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Author Topic: [WIP] Forge World (208 messages, Page 1 of 6)
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altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Jul 11, 2015 06:25 PM    Msg. 1 of 208       




So you are all probably wondering how this all works. Basically, an invisible vehicle spawns a scenery object. The rest is lua magic that only wizard giraffe understands. Everything is done through chat commands like "/spawn tower" but that can be simplifier by using program called AutoHotkey which will enter commands instantly when you press hotkeys. Since there is 512 vehicle limit in Halo, you can have that many forge objects in the map (unless you also have actual vehicles which would reduce that number). Right now there are 36 different objects that can be spawned and of course there will be more. You can suggest or make your own objects that you want to be spawnable in the map.

There are some things I need help with:
1. Water. Vehicles don't have any material effects on water but weapon projectiles do.
2. Shaders. Mine aren't all that great.
3. Flickering. Some people have flickering problems with this BSP and I can't really fix that because I don't have that myself.

I will probably post more stuff in here later on.

Credits(so far):
aLTis - project lead, shaders, sky, object porting
giraffe - sapp lua scripts that make all this work
(SBB)Mike - porting the bsp
Nickster5000 - paying for the server
Edited by altis94 on Jul 21, 2015 at 01:42 PM


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Jul 11, 2015 06:56 PM    Msg. 2 of 208       
Said it before and I'll say it again. Incredible work.


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Jul 11, 2015 07:11 PM    Msg. 3 of 208       
Beautiful !!!


MatthewDratt
Joined: Sep 11, 2010

Support Higuy https://t.co/9mIC7v3J5j


Posted: Jul 11, 2015 07:12 PM    Msg. 4 of 208       


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Jul 11, 2015 09:59 PM    Msg. 5 of 208       
u r a god.


SupaTrolol
Joined: Jun 25, 2015

\_(ツ)_/


Posted: Jul 11, 2015 10:18 PM    Msg. 6 of 208       
Looks great! Hope it's done soon.


ODX
Joined: Jul 26, 2007


Posted: Jul 11, 2015 10:58 PM    Msg. 7 of 208       
How. How is this engine still able to do so much year after year...

Impressed beyond all belief.


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jul 12, 2015 11:55 AM    Msg. 8 of 208       
Fun thing is Forge World is one of the easiest maps to port because it has no structures in the BSP.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Jul 12, 2015 01:39 PM    Msg. 9 of 208       
Quote: --- Original message by: ODX
How. How is this engine still able to do so much year after year...

Impressed beyond all belief.


This always questioned me to, that's a huge reason I helped form CE3.


S12Spark
Joined: Apr 25, 2015


Posted: Jul 12, 2015 03:23 PM    Msg. 10 of 208       
I can't even... How is this even possible? I would love to find out once its released, it just boggles my mind how it could even be done.


EmmanuelCD
Joined: Jan 7, 2015

Using fox avatar since 1893


Posted: Jul 12, 2015 05:02 PM    Msg. 11 of 208       
:-) looks good, add some reflection to the cliffs


n00b1n8R
Joined: Jun 14, 2006

Major League Trolling


Posted: Jul 13, 2015 04:55 AM    Msg. 12 of 208       
That's really amazing, but the important question is: Can you place weapon/vehicle/player spawns?

(and flag/skull/hill things?)
Edited by n00b1n8R on Jul 13, 2015 at 04:57 AM


greyhamism
Joined: Aug 12, 2014


Posted: Jul 13, 2015 05:59 AM    Msg. 13 of 208       
looks amazing, are these screenshots downsampled? cuz if not they should be :P


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 13, 2015 07:00 AM    Msg. 14 of 208       
Keewl.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 13, 2015 08:06 AM    Msg. 15 of 208       
Looking awesome, arguably the most impressive project that came out of CE3 this year. Great work.


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Jul 13, 2015 08:39 AM    Msg. 16 of 208       
Quote: --- Original message by: Zetren
ALTIS YOU BETTER NOT ABANDON THIS LIKE KIRBY ABANDONS NEARLY EVERYTHING.


Before you point it out, I quit my own Forge World because when I previewed Altis' Forge World a few weeks/months back, I figured he'd gotten so much furher ahead than I could have at that point.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 13, 2015 08:44 AM    Msg. 17 of 208       
Quote: --- Original message by: Jesse
Quote: --- Original message by: Zetren
ALTIS YOU BETTER NOT ABANDON THIS LIKE KIRBY ABANDONS NEARLY EVERYTHING.


Before you point it out, I quit my own Forge World because when I previewed Altis' Forge World a few weeks/months back, I figured he'd gotten so much furher ahead than I could have at that point.


Erm can I ask how you fixed those weird Composite textures?


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jul 13, 2015 10:06 AM    Msg. 18 of 208       
You can just blend the maps together until you have one single blend map and maybe even discard some.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 13, 2015 10:11 AM    Msg. 19 of 208       
Quote: --- Original message by: Mootjuh
You can just blend the maps together until you have one single blend map and maybe even discard some.


I'm not sure what you mean by "blend the maps" could you elaborate a little more?


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Jul 13, 2015 10:20 AM    Msg. 20 of 208       
It took a bit of photoshop editing. You pretty much have to choose what aet of detail maps you're going to use for entire sections of the map. For example, I typically stuck with the Red channel as the alpha map because it allowed me to blend grass and cliffs together, as opposed to blending grass and some rock together. Priorities, see?

To make the colors match properly I created a modified version of the diffuse overlay bitmap by using the different channel masks to blend green, brown and whatever else in the diffuse map. Otherwise you'd get grayish grass, or greenish rock and you don't want that.

Another way which involves more work is to isolate sections of the map as their own material ID and use the same groundmap as the rest of the area, but just use different detail maps that blend accordingly, that is to say that the detail maps should still blend together.

Basically, to get a good looking series of blended areas you can't just toss stuff in there, it takes some solid manipulation of the source bitmaps because Halo can't use them all as they are.


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jul 13, 2015 04:45 PM    Msg. 21 of 208       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: Mootjuh
You can just blend the maps together until you have one single blend map and maybe even discard some.


I'm not sure what you mean by "blend the maps" could you elaborate a little more?

Layer the blend maps on top of eachother and set them to "add" as blendmlde in PS


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Jul 13, 2015 04:46 PM    Msg. 22 of 208       
Quote: --- Original message by: n00b1n8R
That's really amazing, but the important question is: Can you place weapon/vehicle/player spawns?

(and flag/skull/hill things?)

Nope, not yet. But you can just add player spawns with sapp locations and spawn vehicles with sapp too.

Quote: --- Original message by: greyhamism
looks amazing, are these screenshots downsampled? cuz if not they should be :P

http://puu.sh/iY4jU/3a2f39c3f8.jpg
http://puu.sh/iY4Ko/846227bb15.jpg

Edit. Updated OP.
Edited by altis94 on Jul 13, 2015 at 05:33 PM


MatthewDratt
Joined: Sep 11, 2010

Support Higuy https://t.co/9mIC7v3J5j


Posted: Jul 13, 2015 06:49 PM    Msg. 23 of 208       
Dat resolution. What are you using to get such high quality?


greyhamism
Joined: Aug 12, 2014


Posted: Jul 13, 2015 07:06 PM    Msg. 24 of 208       
Quote: --- Original message by: altis94

Quote: --- Original message by: greyhamism
looks amazing, are these screenshots downsampled? cuz if not they should be :P

http://puu.sh/iY4jU/3a2f39c3f8.jpg
http://puu.sh/iY4Ko/846227bb15.jpg

Edit. Updated OP.
Edited by altis94 on Jul 13, 2015 at 05:33 PM


dat 4K tho

Seriously though, the pixel bump only does justice to the work you've put in. Amazing Job

*EDIT* oops, i mean 8K
Edited by greyhamism on Jul 13, 2015 at 07:12 PM


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Jul 13, 2015 07:08 PM    Msg. 25 of 208       
Quote: --- Original message by: MatthewDratt
Dat resolution. What are you using to get such high quality?

GeDoSaTo. Pictures were taken on 7680x4320 resolution.


greyhamism
Joined: Aug 12, 2014


Posted: Jul 13, 2015 07:10 PM    Msg. 26 of 208       
Quote: --- Original message by: MatthewDratt
Dat resolution. What are you using to get such high quality?


Depending on what card you're running, most people tend to use GeDoSaTo (AMD) or Built-In NVidia features to run halo at significantly higher resolutions. Given the games age, it doesn't take that much grunt to run either


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Jul 13, 2015 07:20 PM    Msg. 27 of 208       
So what's the polycount with HAC2? I want more info on the extra rendering goodies it provides. A certain map of mine might go well over 32k triangles.


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Jul 13, 2015 07:30 PM    Msg. 28 of 208       
HAC2 can render up to 32k tris and Forge is exactly 32k.
Edited by altis94 on Jul 13, 2015 at 07:30 PM


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: Jul 13, 2015 07:45 PM    Msg. 29 of 208       
I realize this is a rather arduous task, but what kind of release date are we looking at? Or is it still to early?


n00b1n8R
Joined: Jun 14, 2006

Major League Trolling


Posted: Jul 13, 2015 07:56 PM    Msg. 30 of 208       
Quote: --- Original message by: altis94

Quote: --- Original message by: n00b1n8R
That's really amazing, but the important question is: Can you place weapon/vehicle/player spawns?

(and flag/skull/hill things?)

Nope, not yet. But you can just add player spawns with sapp locations and spawn vehicles with sapp too.


Not yet meaning "not yet but we know how we will" or "not yet but we're still looking into if it's possible"?


not giraffe
Joined: Jul 17, 2014

dead meme


Posted: Jul 13, 2015 08:46 PM    Msg. 31 of 208       
Quote: --- Original message by: n00b1n8R
Quote: --- Original message by: altis94

Quote: --- Original message by: n00b1n8R
That's really amazing, but the important question is: Can you place weapon/vehicle/player spawns?

(and flag/skull/hill things?)

Nope, not yet. But you can just add player spawns with sapp locations and spawn vehicles with sapp too.


Not yet meaning "not yet but we know how we will" or "not yet but we're still looking into if it's possible"?


Both. Weapon/vehicle/player spawns will be easy. The netgame flags is what I'm unsure about.


ziegler1122
Joined: Apr 1, 2014


Posted: Jul 14, 2015 12:20 AM    Msg. 32 of 208       
Great job guys hell this is just outstanding work!
little note cliffs need a little fixing..


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Jul 14, 2015 06:09 AM    Msg. 33 of 208       
Quote: --- Original message by: Ubermaniac
I realize this is a rather arduous task, but what kind of release date are we looking at? Or is it still to early?

There might be a public beta once everything is stable enough. No idea when it will be finished though.
Quote: --- Original message by: ziegler1122
little note cliffs need a little fixing..

Could you be more specific?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 14, 2015 07:32 AM    Msg. 34 of 208       
Well the cliffs needs shadows on the bump maps like in reach. I think that's what he means. Do it altis


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 14, 2015 07:53 AM    Msg. 35 of 208       
Quote: --- Original message by: Jesse
So what's the polycount with HAC2? I want more info on the extra rendering goodies it provides. A certain map of mine might go well over 32k triangles.


It's entirely feasible to create a 32k bsp without the assistance of hac2 however for a multiplayer map I wouldn't recommend stepping over that threshold.

Tool stop's dead at anything over 42,000 triangles (for me) I presume this is solely due to the hard coded bsp collision rendering limit, though I am confident that you should be able to overstep this bottleneck if you invest in render only meshes and bsp objects converted into scenery w/collision.





 
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