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Author Topic: [RELEASE]: New Mombasa Beta (219 messages, Page 7 of 7)
Moderators: Dennis

Joined: Aug 21, 2010

Former biped rigger & FP animator

Posted: Feb 19, 2019 08:24 PM    Msg. 211 of 219       
oh my
this is really, really nice

E: Previous update to the top of the page
Quote: --- Original message by: DeadHamster


Remember this guy? The BSP that was way too detailed and could never get ingame?

The raw BSP clocked in at 65k polys. Far too many. Serious optimizing and reconstruction got it to just under 41k, which is comparable to the Outskirts BSP. I had to rebuild half the level, which means re-doing the entire BSP's uvmaps. But doing so allowed (forced) me to replace all the materials, and get the thing ingame.

Also, teh_lag recently replied to a PM and gave some advice (as well as a huge boost to morale) regarding terrain portals. Turns out they suck as much as I thought they did, and there's no secret about them. Just trial, and error, and error, and error. The BSPs in the video didn't have any terrain portals, hence the huge amount of geometry flickering.

Edited by DeadHamster on Feb 19, 2019 at 05:02 PM

Edited by Spartan314 on Feb 19, 2019 at 08:25 PM

Joined: Jun 8, 2014

Posted: Feb 23, 2019 02:09 PM    Msg. 212 of 219       

I was never satisfied with the Tombstone structure. As nice as it was, a single BSP wasn't worth the entire structure. Zanzibar's cliffs seemed an ideal match, and it's working out wonderfully.

This revives Zanzibar. In an early, 2015ish era BSP concept, No Remorse and Zanzibar had a connected beach, which was accessed via a highway in the same level structure as Headlong. Instead, Terminal was connected to Headlong, and Ivory Tower from there.

It was awful. This is a much better use of all the BSPs
Edited by DeadHamster on Feb 23, 2019 at 04:59 PM

Edited by DeadHamster on Feb 28, 2019 at 03:42 AM

Joined: Jan 1, 2018

Posted: Mar 6, 2019 02:06 AM    Msg. 213 of 219       
I like what you have done with the custom ODST section you made. Its section 4 right?
You have the ability to build theses sections quite fast. Do you plan on making the other two, sections 0 and 3?

With section 0, 3 and 4 you copy, rotate and mirror to make all the other sections.
Well, I forgot about section 10, ONI and the two round zoo sections above the city.

I have been trying to make a custom copy of the H2 District map for some time now,
because their is no way to extract it from the PC Halo 2 vista.

It has become clear to me that if you want it done right you have to build it from scratch. This in my latest build, just trying to match up everthing in the right place before I UV it.

Joined: Jun 8, 2014

Posted: Mar 6, 2019 05:51 PM    Msg. 214 of 219       
I'm really serious this time when I say I'm not adding more BSP sections. The layout screenshot above is final, it's everything I had ever wanted to put into the map, with the exception of perhaps one or two BSPs that could never fit or work.

District is fantastic and I would have certainly used sections of it, but it's near perfect relation to Outskirts would give the wrong nostalgia vibe. Very few people played Halo 2 Vista compared to Xbox, and working in District was both feasibly impossible and would detract from elsewhere.

I assume the bottom image is District, and the top is an export of Outskirts? I'd recommend starting with Outskirts directly and then modifying it as needed to adapt it. You can even keep your current geometry where the parking structure is and just merge Outskirts where it should be, and then adjust the base at outskirts. If it's not going to be an exact rip or a pixel-by-pixel remake, save yourself some hassle and cut a few corners. No shame in that.

Also, despite the minute differences, I'm fairly certain it was actually Sector 5. There's a room overlooking the section with stairs that goes downwards, in your diagram the bottom right of the sector 5. The Courtyard also had a series of rooms connecting it. Some other sections mimicked 5 more than 4. The courtyard was removed entirely as were the connecting rooms. Geometry limits and portalling. But yeah, despite them being near identical I'm pretty sure it's 5.

Edit: Also despite saying it was done fast, it was most certainly not. This was started on over a year ago, and given up on after about a month's work. Ripping and converting takes minutes.
Edited by DeadHamster on Mar 6, 2019 at 05:52 PM

Joined: Aug 21, 2010

Former biped rigger & FP animator

Posted: Mar 7, 2019 05:11 AM    Msg. 215 of 219       
My humble opinion would be that BSP sections would not be added.
Any more work into BSP stuff would probably mean this map is never completed...

Joined: Mar 5, 2006

halonaminator's unfortunate idol

Posted: Mar 7, 2019 09:21 AM    Msg. 216 of 219       

Throw some Pemba in there with your Zanzibar. It was supposed to be a sister station.

Joined: Jun 8, 2014

Posted: Mar 7, 2019 03:59 PM    Msg. 217 of 219       
Quote: --- Original message by: Spartan314
My humble opinion would be that BSP sections would not be added.
Any more work into BSP stuff would probably mean this map is never completed...


Because I moved the BSP sections again to reshape the tunnels (had to be done anyway), I now have to replace all scenario data. All the firing positions, scenario flags and scenery have to be placed from scratch.

I still haven't even touched Tombstone for scenario work. There's no AI placed in the Bridge. And every time I move the geometry, everything starts over. I can keep my scripts, but that's it. No more BSP sections. No more restarts.

But, good news is I have made a ton of progress;

  • Shaders for the BSPs are more or less done, minus polishing.

  • BSP sections are finalized and Portalled. Shaders are applied.

  • In game Weapon Armory UI-menu finished, scripts finished. Working]

  • AI and Weapon Set is complete, courtesy of CMT

So, I need to do scenery placement again, add vehicles to the armory menu, create and place any "Instance Geometry", AI placement for all the BSPs, and adapt the scripts to add the ODST, Tombstone and Bridge BSP sections.

That gets me to a legitimate Beta, no-missions release. It may sound like a lot, and it is. But it's not really that much.

Then from there I side script individual missions. These should come fairly quick; Player selects missions from a NPC at a base. Disable the stock spawning system, run the mission script. After the mission is over put the player back at the Base and enable spawning again. Capture the briefcase, Save the Hostage, Kill the Target. Easy to script and setup, especially compared to scripting an open world real-time spawning system.

I'll update early tomorrow morning with some new videos.

Joined: Aug 21, 2010

Former biped rigger & FP animator

Posted: Mar 7, 2019 08:28 PM    Msg. 218 of 219       
The map's BSP even as is now is excellent. As a player, I'd rather more thought be put into the "fun" aspect of the map rather than whether it's true to whatever whatever game.
This is very exciting stuff!

Have you spoken with Gamma at all?
If I recall he had a map that showcased the stuff you talk about in scripting individual missions.
Edited by Spartan314 on Mar 7, 2019 at 08:31 PM

Joined: Jan 1, 2018

Posted: Mar 14, 2019 05:25 PM    Msg. 219 of 219       
Great job on your map project "Fall of Mombasa" I just downloaded the 2018 Christmas Spectacular version. I like the fact you made a standalone HCE game with its own UI. And the AI/AIs in the game are awesome, the fire fight almost seems like a single player game. Every thing in the map is well done.
Edited by Erutypus on Mar 14, 2019 at 05:30 PM

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