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Author Topic: [RELEASE]: New Mombasa Beta (161 messages, Page 5 of 5)
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Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jan 26, 2018 04:51 PM    Msg. 141 of 161       
Yes integrate cityscape please. It is a nearly perfect 1:1 recreation of e3 2003.

edit: If you want the full SPV3 tagset I can shoot that over to you, whole thing is on dropbox.
Edited by Masters1337 on Jan 26, 2018 at 04:51 PM


DeadHamster
Joined: Jun 8, 2014


Posted: Jan 26, 2018 05:02 PM    Msg. 142 of 161       
Quote: --- Original message by: Masters1337

Yes integrate cityscape please. It is a nearly perfect 1:1 recreation of e3 2003.

edit: If you want the full SPV3 tagset I can shoot that over to you, whole thing is on dropbox.
Edited by Masters1337 on Jan 26, 2018 at 04:51 PM



Not sure if serious.

I'll probably redownload SPV3 if I go that route as the version I had was the beta you sent me about a year ago.

But that cityscape map, if it's the same one I downloaded, was a rectangle with like 4 poorly made buildings and some roads. I'll redownload tonight and check again, but I had found a map that looked very similar that was extremely dull.



I'm looking into converting some of the Financial District structures into scenery items as well, things like the tops of the buildings or other structures. I may also close up the courtyard area of the BSP and save myself a mess of polys there.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 26, 2018 08:09 PM    Msg. 143 of 161       
Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Masters1337

Yes integrate cityscape please. It is a nearly perfect 1:1 recreation of e3 2003.

edit: If you want the full SPV3 tagset I can shoot that over to you, whole thing is on dropbox.
Edited by Masters1337 on Jan 26, 2018 at 04:51 PM



Not sure if serious.

I'll probably redownload SPV3 if I go that route as the version I had was the beta you sent me about a year ago.

But that cityscape map, if it's the same one I downloaded, was a rectangle with like 4 poorly made buildings and some roads. I'll redownload tonight and check again, but I had found a map that looked very similar that was extremely dull.



I'm looking into converting some of the Financial District structures into scenery items as well, things like the tops of the buildings or other structures. I may also close up the courtyard area of the BSP and save myself a mess of polys there.


Do yourself a favor and just use a modded Zteam tagset instead of trying to mess with the SPv3 one. You'll find out that a lot of corners were cut with it and you'll end up running into issues if you dont have it set up in the particular way they did.

Beyond that, Kirby actually made a much closer, near 1:1 recreation of the H2E3 2003 demo, and all things considered i dont think he would mind sending it over to you to have fun with or integrate in general.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Jan 26, 2018 09:59 PM    Msg. 144 of 161       
I also agree that the E3 level should be added in maybe even combined with the New Mombasa map that was created by the H2CE team. To add to all of this I believe there is a recreation of the entire city of New Mombasa with their respective pieces of map geometry fitted to where they belong in the actual city.

If this interests you I can try to find it. I believe it was a rough sketch up model. (Just for you to use as reference).
Edited by Ki11erFTW on Jan 26, 2018 at 09:59 PM

E: found some pics, maybe this will help.

https://www.reddit.com/r/halo/comments/56ox0q/pic_dump_of_a_3d_model_of_new_mombasa_pics/?st=JCWS1CCA&sh=d318130f
Edited by Ki11erFTW on Jan 26, 2018 at 10:16 PM
Edited by Ki11erFTW on Jan 26, 2018 at 10:17 PM


DeadHamster
Joined: Jun 8, 2014


Posted: Jan 27, 2018 07:25 AM    Msg. 145 of 161       
I've already incorporated the New Mombasa bsp, it's combined with a structure from H2's map called Metropolis, and Jahrain's map called Chronopolis.


I'll get into touch with kirby regarding the E3 section as there's such interest. I can incorporate it into the bridge geometry which is pretty lacking but needed as an icon.
Edited by DeadHamster on Jan 27, 2018 at 07:31 AM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jan 27, 2018 04:09 PM    Msg. 146 of 161       
tbh this is turning into like a new mombassa streets. You could totally do something neat like hiding terminals in it and have it be a sort of scavenger hunt for players.


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Jan 27, 2018 09:37 PM    Msg. 147 of 161       
I can see this project becoming lots of fun, I've been longing for a really nice New Mombasa setup for a long time. Much needed.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 27, 2018 10:42 PM    Msg. 148 of 161       
Quote: --- Original message by: Masters1337
hiding terminals in it

tbh... no...


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Jan 28, 2018 10:25 PM    Msg. 149 of 161       
Quote: --- Original message by: Masters1337
hiding terminals in it


Terminals containing what? Another Sadie's Story? lol

I think something just as interesting could be done through interactions with the various NPC groups that are planned to be implemented in the level.


DeadHamster
Joined: Jun 8, 2014


Posted: Jan 30, 2018 01:52 AM    Msg. 150 of 161       
I agree mainly with Bungie, but I'm sure masters meant something similar to terminals using a reference to an implementation of halo.

I'll be utilizing the size of the city for mini quests, equipment/weapons/ammo, and of course a plethora of easter eggs and secret weapons. This city is huge and I plan to take advantage of that. I'm able to compile well past the model data limit and I'll be seeing how much I can take advantage of every memory extension OS provides. Outside of that, one of the biggest helps to this mod is the heavy utilization of child scenarios. It lets me separate things which makes editing much simpler; I have my AI and scenery in entirely separate scenarios for example, and one simply references the other with tool condensing them at map creation. A few stub scripts allows me to reference objects stored in other scenarios so that I can make my AI from scenario A use the vehicles in scenario B.

Outside of TheCerealKiller, I don't know of anyone else who's made use of child scenarios, including CMT's SPV3 which could've utilized them more than any other mod. They're fantastic and horribly unappreciated.

And since you've all read that rant, I'm now rewarding you guys with a small update;



You guys all agreed that the tunnels were detrimental to map flow, so I've removed about 75% of them from the level. (Ignore the tunnel coming out sideways from Financial District to nothing, as that's just a copy/pasted section I haven't used yet) I may have one more BSP related surprise coming for you guys, just be patient until then.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jan 30, 2018 02:09 AM    Msg. 151 of 161       
I don't think the terminals would need to be anything fancy, just would be fun to find them all like in Mombassa Streets.

We used Child scenarios pretty extensively for SPV2 and SPV3 maps. Often times we would use tag extraction to later merge them. You can tell where bungie used them due to multiple refs to the same tags in the pallette.


lolslayer
Joined: Mar 21, 2015

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


Posted: Jan 30, 2018 07:30 AM    Msg. 152 of 161       
The use of tunnels is so much better now, well done


DeadHamster
Joined: Jun 8, 2014


Posted: Feb 2, 2018 02:29 PM    Msg. 153 of 161       


lolslayer
Joined: Mar 21, 2015

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


Posted: Feb 2, 2018 05:36 PM    Msg. 154 of 161       
Bumpy bump


Reshirom200
Joined: Jan 9, 2018

I meant to join earlier, but I didn't :P


Posted: Feb 2, 2018 10:05 PM    Msg. 155 of 161       
phew, this-this fourm took way to long to read... Ill have to say EXCELLENT mapping, i couldn't even begin to draw that!
Edited by Reshirom200 on Feb 2, 2018 at 10:06 PM


Erutypus
Joined: Jan 1, 2018


Posted: Feb 21, 2018 08:51 AM    Msg. 156 of 161       
Hey DeadHamster why not use the halo 2 underground street models?
I have made a few that can be reconfigured to connect in any direction.









Here is a link to models:
http://www.mediafire.com/file/c1n5r6d7ujyof00/ReMake_Earthcity_Roads.zip


Edited by Erutypus on Feb 22, 2018 at 05:19 AM


DeadHamster
Joined: Jun 8, 2014


Posted: Feb 21, 2018 08:43 PM    Msg. 157 of 161       
I'll look at these when I get home, and decide if I want to replace my tunnel system with them.

Unfortunately, I've already put a lot of work into fusing these tunnels with the existing geometry. I'm really pretty done with the BSP model, I'm refusing to add any more BSP sections and modifications will be at a minimum.

I'm still pushing for a July 9th release date. By next week I should have another map build for the BSP changes, so you guys can let me know if the new layout is preferred.


Erutypus
Joined: Jan 1, 2018


Posted: Yesterday @ 05:30 AM    Msg. 158 of 161       
I was going to say I would be willing to re-build the tunnel system with the H2 roads for you (its really easy to do with the models) but I guess I was too late on this one.


DeadHamster
Joined: Jun 8, 2014


Posted: Yesterday @ 08:03 PM    Msg. 159 of 161       
I wish you had shown me those a year ago. Would've gladly used them. But the tunnels I have are about half that size across, and I'd have to rework the entire entrance/exit of every BSP to accommodate.


With that said, the BSP is nearly final (again).

Do not expect any additional pieces of geometry or levels. This is it guys.




Bloodgulch used for size comparisons.
Edited by DeadHamster on Feb 22, 2018 at 08:12 PM


Reshirom200
Joined: Jan 9, 2018

I meant to join earlier, but I didn't :P


Posted: Yesterday @ 08:54 PM    Msg. 160 of 161       
wait... did you rip those tunnels or were they already existing on a fourm?





ya know, i need to do some ripping of my own *Rippy rip ripp*
Edited by Reshirom200 on Feb 22, 2018 at 08:55 PM


DeadHamster
Joined: Jun 8, 2014


Posted: Today @ 12:58 AM    Msg. 161 of 161       
Quote: --- Original message by: Reshirom200

wait... did you rip those tunnels or were they already existing on a fourm?





ya know, i need to do some ripping of my own *Rippy rip ripp*
Edited by Reshirom200 on Feb 22, 2018 at 08:55 PM



Those tunnels above are ripped from H2's Metropolis map.

You should look into Adjutant. I wish I knew about it when I had started this. Would've been much easier to get the first few BSP's. I was using Entity to rip the structures. Yuck.

 
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