,000 polys. then there is 620,000 polys worth of instanced geometry............. 100,000 of that is just the lights, yes you read correctly, just the lights. currently i have the base bsp ingame, portaled, and ready for more instances. i am currently working on fixing all the instanced geometry that is needed in order to play the map properly. once that is done you can expect to see some footage from SBB (AKA internal testing footage +random shenanigans and glitches that we happen to find)

bsp progress as of today





i just today began working on a sky for rats nest. and i am quite happy with the progress that i am making on it so far. its my first time messing with a sky so i am learning the do's and dont's as i go.



still wip but its getting there.

that's all for tonight but expect a bunch more updates scattered throughout the next two weeks.
Edited by killzone64 on May 6, 2014 at 02:15 AM
Edited by killzone64 on May 6, 2014 at 02:17 AM


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Oct 25, 2013 07:43 PM    Msg. 2 of 117       
Looks really good honestly!


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 26, 2013 03:32 AM    Msg. 3 of 117       
Well, it looks like H3. But as a non-sauce user, i must say that i am disappoint.


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Oct 26, 2013 09:54 AM    Msg. 4 of 117       
i plan to talk to Kirby to see if he can help me set it up. here's hoping it will work in multiplayer.

this project is opensauce only and nothing is going to change that. if enough people want a non os version then i will do so afterwards. (but i highly doubt that stock ce will handle what i am planning)


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Oct 26, 2013 05:20 PM    Msg. 5 of 117       
that's good to know, that's mostly what i was worried about. though i think the hardest part is going to be setting up the dual wielding (if that's even possible). and i do need someone to animate boarding animations for me though (cause i suck at characters).

i need to know if the prowler ever spawns in this map. if it does i am going to need someone to help me fix the issues with the non firing turret. its set up properly so i have no clue as to why it doesn't work, unless i'm missing something that i don't see (if your interested in fixing the prowler pm me and ill send you a map containing it)

and so this thread isn't so bleak and full of text its picturetime:







Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 27, 2013 12:13 AM    Msg. 6 of 117       
Nice warehouse map you got there ;)


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Oct 27, 2013 02:39 AM    Msg. 7 of 117       
Quote: --- Original message by: Jesse
Nice warehouse map you got there ;)


Yeah I believe DSalimander made it. It's pretty cool


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 27, 2013 10:08 AM    Msg. 8 of 117       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: Jesse
Nice warehouse map you got there ;)


Yeah I believe Bungie made it. It's pretty cool


ftfy


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Oct 27, 2013 03:22 PM    Msg. 9 of 117       
Quote: --- Original message by: Higuy
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: Jesse
Nice warehouse map you got there ;)


Yeah I believe Bungie made it. It's pretty cool


ftfy




R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 27, 2013 03:59 PM    Msg. 10 of 117       
looking at your video, you could probably reduce that polycount substantially later. Otherwise, the map looks like it's coming along nicely


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 27, 2013 10:02 PM    Msg. 11 of 117       
Quote: --- Original message by: UNDEROATH RMT
its like
**MAGIC**
http://www.youtube.com/watch?v=x0yQg8kHVcI&feature=youtu.be

No.

Simply no.


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Nov 7, 2013 03:07 AM    Msg. 12 of 117       
is thar going to be a update


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Nov 14, 2013 11:13 AM    Msg. 13 of 117       
so at the rate things are going i realized that i am going to need a team to help me finish rats nest, trying to learn scripting so that i may do backpack weapons and equipment, make a bsp and texture it, and make a tagset is getting a little ridiculous with the severe lack of free time that i have had recently. so i would like to know if any of the more experienced members are willing to help with the project.

at this time i am in need of:

Character animator: for boarding animations

scripter: for various features of the map including: equipment, backpack weapons, hud
extensions etc.

and someone who can texture the bsp

(any inquiries about helping out can be pm'ed to me or you can contact me through xfire: killzone64)

and i would like to say this again, i desperately need references for rats nest, i have plenty of the outer ring but nothing for the inner rooms,


if someone could get me pics of the side hallways, motorpool room, garage, and the middle room(marked in yellow) it would be a massive boost and would allow me to get the map done quicker.
(that person will be given credit for their work as well)

i plan to post some more updates within the end of next week so expect to see some progress soon
Edited by killzone64 on Nov 14, 2013 at 11:17 AM
Edited by killzone64 on Nov 14, 2013 at 05:24 PM


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Nov 14, 2013 09:51 PM    Msg. 14 of 117       
i will send you the model as soon as i get it ingame thanks for your help.

and it appears that the jacking animations do exist, now i just need to figure out how choking victim set it up. but to be sure that they are the hijacking animations is there a console command that i can use to play certain animations from a biped?


altis94
Joined: Oct 5, 2012

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


Posted: Nov 15, 2013 02:45 PM    Msg. 15 of 117       
bump


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Nov 15, 2013 03:10 PM    Msg. 16 of 117       
thank you altis, okay its update time. and now i have some shaders in need of some constructive critique.

Tags progress as of 11/15/13

shaders for the smg, rocketlauncher, and the battle rifle. as well as some updates to the spartans and fp hands.

(the br needs some work)





(and yes i know the hand looks a little derpy, it can be fixed)


Video:
http://youtu.be/CqCnUJ_KPZw


i will hopefully be adding even more updates today into this post as i have a lot to show you guys. i plan to be showing bsp progress by Monday.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 15, 2013 06:30 PM    Msg. 17 of 117       
The visor could be a bit more orangy in color.


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Nov 15, 2013 06:58 PM    Msg. 18 of 117       


@mootjuh and dumb ai: like this?


@waffles: whaa?
Edited by killzone64 on Nov 15, 2013 at 07:00 PM

ohh i see what you mean, the decals go over the normal shader meaning that they don't show any panel lines like they should if they were painted on, it doesn't matter to me, i'm going to delete it anyways
Edited by killzone64 on Nov 15, 2013 at 07:23 PM


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Nov 21, 2013 08:30 PM    Msg. 19 of 117       
Like he said, he needs reference pictures.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 22, 2013 12:55 AM    Msg. 20 of 117       
I'd do it, but I don't have my HDD for the Xbox at the moment.


altis94
Joined: Oct 5, 2012

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


Posted: Nov 22, 2013 07:13 AM    Msg. 21 of 117       
When I needed references for Falcon model, I just took pictures with my phone... The quality was bad but better than nothing.


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Nov 22, 2013 11:23 AM    Msg. 22 of 117       
anything is better than noting at this point, i am looking at buying an old xbox 360 since i bought a used copy of halo 3 odst for 6 bucks. trying to find a cheap Xbox with controllers and cables is kind of a pain in the @$$


did a short little speed model for everyone's enjoyment
http://youtu.be/kZlap-pBdYA

once i get those references things should go along quite nicely
Edited by killzone64 on Nov 22, 2013 at 12:52 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Nov 22, 2013 03:09 PM    Msg. 23 of 117       
you should play some East New Sound instead of that music you used. A bit easier on the ears and more fun to listen to :x

And I do hope you'll be optimizing the BSP before you start texturing. So many unneeded edges....


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Nov 22, 2013 03:58 PM    Msg. 24 of 117       
probably could have used this: http://www.youtube.com/watch?v=_lBY-zZksGw instead

anyways optimization will come after i finish the bsp, id rather not worry about sloppy geometry untill later.


updates will be shown later, going to attempt to start the interiors despite having a lack of references


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Nov 23, 2013 07:38 AM    Msg. 25 of 117       
here r what you need



I will pm you more ok
Edited by DOOM899 on Nov 23, 2013 at 07:38 AM


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Nov 23, 2013 08:39 AM    Msg. 26 of 117       
thanks doom, you have no idea how much that helps :P


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Nov 23, 2013 08:47 AM    Msg. 27 of 117       
if you need more pics of rate nest jut say so and I will get you some more
it good that I can help


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Nov 23, 2013 03:41 PM    Msg. 28 of 117       
Don't forget to use ripped models to help you scale areas, they make good reference points and measurement tools.
Edited by 1bobsam1 on Nov 23, 2013 at 03:42 PM


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Dec 4, 2013 12:56 AM    Msg. 29 of 117       
so how your bsp going and I will get thos pics tomorrow I got a lot of work going to day


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Jan 7, 2014 10:26 AM    Msg. 30 of 117       
well i have some bad news

just a short wile ago my hard-drive on my desktop completely failed after 3 years of hard abuse and sadly all my models went with it leaving me with only a 2 month old model
soo its restart time. i geuss

but thanks to a guy by the name of mikecyborg i now have better references which will expedite the process. i hope to have the bsp finished by march textures and all. (if someone could UV it for me that would be great(as well as some lightmaps in aether))
Edited by killzone64 on Jan 9, 2014 at 02:27 PM


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Jan 7, 2014 10:41 AM    Msg. 31 of 117       
it was a cheap harddrive yes, but i knew it was beginning to fail and managed to bail most of the stuff off of it, the problem was that some of my projects were on the desktop and got lost in the clutter of icons. it was a simple mistake but it has set me back almost a month


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Jan 9, 2014 01:12 PM    Msg. 32 of 117       
Next time, even if it's a bad cheap one - invest in an external drive (or extra internal hard drive if you have the room) and use it to back up data like that if you intend on carrying on with a hobby like this which, by the looks of it, you should.
Edited by sos on Jan 9, 2014 at 01:15 PM


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Jan 9, 2014 03:34 PM    Msg. 33 of 117       
how is it that my desktop hard drive is over 10 years old and is still running strong? and everyone elses is failing?


Horeb
Joined: Nov 27, 2013

bananakid


Posted: Jan 9, 2014 11:31 PM    Msg. 34 of 117       
if you need some where to put you'r models and maps stuff or other stuff God gave us places like
https://www.dropbox.com/
http://mediafire.com
http://mega.co.nz


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Jan 27, 2014 12:15 AM    Msg. 35 of 117       
ok after almost a months work (and a few too many distractions) i have gotten the model back up to par from where it was before (albiet a bit sloppy in places).


will be using any spare time i have a college to work on the map and i have it constantly synchronized with online backup so i don't lose it again. updates will be coming very soon, the next few days even.

 
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