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Author Topic: Stargate map project (wip) (43 messages, Page 1 of 2)
Moderators: Dennis

Dalek
Joined: Aug 12, 2011


Posted: Aug 23, 2014 11:06 AM    Msg. 1 of 43       
hi all

I currently work on a stargate map for halo, i started modeling of all object needed:


F302 and death gilder


goauld ship interior


SGC


mp5


staff model


p90


m9



my skill is limited to modeling, unwrap ( newbie on that ) and texturing, that's whi i present that project there i need some help for animation and rigging.


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Aug 23, 2014 11:42 AM    Msg. 2 of 43       
It looks like you're modelling the SGC there, is this going to be an SP or MP map?

Stargate projects are always interesting and it'd be good to see another.


Wolf_
Joined: May 16, 2006


Posted: Aug 23, 2014 11:54 AM    Msg. 3 of 43       
Love stargate, I remember someone (Forgot his name) over at gearbox forums that did some cool stargate stuff. He made, what I consider, a perfect cheyenne mountain. Wish I could find the topic. Cool stuff anyway :)


Dalek
Joined: Aug 12, 2011


Posted: Aug 23, 2014 12:17 PM    Msg. 4 of 43       
i want to do a multiplayer map at start, the best solution is to use a symmetry for the sgc if i make on center of map.

I hope to make a big map but i want to keep basic gameplay on it, i experienced many big map and simplicity is the best way for a multiplayer version.

all the bsp i need is abydos ( red team ), tchulak ( blue team ) and sgc on middle map, i will add goauld ship and human ship. i search the best way to have a space for aerian battle ( f302 and death glider ).

the plan of the map looks like a donut:



other models:











i will save all my bsp models and maybe update them is i find a team for work on a singleplayer map, i know i will need help for this project, that's why i modeled some things before posting on halomaps.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Aug 23, 2014 12:27 PM    Msg. 5 of 43       
Great modeling skills.


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Aug 23, 2014 12:49 PM    Msg. 6 of 43       

Your BC304 model is not amazingly accurate and would benefit from further observation of references. For instance the hangars are far too small. If you can get that sorted out, seeing it ingame would be awesome!


Also, it's quite ambitious to have 5 totally different environments in one map and this may cause poly problems for you.


Dalek
Joined: Aug 12, 2011


Posted: Aug 23, 2014 12:57 PM    Msg. 7 of 43       
Quote: --- Original message by: Kozakuu

Your BC304 model is not amazingly accurate and would benefit from further observation of references. For instance the hangars are far too small. If you can get that sorted out, seeing it ingame would be awesome!
http://fc08.deviantart.net/fs71/f/2014/004/8/8/stargate_bc_304_by_coldilian-d70sj5v.png

Also, it's quite ambitious to have 5 totally different environments in one map and this may cause poly problems for you.


what a nice model oO, i will make all model i need in first and make all usable in different way. thanks for the reference pic.

Quote: --- Original message by: The Master
WTH IS THIS!? You have the exact same tastes! Doctor Who, Halo, now Stargate... What's next?


the advert for the map :



Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Aug 31, 2014 11:16 AM    Msg. 8 of 43       
I have to say congrats on your progress so far.

If there is anything you need, I would be happy to contribute.


Flash44x
Joined: Jan 3, 2007

What would you have your arbiter do?


Posted: Aug 31, 2014 11:34 AM    Msg. 9 of 43       
Hey dalek u got any updates on the floods remake? Is it still alive? It's been a while.
Edited by Flash44x on Aug 31, 2014 at 11:35 AM


DOOM899
Joined: Jul 23, 2013

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


Posted: Sep 13, 2014 02:50 AM    Msg. 10 of 43       
bump I need a update will you give one


Dalek
Joined: Aug 12, 2011


Posted: Sep 13, 2014 09:27 AM    Msg. 11 of 43       
a small update, currently working on abydos bsp





i revised my plan of map, i need to finish all models before porting the bsp on halo, update next week probably.


Flash44x
Joined: Jan 3, 2007

What would you have your arbiter do?


Posted: Sep 13, 2014 12:56 PM    Msg. 12 of 43       
Impressive, good progress!


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Sep 13, 2014 07:34 PM    Msg. 13 of 43       

Edited by sparky on Aug 20, 2015 at 02:18 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 14, 2014 07:03 AM    Msg. 14 of 43       
Quote: --- Original message by: Dalek
a small update, currently working on abydos bsp

http://img4.hostingpics.net/pics/255338Capturedcran20140907140952.png

http://img4.hostingpics.net/pics/901886Capturedcran20140906172459.png

i revised my plan of map, i need to finish all models before porting the bsp on halo, update next week probably.



60,190 polies is incredibly excessive for a halo BSP, 30,000 is the preferred limit however you can get a way with 10 - 15 more providing you have extremely good portalling.

It seems to me like that Iris, needs far fewer polies than you have currently modelled.

Good work so far though.


Dalek
Joined: Aug 12, 2011


Posted: Sep 15, 2014 05:34 AM    Msg. 15 of 43       
The bsp will not have more than 25000 poly, what you see on the capture is total poly including stargate highpoly scnery, biped and other things not include on the bsp.

As you can see the wirefram of the bsp have not exessive poly, sure it can be better but i try to be carefull about poly count.

the real count for bsp:

Abydos: 826 ( not finished, final will have 3000-4000 poly max )

human ship : 630 poly for detailled corridor ( i work with modules final count will be 2000 )

goauld base : 3870 poly ( untextured and can be optimize )

sgc : 1847 poly ( unfinished )

wip:







and scnery:







This is a really ambitious project for one guy i know, i hope people will be interested and will contribute but i will do this project, if i work alone on all i will need time but i ready to learn all thing about animation and rigging.


altis94
Joined: Oct 5, 2012

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


Posted: Sep 15, 2014 06:35 AM    Msg. 16 of 43       
I think you should check triangle count instead of poly.


Darkzealotx
Joined: Jun 15, 2014


Posted: Sep 15, 2014 07:25 AM    Msg. 17 of 43       
So wut about the floods remake? Is it still happening?


Wolf_
Joined: May 16, 2006


Posted: Sep 15, 2014 09:05 AM    Msg. 18 of 43       
It feels like your proportions are slightly off..


Dalek
Joined: Aug 12, 2011


Posted: Sep 15, 2014 11:25 AM    Msg. 19 of 43       
Quote: --- Original message by: Darkzealotx
So wut about the floods remake? Is it still happening?


it's a stand by project, we have files but no time for the moment. I work for my map when i can. Maybe i will talk to darksoldier of the floods if i find time for that.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 18, 2014 07:27 AM    Msg. 20 of 43       
Quote: --- Original message by: Dalek
The bsp will not have more than 25000 poly, what you see on the capture is total poly including stargate highpoly scnery, biped and other things not include on the bsp.

As you can see the wirefram of the bsp have not exessive poly, sure it can be better but i try to be carefull about poly count.

the real count for bsp:

Abydos: 826 ( not finished, final will have 3000-4000 poly max )

human ship : 630 poly for detailled corridor ( i work with modules final count will be 2000 )

goauld base : 3870 poly ( untextured and can be optimize )

sgc : 1847 poly ( unfinished )

wip:

http://img4.hostingpics.net/pics/814890Capturedcran20140915111627.png

http://img4.hostingpics.net/pics/590827Capturedcran20140824150828.png

http://img4.hostingpics.net/pics/744154Capturedcran20140817213233.png

and scnery:

http://img4.hostingpics.net/pics/812108rendupc.jpg

http://img4.hostingpics.net/pics/126944renduextincteur.jpg

http://img4.hostingpics.net/pics/431229tabr.jpg

This is a really ambitious project for one guy i know, i hope people will be interested and will contribute but i will do this project, if i work alone on all i will need time but i ready to learn all thing about animation and rigging.


I understand, btw you really should check your triangle count instead of your poly count.

Max will interpret a plane with 60 verts as 1 polygon if all the verts haven't been connected, so you could be fooled into thinking you have a low poly count, when actually you have something quite opposite.


Dalek
Joined: Aug 12, 2011


Posted: Sep 18, 2014 11:18 AM    Msg. 21 of 43       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: Dalek
The bsp will not have more than 25000 poly, what you see on the capture is total poly including stargate highpoly scnery, biped and other things not include on the bsp.

As you can see the wirefram of the bsp have not exessive poly, sure it can be better but i try to be carefull about poly count.

the real count for bsp:

Abydos: 826 ( not finished, final will have 3000-4000 poly max )

human ship : 630 poly for detailled corridor ( i work with modules final count will be 2000 )

goauld base : 3870 poly ( untextured and can be optimize )

sgc : 1847 poly ( unfinished )

wip:

http://img4.hostingpics.net/pics/814890Capturedcran20140915111627.png

http://img4.hostingpics.net/pics/590827Capturedcran20140824150828.png

http://img4.hostingpics.net/pics/744154Capturedcran20140817213233.png

and scnery:

http://img4.hostingpics.net/pics/812108rendupc.jpg

http://img4.hostingpics.net/pics/126944renduextincteur.jpg

http://img4.hostingpics.net/pics/431229tabr.jpg

This is a really ambitious project for one guy i know, i hope people will be interested and will contribute but i will do this project, if i work alone on all i will need time but i ready to learn all thing about animation and rigging.


I understand, btw you really should check your triangle count instead of your poly count.

Max will interpret a plane with 60 verts as 1 polygon if all the verts haven't been connected, so you could be fooled into thinking you have a low poly count, when actually you have something quite opposite.


im not sure to understand, i verified open edge (all vertex looks connected) and the backfacing in 3ds max that's the correct way ?

when i will finish the bsp model i can send it to you if you want, your help about that can be really usefull for the project... so curently i need time to finish models. i try to take time on the project but im a bit busy by work and personal life actually. advancement will go slowly.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 18, 2014 11:41 AM    Msg. 22 of 43       
If you want you can send me the models in private message, I can lay down some uv's for you too if needed.


Dalek
Joined: Aug 12, 2011


Posted: Sep 18, 2014 02:53 PM    Msg. 23 of 43       
Quote: --- Original message by: SS Flanker
If you want you can send me the models in private message, I can lay down some uv's for you too if needed.


thank you , i will send it maybe next week, hope my work is sweet but im sure u will find errors. i will try to finish sgc this weekend and i search help for exterior abydos, need to work on level design if you are interested :)


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 20, 2014 08:45 AM    Msg. 24 of 43       
Quote: --- Original message by: Dalek
Quote: --- Original message by: SS Flanker
If you want you can send me the models in private message, I can lay down some uv's for you too if needed.


thank you , i will send it maybe next week, hope my work is sweet but im sure u will find errors. i will try to finish sgc this weekend and i search help for exterior abydos, need to work on level design if you are interested :)


Np. And FYI, nobodies work is flawless. Not even.........waffles's.


Dalek
Joined: Aug 12, 2011


Posted: Sep 27, 2014 11:36 AM    Msg. 25 of 43       
today i work on the sgc bsp and i am front of a problem, what is the best way for the spiral stair, how to proper model it and what is the best option, keep it for a scnery model and make it a part of the bsp.



i am learning how to use primlitve spiral stair but i m not sure of this method, someone had ever this problem for an halo map ?


altis94
Joined: Oct 5, 2012

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


Posted: Sep 27, 2014 11:58 AM    Msg. 26 of 43       
I think it would be better to make it scenery.


Wolf_
Joined: May 16, 2006


Posted: Sep 27, 2014 01:13 PM    Msg. 27 of 43       
Once again, your proportions are slightly off, you need to size things up a bit.
Edited by Wolf_ on Sep 27, 2014 at 01:14 PM


Dalek
Joined: Aug 12, 2011


Posted: Nov 23, 2014 09:21 AM    Msg. 28 of 43       
worked on it last night:



proportions don't looks bad with spartans...


DOOM899
Joined: Jul 23, 2013

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


Posted: Nov 23, 2014 05:42 PM    Msg. 29 of 43       
Quote: --- Original message by: Dalek
worked on it last night:

http://img11.hostingpics.net/pics/497198mysgc5.jpg

proportions don't looks bad with spartans...
nice work looks good


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 28, 2014 10:34 AM    Msg. 30 of 43       
I wish it would look like that in halo.


Dalek
Joined: Aug 12, 2011


Posted: Nov 28, 2014 07:05 PM    Msg. 31 of 43       
i will do my best, hope i can make something beautiful with halo, i take my time for this that's a really cool thing to do and i want a good result.
there is a way to use 3ds max for lightmap ?


benjimod
Joined: Sep 29, 2009


Posted: Nov 28, 2014 09:00 PM    Msg. 32 of 43       
Mais que vois-je ?

Joli !
Edited by benjimod on Nov 28, 2014 at 09:00 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Nov 29, 2014 05:46 AM    Msg. 33 of 43       
Quote: --- Original message by: Dalek
i will do my best, hope i can make something beautiful with halo, i take my time for this that's a really cool thing to do and i want a good result.
there is a way to use 3ds max for lightmap ?

Aether, but it's quite complicated to use. Dratt made tutorials for it. You could also try to find someone who would do it for you


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Nov 29, 2014 07:23 AM    Msg. 34 of 43       
Somebody assist this man with his project!
If I still did SP stuff, I'd have loved to help out for a mini-campaign..

Think ruins at a Stargate, troops crouched behind cover. With some decent assets it could work really well in this engine.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 29, 2014 12:40 PM    Msg. 35 of 43       
Quote: --- Original message by: Dalek
i will do my best, hope i can make something beautiful with halo, i take my time for this that's a really cool thing to do and i want a good result.
there is a way to use 3ds max for lightmap ?

I would be willing to either teach you how, or do them for you.

 
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