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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »|map] damnation delta

Author Topic: |map] damnation delta (35 messages, Page 1 of 1)
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Dalek
Joined: Aug 12, 2011


Posted: Apr 12, 2015 09:16 AM    Msg. 1 of 35       
i was wondering if a delta damnation can be cool, and i think i will release it, i search for cool h3 plant scenery.




Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 12, 2015 09:40 AM    Msg. 2 of 35       
Quote: --- Original message by: Dalek
i was wondering if a delta damnation can be cool, and i think i will release it, i search for cool h3 plant scenery.

http://img11.hostingpics.net/pics/768962Capturedcran20150412150849.png
http://img11.hostingpics.net/pics/372672Capturedcran20150412150856.png


Really epic. It's hard to find a decent re-make of an already decent map.


Dalek
Joined: Aug 12, 2011


Posted: Apr 12, 2015 10:32 AM    Msg. 3 of 35       
thks man,i will finish it with darksoldier for the best result as possible. and thanks to mootjuh for the halo 2 texture and stuff he make on his delta ruin remake, really usefull for make something on the halo delta theme.


altis94
Joined: Oct 5, 2012

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


Posted: Apr 12, 2015 11:45 AM    Msg. 4 of 35       
Try using these scenery tags released by Benjimod and Oscar Menocal http://www.mediafire.com/download/8g2g7fn20j06b11/Tags.rar


Dalek
Joined: Aug 12, 2011


Posted: Apr 12, 2015 11:59 AM    Msg. 5 of 35       
oh thanks i download this now. passed the map on sapien: it can be nice, like "the pit sky" by conscar will keep it. it's a bit dark but i think it can be a nice map.




Halonimator
Joined: Dec 15, 2014

https://imgur.com/ZBjOJ4L


Posted: Apr 12, 2015 12:16 PM    Msg. 6 of 35       
Quote: --- Original message by: Dalek
oh thanks i download this now. passed the map on sapien: it can be nice, like "the pit sky" by conscar will keep it. it's a bit dark but i think it can be a nice map.

http://img15.hostingpics.net/pics/656519Capturedcran20150412175545.png
http://img15.hostingpics.net/pics/179777Capturedcran20150412175528.png



I think that this map need a lot more polys for detail.... please use the h3 foundry tags and HD delta textures.


Dalek
Joined: Aug 12, 2011


Posted: Apr 12, 2015 12:21 PM    Msg. 7 of 35       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: Dalek
oh thanks i download this now. passed the map on sapien: it can be nice, like "the pit sky" by conscar will keep it. it's a bit dark but i think it can be a nice map.

http://img15.hostingpics.net/pics/656519Capturedcran20150412175545.png
http://img15.hostingpics.net/pics/179777Capturedcran20150412175528.png



I think that this map need a lot more polys for detail.... please use the h3 foundry tags and HD delta textures.


currently tris count is 3258, i will increase poly when i will be sure of the denfenitive geometry. i use halo 2 delta texture, will work on that next week with darksoldier.
im not sure of tag i will use, i hesitate between halo 1 classic tag or use a custom tagset with h3 or h2 weapons.
Next thing will be a waterfall for respect the orginal idea of the map.
Edited by Dalek on Apr 12, 2015 at 12:22 PM


Halonimator
Joined: Dec 15, 2014

https://imgur.com/ZBjOJ4L


Posted: Apr 12, 2015 12:26 PM    Msg. 8 of 35       
Quote: --- Original message by: Dalek

Quote: --- Original message by: Halonimator
Quote: --- Original message by: Dalek
oh thanks i download this now. passed the map on sapien: it can be nice, like "the pit sky" by conscar will keep it. it's a bit dark but i think it can be a nice map.

http://img15.hostingpics.net/pics/656519Capturedcran20150412175545.png
http://img15.hostingpics.net/pics/179777Capturedcran20150412175528.png



I think that this map need a lot more polys for detail.... please use the h3 foundry tags and HD delta textures.


currently tris count is 3258, i will increase poly when i will be sure of the denfenitive geometry. i use halo 2 delta texture, will work on that next week with darksoldier.
im not sure of tag i will use, i hesitate between halo 1 classic tag or use a custom tagset with h3 or h2 weapons.
Next thing will be a waterfall for respect the orginal idea of the map.
Edited by Dalek on Apr 12, 2015 at 12:22 PM


hac2 can increase the poly count... if is possible use instances!
Edited by Halonimator on Apr 12, 2015 at 12:35 PM


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Apr 12, 2015 02:23 PM    Msg. 9 of 35       
imo, it'd be awesome for the structure's geometry have a Halo2 style, to match the textures. though not if it becomes detrimental to gameplay.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Apr 12, 2015 02:31 PM    Msg. 10 of 35       
Here are some H3 plants I ported a long time ago:

https://www.mediafire.com/?9v4dlp77pq3mafp


Dalek
Joined: Aug 12, 2011


Posted: Apr 13, 2015 04:15 PM    Msg. 11 of 35       
added fog and waterfall:





1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Apr 13, 2015 06:38 PM    Msg. 12 of 35       
Not bad, how about the Zteam H2 Tagset for the weapons and Jesse's HUD?
Edited by 1bobsam1 on Apr 13, 2015 at 06:40 PM


Dalek
Joined: Aug 12, 2011


Posted: Apr 14, 2015 01:47 PM    Msg. 13 of 35       
tagset work start next week, i have many little thing to fix, like texture on the wall un uvw of structure and waterfall.
anyone have concept art inspired from delta halo ? i search something simple to add to the structure.

in game test:









somone know how to make a kill box for falling player ?
Edited by Dalek on Apr 14, 2015 at 05:26 PM


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: Apr 14, 2015 08:14 PM    Msg. 14 of 35       
The idea and education is beautiful, good job


altis94
Joined: Oct 5, 2012

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


Posted: Apr 15, 2015 06:02 AM    Msg. 15 of 35       
Quote: --- Original message by: Dalek
somone know how to make a kill box for falling player ?

You could just do the Coldsnap way. Add an effect to the player in attachments, in the effect add a damage effect which only appears in water. That damage effect will kill the player when he is in water.

You should make water transparent near the edges and make it a bit darker so it wouldn't glow in the dark. Oh and if you want you could rip grass scenery tags from ZMP Falujah http://www.mediafire.com/download/tyd59d589f25k3t/ZMP_Falujah_pb.rar, just increase the LOD cutoffs so it wouldn't disappear in short distance.


Dalek
Joined: Aug 12, 2011


Posted: Apr 15, 2015 10:14 AM    Msg. 16 of 35       
this grass looks much better than my previous, did you know where i can add sound to my waterfall ?

edit: finally find something on sapien: sound background, but i search for locate a waterfall sound front of my waterfall, my background sound have actually the same intensity everywhere.
Edited by Dalek on Apr 15, 2015 at 10:41 AM


altis94
Joined: Oct 5, 2012

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


Posted: Apr 15, 2015 10:51 AM    Msg. 17 of 35       
Sound scenery.


Dalek
Joined: Aug 12, 2011


Posted: Apr 15, 2015 11:58 AM    Msg. 18 of 35       
thanks man, i was lost on the tagset :). halo classic tagset is much more complex what i tought.

i will add a cave behind the water fall, that's something interesting for gameplay i think particulary for ctf a place where we can be hide with the flag.
Edited by Dalek on Apr 15, 2015 at 03:15 PM









Edited by Dalek on Apr 15, 2015 at 07:43 PM


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 16, 2015 01:06 AM    Msg. 19 of 35       
Now this is a pretty interesting concept. I love damnation and I love the design of delta halo. And so far this looks really damn cool.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 16, 2015 09:05 AM    Msg. 20 of 35       
I really love how this map is progressing.

You must have some really killer Easter holidays.


Dalek
Joined: Aug 12, 2011


Posted: Apr 16, 2015 11:11 AM    Msg. 21 of 35       
time to kill time.

well i think the bsp geometry is done:





the code i will use for lightmap: tool lightmaps levels\test\damnationdelta\damnationdelta damnationdelta 1 0.08

a better lightmap code exist ? result with this is pretty good but im ready for a 1 hour rendering.

last time lightmap was 40 minutes rendering.

For the tagset i think i will use the zteam tag pack and maybe a custom character. im wondering if a OS version can be made with the map.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 16, 2015 11:17 AM    Msg. 22 of 35       
Quote: --- Original message by: Dalek
time to kill time.

well i think the bsp geometry is done:

http://img11.hostingpics.net/pics/439324delta1.png

http://img11.hostingpics.net/pics/677614delta2.png

the code i will use for lightmap: tool lightmaps levels\test\damnationdelta\damnationdelta damnationdelta 1 0.08

a better lightmap code exist ? result with this is pretty good but im ready for a 1 hour rendering.

last time lightmap was 40 minutes rendering.

For the tagset i think i will use the zteam tag pack and maybe a custom character. im wondering if a OS version can be made with the map.


1. Open up your scenerio in sapien.

2. Hit the tilde key:

3. And type in without quotes: "radiosity quality_1" and hit enter.

4. Then type again without quotes: "radiosity_start" and hit enter.

5. Once the calculation reading displays 0 0 0 you may type: "radiosity_save"

Or you can do step number 5 whenever you wish you don't have to wait for the lighting process to finish!

http://hce.halomaps.org/hek/index.html?start=references/level_design/mp_level_design/mp_ld_level_radiosity.html

I think the syntax to perform full radiosity in tool is 0.0 1 ? I maybe wrong.


altis94
Joined: Oct 5, 2012

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


Posted: Apr 16, 2015 11:26 AM    Msg. 23 of 35       
Meanwhile lightmaps take 20 hours for me :D


Dalek
Joined: Aug 12, 2011


Posted: Apr 16, 2015 12:40 PM    Msg. 24 of 35       
maybe i can make my water better:



i think blue is not the best color for this map, i would a green water, tried in guerilla but it d'ont affect the shader:



the problem is the blue reflection .
Edited by Dalek on Apr 16, 2015 at 12:44 PM


NeX
Joined: Apr 11, 2013


Posted: Apr 16, 2015 01:00 PM    Msg. 25 of 35       
Quote: --- Original message by: Dalek

maybe i can make my water better:

http://img15.hostingpics.net/pics/436789watershader.png

i think blue is not the best color for this map, i would a green water, tried in guerilla but it d'ont affect the shader:

http://img15.hostingpics.net/pics/897428Capturedcran20150416183919.png

the problem is the blue reflection .
Edited by Dalek on Apr 16, 2015 at 12:44 PM


Shoot me a PM, I have a few pretty good swampy/jungly water cubes I'd be happy to share


altis94
Joined: Oct 5, 2012

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


Posted: Apr 17, 2015 05:42 AM    Msg. 26 of 35       
Don't forget to change water fog color too.


Dalek
Joined: Aug 12, 2011


Posted: Apr 17, 2015 08:19 AM    Msg. 27 of 35       
i tried to use z'team tagset but tool said something about "128 mb limit" and failed to convert scenario.
map size is 58 675 ko with just scnery tags, i can't use custom weapons if i want to pass the scen.


altis94
Joined: Oct 5, 2012

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


Posted: Apr 17, 2015 08:44 AM    Msg. 28 of 35       
Why don't you join NeX's Revolution? I think it would be cool if this was one of rev maps and you wouldn't need to worry about tagset.


Dalek
Joined: Aug 12, 2011


Posted: Apr 17, 2015 08:52 AM    Msg. 29 of 35       
why not, im not sure they can be interested by my work. if they prupose it will be a pleasure to work with them, they have the same vision of map remaking.


NeX
Joined: Apr 11, 2013


Posted: Apr 17, 2015 10:30 AM    Msg. 30 of 35       
Please by all means, this is an amazing piece of work. PM me here or xfire - tofher3


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Apr 17, 2015 02:50 PM    Msg. 31 of 35       
This is a cool idea. Do you think you'll do similar theme changes for other default maps in the future?


NeX
Joined: Apr 11, 2013


Posted: Apr 17, 2015 04:36 PM    Msg. 32 of 35       
Quote: --- Original message by: Echo77
This is a cool idea. Do you think you'll do similar theme changes for other default maps in the future?


Chill out would be awesome if so


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 17, 2015 04:49 PM    Msg. 33 of 35       
I think the UVWs needs some work, the unwrapping of the textures should follow clean patterns in some parts. Keeping the creation lines from this helps to place the texture better.

If I was you, I would have prepared the parts that are going to be repeated throughout the level, unwrap them, and just copy and paste elements, then weld everything.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 17, 2015 05:16 PM    Msg. 34 of 35       
Really enjoy the idea and I like the execution so far. I think you should spend some extra time working on the UV's though and possibly adding some more detail/geometry to the ruins and terrain. If you need any help or advice just let us all know and we can all help :)


Dalek
Joined: Aug 12, 2011


Posted: Apr 17, 2015 05:18 PM    Msg. 35 of 35       
Quote: --- Original message by: bourrin33
I think the UVWs needs some work, the unwrapping of the textures should follow clean patterns in some parts. Keeping the creation lines from this helps to place the texture better.

If I was you, I would have prepared the parts that are going to be repeated throughout the level, unwrap them, and just copy and paste elements, then weld everything.


yes, that's the reason why i don't want release now, i will try to fix that, and i have noticed other uv error.

for chillout i did something years ago on halo combat evolved:




and a snowy beaver creek:



But before remaking this on ce there 2 project i want to do: a stargate map and a "the floods" remake with a friend.

 

 
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