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Author Topic: Jesse's Thread of Unamazing Things. (365 messages, Page 3 of 11)
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Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Feb 24, 2015 01:04 AM    Msg. 71 of 365       
Just use line tool and various layers. I typically create a black background layer, then use a new layer for the outlines and fillings. To trace bitmaps from screengcaps, you can double the size and draw the way I explained.


killzone64
Joined: Jun 9, 2010

Too many hobbys not enough time


Posted: Feb 24, 2015 01:07 AM    Msg. 72 of 365       
Quote: --- Original message by: Jesse
Just use line tool and various layers. I typically create a black background layer, then use a new layer for the outlines and fillings. To trace bitmaps from screengcaps, you can double the size and draw the way I explained.


are you using vectors to draw the hud so it can be rescaled with no loss of detail?

i was initially going to use autocad to create a hud for that very reason
Edited by killzone64 on Feb 24, 2015 at 01:08 AM


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Feb 24, 2015 02:37 AM    Msg. 73 of 365       
Lately I've been modeling my HUD elements in 3dsmax. I like it because I can scale with no loss of detail and it lets me create various elements in one file. I also change the colors in the materials.

Plus, it's fancy.


xx_kiLLaz_XX
Joined: Nov 29, 2014

Opensauce 4.0 is finally out!


Posted: Feb 24, 2015 07:25 PM    Msg. 74 of 365       
finish savior.

mmmmmmmmmmmmm... savior *mouth drooling*


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Feb 25, 2015 01:10 AM    Msg. 75 of 365       
Worked on the shaders and illumination for the bases (and subsequently, other objects as well.)


Edited by Jesse on Feb 25, 2015 at 02:08 AM


Mokou Price
Joined: Oct 30, 2014


Posted: Feb 25, 2015 03:31 AM    Msg. 76 of 365       
Quote: --- Original message by: Jesse

Worked on the shaders and illumination for the bases (and subsequently, other objects as well.)
http://screenshot.xfire.com/s/130294152-4.jpg
http://screenshot.xfire.com/s/130294165-4.jpg
Edited by Jesse on Feb 25, 2015 at 02:08 AM

Whem it release


Mangenkyo
Joined: Jul 14, 2009

Yep!.. i know i'm in Space..


Posted: Feb 25, 2015 06:07 AM    Msg. 77 of 365       
Hey Jesse, there is a font called "Euromode" which you could use for the numbers of your HUD. It looks really similar to the original HUD (though, not sure if that's the font that the game actually uses)


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Feb 26, 2015 04:05 AM    Msg. 78 of 365       
Thanks, I've been using Eurostile for the HUD font. Agency FB was what I used for the AR numbers.

Can anyone explain how to add\use\make detail_objecy_collection tags?


NeX
Joined: Apr 11, 2013


Posted: Feb 26, 2015 02:34 PM    Msg. 79 of 365       
Quote: --- Original message by: Jesse
Thanks, I've been using Eurostile for the HUD font. Agency FB was what I used for the AR numbers.

Can anyone explain how to add\use\make detail_objecy_collection tags?


Pretty much just a sprite plate. Make the alpha channel reflect which pieces are transparent (white is opaque, black is transparent). Common for grass is to make a cloudy green/tan image and use the alpha/transparency to give it the shape (see the b40 snow grass detail object collection for reference).

It's pretty simple and easy. Once the image is done, the hard part is over. You then reference it in a detail_object_collection tag, play around with the size, z-offset (by default it usually tends to "hover" a bit, and looks better if you make it very slightly negative to firmly root it in the ground.

In the instances you can select different properties for each different index (if you made a sprite with more than 1), such as colors (ambient, etc, pretty straightforward), and fade distance. Be careful with those, the near fade distance determines where it starts to become transparent, and the far is when it's completely gone. If you set them too high, you'll find large chunks of them (per cell) pop up and appear at once, or disappear at once, which really shatters the illusion of the foliage you're creating.

If the DOBC tags you're placing are like the grass that Altis makes, then you'll want to keep the distances fairly small, so that it's a smooth perfect ring around the player without any glitching. If you're also placing, say, a large plant like a cattail, then set the fade distances to high, so that its visible from relatively far and doesn't just "fade in" when closer, since large objects should look more like a scenery object. Plus, if they're spaced further apart, the occasional glitch and pop ups/outs won't be nearly as noticeable as a smaller DOBC that is in a dense spread.

Once you're ready to place them, open the scenario in sapien, go to the game-data section under "detail objects", then look into the Tool window. It's crap, won't reflect the current object very well, and the brush density/radius option boxes tend to reset themselves, but its manageable. You can use the active pallete entry to switch between the instances of DOBC tags you've added to the scenario (which is done like anything else in Sapien), while the active entry lets you switch between which sub-type in the sprite plate/DOBC you're placing. Saving in sapien will automatically render any placed DOBC so you can see them in the game view window to check the progress. If you've placed them before running another radiosity, you can re-light them based on the current lightmaps (or remove all detail objects) by following the hotkeys in the tool window.

Have fun!


MEGA_VKNG
Joined: Dec 23, 2013

no.


Posted: Feb 26, 2015 08:19 PM    Msg. 80 of 365       
Quote: --- Original message by: michaelwilliam
Quote: --- Original message by: Jesse

Worked on the shaders and illumination for the bases (and subsequently, other objects as well.)
http://screenshot.xfire.com/s/130294152-4.jpg
http://screenshot.xfire.com/s/130294165-4.jpg
Edited by Jesse on Feb 25, 2015 at 02:08 AM



Why your not doing halo 3 tags.


because he can do whatever he wants? nobody has to do what YOU want. just saying.


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Feb 27, 2015 03:06 AM    Msg. 81 of 365       
If you want H3 tags go look at Foundry.

Then again, h3 weapons in Forge World?


MatthewDratt
Joined: Sep 11, 2010

CE3 - Takedown - HaloCE3.com


Posted: Feb 27, 2015 03:15 AM    Msg. 82 of 365       
use halo 4 tags


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 27, 2015 10:00 AM    Msg. 83 of 365       
Hr weapons for a map based on hr?


Xx1Talon1xX
Joined: Feb 2, 2015

Mexicans, Mexicans Everywhere!


Posted: Feb 27, 2015 05:33 PM    Msg. 84 of 365       
Quote: --- Original message by: MatthewDratt
use halo 4 tags


Also make all the announcements in Spanish


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 28, 2015 07:56 AM    Msg. 85 of 365       
Quote: --- Original message by: Xx1Talon1xX
Quote: --- Original message by: MatthewDratt
use halo 4 tags


Also make all the announcements in Spanish


That's stupid.

Record all the announcements in spanish while the announcer is munching on doritos.
Edited by SS Flanker on Feb 28, 2015 at 07:56 AM


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Mar 1, 2015 05:02 AM    Msg. 86 of 365       
I re-did the motion sensor and worked on the coloring.

I also re-did the shields and applied the alphaing for the health meter.



shields are bent now.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 3, 2015 08:34 AM    Msg. 87 of 365       
Quote: --- Original message by: Jesse
I re-did the motion sensor and worked on the coloring.

I also re-did the shields and applied the alphaing for the health meter.

http://oi60.tinypic.com/nwf28z.jpg

shields are bent now.


It's very close!



Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Mar 5, 2015 08:53 PM    Msg. 88 of 365       
I ripped the reach FP arms myself and did the smoothing. Took me nearly the whole day.
Compare it to the publicly available set:

Now I have to rig it :x

I also optimized the model a bit
Ignore the missing geometry on mine, that's an exporter issue.
Edited by Jesse on Mar 5, 2015 at 08:54 PM


Halonimator
Joined: Dec 15, 2014

https://imgur.com/ZBjOJ4L


Posted: Mar 5, 2015 09:20 PM    Msg. 89 of 365       
Quote: --- Original message by: Jesse

I ripped the reach FP arms myself and did the smoothing. Took me nearly the whole day.
Compare it to the publicly available set:
http://oi62.tinypic.com/rvhdh2.jpg
Now I have to rig it :x

I also optimized the model a bit
Ignore the missing geometry on mine, that's an exporter issue.
Edited by Jesse on Mar 5, 2015 at 08:54 PM


halo needs Savior retail version


Xx1Talon1xX
Joined: Feb 2, 2015

Mexicans, Mexicans Everywhere!


Posted: Mar 5, 2015 10:32 PM    Msg. 90 of 365       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: Jesse

I ripped the reach FP arms myself and did the smoothing. Took me nearly the whole day.
Compare it to the publicly available set:
http://oi62.tinypic.com/rvhdh2.jpg
Now I have to rig it :x

I also optimized the model a bit
Ignore the missing geometry on mine, that's an exporter issue.
Edited by Jesse on Mar 5, 2015 at 08:54 PM


halo needs Savior retail version


Let Jesse do his thing. In the end anything he makes will be quality, these things take time...


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 5, 2015 10:38 PM    Msg. 91 of 365       
Quote: --- Original message by: Jesse
I ripped the reach FP arms myself and did the smoothing. Took me nearly the whole day.
Compare it to the publicly available set:
http://oi62.tinypic.com/rvhdh2.jpg
Now I have to rig it :x

I also optimized the model a bit
Ignore the missing geometry on mine, that's an exporter issue.

Use Waffles' OS shaders pl0x


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Mar 5, 2015 11:12 PM    Msg. 92 of 365       
Quote: --- Original message by: Spartan314
Quote: --- Original message by: Jesse
I ripped the reach FP arms myself and did the smoothing. Took me nearly the whole day.
Compare it to the publicly available set:
http://oi62.tinypic.com/rvhdh2.jpg
Now I have to rig it :x

I also optimized the model a bit
Ignore the missing geometry on mine, that's an exporter issue.

Use Waffles' OS shaders pl0x


I'm still unsure if i'd be using OS for the map or not. I might make different variants of maps though, possibly some using OS and some not.

Speaking of which, would anyone be up for rigging the FP arms for me? I'm still getting the hang of it but I do want to focus on some other stuff.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 6, 2015 09:23 AM    Msg. 93 of 365       
Quote: --- Original message by: Jesse
Quote: --- Original message by: Spartan314
Quote: --- Original message by: Jesse
I ripped the reach FP arms myself and did the smoothing. Took me nearly the whole day.
Compare it to the publicly available set:
http://oi62.tinypic.com/rvhdh2.jpg
Now I have to rig it :x

I also optimized the model a bit
Ignore the missing geometry on mine, that's an exporter issue.

Use Waffles' OS shaders pl0x


I'm still unsure if i'd be using OS for the map or not. I might make different variants of maps though, possibly some using OS and some not.

Speaking of which, would anyone be up for rigging the FP arms for me? I'm still getting the hang of it but I do want to focus on some other stuff.


Are you planning to optimize everything? Because you could get away with leaving some of the bsp elements untouched, with the exception of the cliffs which surround the waterfall e.t.c


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Mar 6, 2015 11:31 AM    Msg. 94 of 365       
I've reduced the polycount of the entire BSP to 40,000 from 72,000 but I still get some rendering issues, though nowhere near what it was before. I think with better portalling it'd be fine. I definitely can't add the rock instances are BSP though. They will have to be scenery.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 6, 2015 11:38 AM    Msg. 95 of 365       
Quote: --- Original message by: Jesse
I've reduced the polycount of the entire BSP to 40,000 from 72,000 but I still get some rendering issues, though nowhere near what it was before. I think with better portalling it'd be fine. I definitely can't add the rock instances are BSP though. They will have to be scenery.


Ah okay. PM me the 40k bsp as soon as you can.


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Mar 6, 2015 02:09 PM    Msg. 96 of 365       



Got all of the instanced geometry rocks ingame, one of each variant. If sizing necessitates, I'll use script scaling to modify the sizes in-game.

I still need to place all the damn rocks and make the LODs
Edited by Jesse on Mar 6, 2015 at 02:09 PM


Xx1Talon1xX
Joined: Feb 2, 2015

Mexicans, Mexicans Everywhere!


Posted: Mar 6, 2015 02:19 PM    Msg. 97 of 365       
Hey Jesse, the map is looking sweet!
I've noticed that you have been showing the sniper off, but are you making the rest of the weapons or are they going to come from other sources?

Just curious to see your stuff :D


ᶫᶦᵏᵉ ᵉᵛᵉʳʸᵒᶰᵉ ᵉᶫˢᵉ ᵒᶰ ᵗʰᵉ ˢᶦᵗᵉ


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Mar 6, 2015 02:49 PM    Msg. 98 of 365       
Now that TSC:E is out, I can use the CMT animations for the weapons. I've have them since long ago, but out of respect for the release I didn't show or even use the animations. Now I can start rigging the reach weapon models to some CMT animations (probably the AR, RL, and various others)

Do recall that I had two animations for the sniper at the beginning of this thread, the second set being the animations for the sniper from TSC:E but they looked weird because they weren't designed for the size of the Reach model anyway.

I plan to do as much as possible on my own, even if it requires learning a new set of skills (arms\biped rigging?)

That said, I will ask for help if I know someone can do a significantly better job than I.
Edited by Jesse on Mar 6, 2015 at 02:55 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 7, 2015 08:09 AM    Msg. 99 of 365       
Quote: --- Original message by: Jesse

Now that TSC:E is out, I can use the CMT animations for the weapons. I've have them since long ago, but out of respect for the release I didn't show or even use the animations. Now I can start rigging the reach weapon models to some CMT animations (probably the AR, RL, and various others)

Do recall that I had two animations for the sniper at the beginning of this thread, the second set being the animations for the sniper from TSC:E but they looked weird because they weren't designed for the size of the Reach model anyway.

I plan to do as much as possible on my own, even if it requires learning a new set of skills (arms\biped rigging?)

That said, I will ask for help if I know someone can do a significantly better job than I.
Edited by Jesse on Mar 6, 2015 at 02:55 PM


I would offer to do biped rigging but it goes against zombie land survival rules which dictate the following:

"Don't be a hero and act keewl in front of other people by taking over an mountainous amount of work and than 3 days later feebly stating you couldn't do any of it."

So perhaps this may help:


Arm rigging: https://www.youtube.com/watch?v=BBfJk2yf4CM - Part 1

https://www.youtube.com/watch?v=AE3jf_SDVlY - Part Dos

Biped rigging: https://www.youtube.com/watch?v=rC3hqIyjthc - Part the first.

https://www.youtube.com/watch?v=Nrx_17XfxF0 - Part the second.

https://www.youtube.com/watch?v=1KDfAkR7TA4 - Part the third. (ingaming)
Edited by SS Flanker on Mar 7, 2015 at 08:10 AM


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Mar 8, 2015 01:40 AM    Msg. 100 of 365       


4k image of Forge World :o


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 8, 2015 10:52 AM    Msg. 101 of 365       
Quote: --- Original message by: Jesse
http://puu.sh/gri57/cfbf874f2f.jpg

4k image of Forge World :o


Fap4halo4k confirmed?

Oh and by the way jesse. Satans tool won't let me compile your bsp :(



I can fix this but check your pm's first.


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Mar 10, 2015 04:57 AM    Msg. 102 of 365       


Got the Rocket Launcher in-game (OS shaders too)

HUD icon is temporary, I've been perfecting the weapon meters and other elements as well.


Mokou Price
Joined: Oct 30, 2014


Posted: Mar 10, 2015 05:02 AM    Msg. 103 of 365       
Quote: --- Original message by: Jesse
http://screenshot.xfire.com/s/130312058-4.jpg

Got the Rocket Launcher in-game (OS shaders too)

HUD icon is temporary, I've been perfecting the weapon meters and other elements as well.

SO nice


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 10, 2015 10:35 AM    Msg. 104 of 365       
Quote: --- Original message by: Mokou Price
Quote: --- Original message by: Jesse
http://screenshot.xfire.com/s/130312058-4.jpg

Got the Rocket Launcher in-game (OS shaders too)

HUD icon is temporary, I've been perfecting the weapon meters and other elements as well.

SO nice


@ Jess you may need to reduce the tris count further on your bsp.

Funny things start happening once you cross the threshold of 35k. Some I cannot fix.



Random Turbosmoothed bsp compiles fine. Portals work too. So it is possible to go over 30k but I'm unsure about 40k.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 10, 2015 12:43 PM    Msg. 105 of 365       
Quote: --- Original message by: Mootjuh
I've got a 70k terrain ingame and have a H3 BSP with 90k. Ofcourse half doesn't render but tool permits.


Are you using blitzkrieg?

I can only use Junglegym and for bsp's under 20k bluestreak works but beyond that the exporter just freezes.

Can't use max8 on my pc either :(

Know of any other exporters?

 
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