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Author Topic: Jesse's Thread of Unamazing Things. (365 messages, Page 10 of 11)
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Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Nov 17, 2016 12:55 AM    Msg. 316 of 365       
Quote: --- Original message by: Super Flanker

Btw is it just me or are some of the original posts pics not showing up?
Edited by Super Flanker on Nov 7, 2016 at 06:05 AM


I think some of those were from Xfire, and we all know how that story ended (in bankruptcy for being too stupid to realize the cool chat client they had)

Bitterness aside, I feel I should explain a few things regarding vehicles.

My plan is to use the 'normal' looking vehicles for the map so everything blends economically. ( can't have a lambo next to a regular old car in an East LA type neighborhood eh?)

Ideally, I'd probably use:

A city bus (makes great roadblocks and exploitable interior)

A few regular city cars (a city would be too open and empty without)

An armored bank truck (to park next to the bank so it can potentially be looted)

Construction vehicles (for when I get lazy and stop modeling parts, claim they were under construction)

I doubt many, if any at all, will be drive able simply because the map would feel so much smaller. Of course, they'll have to be destructible and whatnot.

Altis did me the kind favor of making nice shaders and rigging/animating the (Albany?) from GTA IV for me. It was essentially a test, but everything worked out well, even if it is 12k polies. Then again, if vehicles are drive able or movable, we could see some interesting ways to get into buildings.

We may add elevators to certain buildings. Idk about the rest of the world (like a proud American) but there are handicap codes and such that require ramps and elevators to just about every building (otherwise you get your pants sued off) so I have to model buildings with that in mind for more realism.

I'm not sure yet what the story will be for why the area is abandoned. Maybe it's a post-apocalyptic town that got spared from NK's nukes, or zombies have overrun the Confederate States of America.

Also, I'm going to follow GTA's example and not use real life brands, but rather, creative rip-offs :)

Starbucks = Sorebutts
Blockbusters = Stockbusters (lol)
Bank of America = Bank for U.S
Rip other names from various anime and such.

I wonder how we'll sync streetlights with the day/night system, we'll see.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 17, 2016 07:43 AM    Msg. 317 of 365       
This all sounds too delicious to be true.


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Nov 19, 2016 01:30 AM    Msg. 318 of 365       
This is a pic of the stuff in-game. I used a tool in 3dsmax to dump all the assets used for the map (bitmaps) into my data folder for HCE so I can just use one source, instead of copying and pasting a bitmap once I finish editing.

Notice that there is some clipping, but that's probably due to a lot of BSP polies in the map. There are many spots where I can\will optimize and use scenery, as I modeled in the window frames for lots of buildings.





EDIT: Also, there is no detail scenery, so excuse some of the blandness.


Also, does anyone know anything about Youtube streaming? I figure I can live stream while I'm working on the map, and have it be an uploaded video afterward for those who want to see it later.
Edited by Jesse on Nov 19, 2016 at 02:38 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Nov 19, 2016 04:52 AM    Msg. 319 of 365       
Man I can't wait to get some multiplayer games up with this thing


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 19, 2016 08:31 AM    Msg. 320 of 365       
Don't use youtube for streaming use twitch.

Yt's servers are spotty at best and since it's the end of the year alot of peeps will be streaming the latest edition if mincecraft and so on, I doubt even the backend sv's will give a decent latency.

Best off using an actual dedi streaming service rather than something that wants to steal the market share by doing everything badly.

(If you want to use YT just for the name and popularity, stream with twitch and upload the vid to YT after the session is over)

Also this: https://watchbeam.zendesk.com/hc/en-us/articles/209659623-FTL-Faster-than-Light-streaming-protocol-
Edited by Super Flanker on Nov 19, 2016 at 08:35 AM


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Nov 20, 2016 01:22 AM    Msg. 321 of 365       
I did a thing:

https://www.youtube.com/watch?v=IGIqoMDiX8k

Idk why I did it on youtube, it just seemed easier I guess. If people actually want to see this stuff, I'll live stream or upload the videos. At least now you can cringe while watching my terrible modeling techniques.
Edited by Jesse on Nov 20, 2016 at 01:26 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 20, 2016 05:26 AM    Msg. 322 of 365       
Pretty standard, nothing cringe worthy what so ever.

Thanks for sharing.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Nov 20, 2016 05:30 AM    Msg. 323 of 365       
3dsmax 8
<3
Did you get it using the Modacity link?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 20, 2016 05:37 AM    Msg. 324 of 365       
Quote: --- Original message by: Spartan314
3dsmax 8
<3
Did you get it using the Modacity link?


That link seems pretty popular. But the torrent version on TPB is far better.


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Nov 20, 2016 03:40 PM    Msg. 325 of 365       
Quote: --- Original message by: Spartan314
3dsmax 8
<3
Did you get it using the Modacity link?


Yeah, many years ago. I also managed to pilfer the other versions available too. I believe it was 7, 8, and 9 or something.

3ds max 8 is the main reason why I have W7 installed on my laptop (next to W10)

Recently I found out that the latest W10 actually supports 3ds max now, so I may eventually move altogether.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 20, 2016 04:49 PM    Msg. 326 of 365       


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Nov 20, 2016 06:58 PM    Msg. 327 of 365       
I'll be recording more often. I realized I never did any actual modeling in that video, just small changes.

I recorded some more. This time I was working on the grass and blending placement, which helps make things look much better.

https://www.youtube.com/watch?v=6T-t9f2jWuA
Edited by Jesse on Nov 23, 2016 at 10:51 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 17, 2016 11:52 AM    Msg. 328 of 365       
- it was funny -
Edited by Super Flanker on Dec 17, 2016 at 12:24 PM


Alex
Joined: Apr 22, 2016


Posted: Dec 17, 2016 12:21 PM    Msg. 329 of 365       
-Banned For Conduct-
Edited by Super Alex on Dec 17, 2016 at 12:49 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 17, 2016 12:25 PM    Msg. 330 of 365       
Quote: --- Original message by: Super Alex


nub hayylo ce is waaaaaaaaaaaaaay batter than gaylo onlyne it has the beast moddingggg toolseat
evar jurst addmit it.


There are other people far worthier of being stalked.....
Edited by Super Flanker on Dec 17, 2016 at 12:26 PM


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Dec 23, 2016 01:58 AM    Msg. 331 of 365       
I created the Stockbusters (blockbuster) building, I'll add more detail to it later.






I plan to add a public park and some train stuff behind the buildings in the inaccessible areas, just for looks.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 23, 2016 05:29 AM    Msg. 332 of 365       
I thought Starbucks instead of Blockbuster when I first read Stockbusters.
Stocksusters?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 23, 2016 09:38 AM    Msg. 333 of 365       
Needs more blue and yellow? Or invert them?


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Dec 24, 2016 10:05 PM    Msg. 334 of 365       
I made the signs and some other stuff:





Edited by Jesse on Dec 25, 2016 at 05:22 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 25, 2016 12:30 PM    Msg. 335 of 365       
Hope those coffee beans are fair trade!


DeadHamster
Joined: Jun 8, 2014


Posted: Dec 25, 2016 12:39 PM    Msg. 336 of 365       
Quote: --- Original message by: Super Flanker
Hope those coffee beans are fair trade!


From the logo it appears they mainly serve Kopi Luwak


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 25, 2016 12:41 PM    Msg. 337 of 365       
Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Super Flanker
Hope those coffee beans are fair trade!


From the logo it appears they mainly serve Kopi Luwak


Ahhh I see what you did there!


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Dec 28, 2016 09:11 PM    Msg. 338 of 365       
So I'm nearly done with the layout of the map. I just have a few filler buildings to create for the purpose of covering up the map.

Here is the player boundary limit:




This image outlines the individual sectors of the map (not counting the streets themselves)

Pink and cyan areas are the main blocks where the players would be playing.

Yellow, lightblue, red, blue, and orange blocks are the areas that are partially explorable, but you won't be able to pass through them. These are the outer areas of the playable map.

The orange sectors are not finished yet, and actually I need to come up with ideas for what to place there.

Yellow sector will be a small train yard, yet to be complete.

light green is the river area, which will be accessible from various points in the map.

darker green (the small area on the middle-right) will be a smaller park with the design layout based on COD4's Shipment, along with containers of course.


------------------------------------------EDIT---------------------------------

I did a little more work on the Shipment area of the map (think of it as the neighborhood storage place)

overview:

high FOV version:


view in context:







Edited by Jesse on Dec 29, 2016 at 12:04 AM


Goldy De Wise
Joined: Dec 24, 2011

time to float


Posted: Dec 29, 2016 09:29 AM    Msg. 339 of 365       
Splendid progress.


Alex
Joined: Apr 22, 2016


Posted: Dec 29, 2016 10:16 AM    Msg. 340 of 365       
Quote: --- Original message by: Jesse

So I'm nearly done with the layout of the map. I just have a few filler buildings to create for the purpose of covering up the map.

Here is the player boundary limit:
http://oi64.tinypic.com/2cy1xt5.jpg



This image outlines the individual sectors of the map (not counting the streets themselves)
http://oi64.tinypic.com/2qtjwh0.jpg
Pink and cyan areas are the main blocks where the players would be playing.

Yellow, lightblue, red, blue, and orange blocks are the areas that are partially explorable, but you won't be able to pass through them. These are the outer areas of the playable map.

The orange sectors are not finished yet, and actually I need to come up with ideas for what to place there.

Yellow sector will be a small train yard, yet to be complete.

light green is the river area, which will be accessible from various points in the map.

darker green (the small area on the middle-right) will be a smaller park with the design layout based on COD4's Shipment, along with containers of course.


------------------------------------------EDIT---------------------------------

I did a little more work on the Shipment area of the map (think of it as the neighborhood storage place)

overview:
http://oi65.tinypic.com/30979z7.jpg
high FOV version:
http://oi68.tinypic.com/2rxfrzm.jpg

view in context:
http://oi66.tinypic.com/2a61653.jpg

http://oi63.tinypic.com/2lbkwpd.jpg

http://oi68.tinypic.com/k4yo7r.jpg

http://oi65.tinypic.com/n5q6h1.jpg
Edited by Jesse on Dec 29, 2016 at 12:04 AM




This is awesometacular, keep up the good work!


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 29, 2016 08:36 PM    Msg. 341 of 365       
Quote: --- Original message by: Grand Admiral Alex
Quote: --- Original message by: Jesse
-snip-

This is awesometacular, keep up the good work!

Lrn2Snip


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Jan 8, 2017 04:15 AM    Msg. 342 of 365       
I've made progress on the light blue section (truck yard)















I'll make a proper groundmap for all the areas once the buildings are finalized. I should also mention that the detail scenery is dark because it's all one giant conglomerate of stuff. The darkness won't be an issue once I break up all the sections later on.
Edited by Jesse on Jan 8, 2017 at 04:17 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 8, 2017 05:59 AM    Msg. 343 of 365       
Neat HUD.


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Jan 23, 2017 04:54 AM    Msg. 344 of 365       
I'm close to finishing the final layout of the map. I also worked on the truck yard area.















MEGA_VKNG
Joined: Dec 23, 2013

no.


Posted: Jan 23, 2017 11:44 PM    Msg. 345 of 365       
why your map look like the shadowrun prototype



Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 24, 2017 04:07 AM    Msg. 346 of 365       
oh lawd the texture work here is beautiful


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Jan 24, 2017 05:01 AM    Msg. 347 of 365       
I'm not familiar with that project, but it does look similarly themed.

More pics of western progress.










Alex
Joined: Apr 22, 2016


Posted: Jan 24, 2017 06:07 AM    Msg. 348 of 365       
Quote: --- Original message by: Jesse
I'm not familiar with that project, but it does look similarly themed.

More pics of western progress.


http://oi64.tinypic.com/1zq3upc.jpg
http://oi64.tinypic.com/2eob9qw.jpg

http://oi68.tinypic.com/xeh1s3.jpg
http://oi67.tinypic.com/wbfbip.jpg
http://oi66.tinypic.com/2le64n.jpg
http://oi67.tinypic.com/23tjfx5.jpg


Gib beta :v


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 24, 2017 12:40 PM    Msg. 349 of 365       
Tutorial_park.map?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jan 25, 2017 12:13 PM    Msg. 350 of 365       
This project makes me happy. I look forward to playing the finished product.

 
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