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Author Topic: [RELEASE]: New Mombasa Beta (111 messages, Page 3 of 4)
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Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Apr 12, 2017 01:57 PM    Msg. 71 of 111       
Played a bit and encountered some weird errors.

Jackals seem to be using wrong collision and actor variant, they also seem to fire way quicker than they should.
AR is still 50 rounds


I'll edit and add more as I encounter problems.


DeadHamster
Joined: Jun 8, 2014


Posted: Apr 12, 2017 02:05 PM    Msg. 72 of 111       
Quote: --- Original message by: Masters1337
Played a bit and encountered some weird errors.

Jackals seem to be using wrong collision and actor variant, they also seem to fire way quicker than they should.
AR is still 50 rounds


I'll edit and add more as I encounter problems.



There may still be lingering evolved tags. checking now if this is the case for the jackal sniper or any marines.

Please list anything you notice. This is just for fun so you guys can explore the new areas and get a more polished example of the Christmas release. But it also helps me having a handful of people trying to legitimately play it and go "WTF is this" as I'm going along.




Edit: jackal using an evolved AI tag. Fixing that now
Edited by DeadHamster on Apr 12, 2017 at 02:14 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 12, 2017 05:15 PM    Msg. 73 of 111       
Bump.


DeadHamster
Joined: Jun 8, 2014


Posted: Apr 12, 2017 10:37 PM    Msg. 74 of 111       
With the BSP update to the beta out, I'm starting to add more assets.

I'm now able to build maps exceeding the model data limit. This means that I can start rapidly expanding on my scenery items. I plan on adding large amounts of detail with these items that I won't have to build into the mapfile itself.

But ontop of that, I can include the local militia that was intended;



Credits to bungie and all. Rigging that biped up now.


Militia will use mainly shotguns and SMGs.

Another implementation;






Female marines. Haven't found them anywhere else. Mix some of them in too. It'll take a while to rig both but eh, it's only 2 bipeds.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 13, 2017 09:10 AM    Msg. 75 of 111       
Had a more in depth play, was lookin pretty good
Portalling stuff in the biped sized tunnel of the new BSP added:


Also portalling here, on the other side of highway:


Maybe wasn't supposed to go this far out, so I'm assuming less of a portalling error and more of a +sky thing going on:


Sometimes if you play long enough the gravity grenades will stop displaying the sprites and will just be an invisi thing (I think Evolved might have had a similar issue):


Two different battle rifle tags with two different colors, one green one blue:



Also, I seem to recall there being a silenced weapon here...


Notice the grenade UI element of the last picture vs the other ones. Grav gren is blue whilst the frag and plasma are the nicer olive color or whatever it is.

Driving around the new city complex was more fun than I thought. Probs would be even better if AI were running around?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Apr 13, 2017 09:28 AM    Msg. 76 of 111       
you should get some of those Reach civilians in there too ;).


DeadHamster
Joined: Jun 8, 2014


Posted: Apr 13, 2017 02:10 PM    Msg. 77 of 111       
Quote: --- Original message by: Masters1337
you should get some of those Reach civilians in there too ;).


Was very upset H3 had no civilian bipeds. Thats also been a plan, but ill have to DL some reach maps.


Spartan thank you so much for the posts. You were right on the +sky part, that area will be blocked by a fence. Only for theming, makes the level feel open.

Ill have to track down that BR as I believe its an evolved tag. And then fix the HUD for those grenades.



Edit: Also something is very wrong with the HUD; the only "blue" elements should be the two extra grenades type by an oversight. The reticle, weapon icon and ammo bullets should all be tan as well.
Edited by DeadHamster on Apr 13, 2017 at 07:39 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Apr 14, 2017 07:47 AM    Msg. 78 of 111       
You do have the civilians from the storm.

You should be able to get rid of all evolved tags if you want to use the SPV3 ones, the two are using totally different damage values so you can't really mix and match them.

Also as far as HUD goes... it looks more grey than tan, which blends in with the environment a tad too well. I know it's a pain, but I think things would be much better if you chose a new color.


DeadHamster
Joined: Jun 8, 2014


Posted: Apr 14, 2017 11:41 AM    Msg. 79 of 111       
Yeah the damage scale with the evolved set makes them completely incompatible. Very unhappy to still see those stragglers, not sure where they come from.


I really like that HUD color. Does anyone else see it as gray as well? I agree however, that it blends in way too much with the background bitmaps. I'll have to tweak it, but it'll most likely just be more saturation.


I already went ahead and downloaded like 6 different Reach maps and the corresponding shared resource caches. Will be ripping civilians and other content from there soon as well.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 14, 2017 11:49 AM    Msg. 80 of 111       
I don't see it as grey. But I do agree that it becomes indecipherable when overlayed over environment bitmaps.


DeadHamster
Joined: Jun 8, 2014


Posted: Apr 14, 2017 11:37 PM    Msg. 81 of 111       



Video



Few errors here with his buttocks, already fixed those. just had to do a .001 weld to correct the multiple verts from import.
Edited by DeadHamster on Apr 14, 2017 at 11:37 PM


Sod
Joined: Apr 10, 2017


Posted: Apr 15, 2017 01:42 AM    Msg. 82 of 111       
Just downloaded the map and played a little bit. The idea of it seems fun, I enjoy it.
However there seems to be a bug with the shield regeneration noise, if you lose too much of your shield and it recharges it plays the breathing noise, but it speeds up and then the sound turns inaudible (sorta a buzzing noise).


DeadHamster
Joined: Jun 8, 2014


Posted: May 2, 2017 04:11 PM    Msg. 83 of 111       
I've removed all Evolved weapon tags from the mapfile completely, and have fixed the jackal sniper as well. The jackal sniper currently uses a collision that gives him a jackal shield, however it's not visible in the render model of the biped. Will fix soon, but my attention has been elsewhere as of late;







I'm currently adding 1 more BSP, to the oppsoite end of the bridge. It's nearly attached now. After the next BSP, I don't think I'll be adding any more. I currently utilize; Outskirts, Turf, Headlong, Terminal, Tombstone, Ivory Tower, Metropolis (2), Chronopolis and New Mombasa. That's 10 pieces of level geometry that have been merged in some manner into the level layout, and the last bit will make 11.


not m00kz
Joined: Feb 21, 2017

are you pecking kidding me


Posted: May 2, 2017 10:38 PM    Msg. 84 of 111       
and here I was expecting this

even still, good stuff


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 2, 2017 11:36 PM    Msg. 85 of 111       
Quote: --- Original message by: not m00kz
and here I was expecting this

even still, good stuff


Is that....er a single shot br?


lolslayer
Joined: Mar 21, 2015

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


Posted: May 3, 2017 07:31 AM    Msg. 86 of 111       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: not m00kz
and here I was expecting this

even still, good stuff


Is that....er a single shot br?


When scoped, yeah


not m00kz
Joined: Feb 21, 2017

are you pecking kidding me


Posted: May 3, 2017 10:45 AM    Msg. 87 of 111       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: not m00kz
and here I was expecting this

even still, good stuff


Is that....er a single shot br?


please don't tell me you've never seen that trailer where literally everything is different than the final game.

centered crosshairs, dual smgs that are actually just a single weapon with animation work done to it, animations clearly made by the h1 animators, etc


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 4, 2017 12:13 AM    Msg. 88 of 111       
Quote: --- Original message by: not m00kz
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: not m00kz
and here I was expecting this

even still, good stuff


Is that....er a single shot br?


please don't tell me you've never seen that trailer where literally everything is different than the final game.

centered crosshairs, dual smgs that are actually just a single weapon with animation work done to it, animations clearly made by the h1 animators, etc


I'm not a cool lore master like all of you guys. I just pretend to be. :(




not m00kz
Joined: Feb 21, 2017

are you pecking kidding me


Posted: May 4, 2017 02:29 PM    Msg. 89 of 111       
lmao it's not so much lore. ask anybody from back in the day and they'll tell you "yeah that e3 presentation was complete bs"


DeadHamster
Joined: Jun 8, 2014


Posted: May 4, 2017 06:04 PM    Msg. 90 of 111       
So heavily scripted it would crash if you went off the exact course.


Banshee64
Joined: Dec 4, 2012

oify


Posted: May 5, 2017 02:06 AM    Msg. 91 of 111       
Quote: --- Original message by: DeadHamster
So heavily scripted it would crash if you went off the exact course.


I still want to play it...


lolslayer
Joined: Mar 21, 2015

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


Posted: May 5, 2017 05:15 AM    Msg. 92 of 111       
Quote: --- Original message by: Banshee64
Quote: --- Original message by: DeadHamster
So heavily scripted it would crash if you went off the exact course.


I still want to play it...


343I actually wanted to add it into the master chief collection but apparently it was just too broken


EmmanuelCD
Joined: Jan 7, 2015

Using fox avatar since 1893


Posted: May 7, 2017 06:14 PM    Msg. 93 of 111       
Nevermind
Edited by EmmanuelCD on May 7, 2017 at 06:20 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 8, 2017 04:48 PM    Msg. 94 of 111       
Quote: --- Original message by: EmmanuelCD

Nevermind
Edited by EmmanuelCD on May 7, 2017 at 06:20 PM


No please, I want to know. shuffles closer to furry


Halonimator
Joined: Dec 15, 2014

Halo5gsucks.com


Posted: May 8, 2017 05:46 PM    Msg. 95 of 111       
Quote: --- Original message by: DeadHamster
So heavily scripted it would crash if you went off the exact course.


kirby could fix it and some one else extract the files to port them to hce.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 9, 2017 04:25 AM    Msg. 96 of 111       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: DeadHamster
So heavily scripted it would crash if you went off the exact course.


kirby could fix it and some one else extract the files to port them to hce.


Yeah guys, didn't you know. smh....


DeadHamster
Joined: Jun 8, 2014


Posted: May 9, 2017 04:30 AM    Msg. 97 of 111       
Quote: --- Original message by: Halonimator


kirby could fix it and some one else extract the files to port them to hce.


They were forced to make a playable demo for E3, but it wasn't capable of running on Xbox hardware. The level layout was far too large for their AI battles as well. It was literally a cutscene where the player had control. After the demo they had to trash not only the level (way too big to populate/draw on Xbox), they also trashed the engine they used because it couldn't feasibly run actual levels on an Xbox. They went a year after that demo without a playable engine for Halo.







In other news;





Shaders processed from 3DS max exports using the Fudd Shader tool. I did not have to setup a single shader tag in Guerilla to get that ingame.


Not sure, is that the first ODST BSP port, or has there been others?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 9, 2017 04:33 AM    Msg. 98 of 111       
Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Halonimator


kirby could fix it and some one else extract the files to port them to hce.


They were forced to make a playable demo for E3, but it wasn't capable of running on Xbox hardware. The level layout was far too large for their AI battles as well. It was literally a cutscene where the player had control. After the demo they had to trash not only the level (way too big to populate/draw on Xbox), they also trashed the engine they used because it couldn't feasibly run actual levels on an Xbox. They went a year after that demo without a playable engine for Halo.







In other news;


https://www.mediafire.com/convkey/58c7/8scbwmldyaxpwdl6g.jpg
https://www.mediafire.com/convkey/b2a8/vmil23afb5vaw476g.jpg

Shaders processed from 3DS max exports using the Fudd Shader tool. I did not have to setup a single shader tag in Guerilla to get that ingame.


Not sure, is that the first ODST BSP port, or has there been others?


There have been others. But none quite as promising as this!


DeadHamster
Joined: Jun 8, 2014


Posted: May 9, 2017 04:35 AM    Msg. 99 of 111       
Quote: --- Original message by: Super Flanker
There have been others. But none quite as promising as this!



Thanks man!


P.S. now that I've finally got this last bit ingame you can expect a .rar coming your way.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 9, 2017 09:37 AM    Msg. 100 of 111       
yasss


DeadHamster
Joined: Jun 8, 2014


Posted: May 9, 2017 10:07 AM    Msg. 101 of 111       
And it looks even better with properly ported detail/bump maps. Will look better still with cubemaps added.








Shaders automated with Diffuse/Detail/Normal maps using Fudd.


But at >32K verts, we're really pushing things. Compiling all of the project's BSP geometries, with no weapons or characters, creates a 180MB mapfile.


Perla117
Joined: Nov 10, 2014

The Last Italian On This Forum


Posted: May 11, 2017 03:33 AM    Msg. 102 of 111       
No problem for that..... just compile the map in .yelo with memory upgrades ON


OrangeJuice
Joined: Jan 29, 2009

I laugh at people who put STUDIOS in their name.


Posted: May 11, 2017 03:41 PM    Msg. 103 of 111       
B30 is about 370,000 polies when viewed from above fully-populated with game scripts running. When portaling, just put them wherever you think the player's view is obstructed. But don't place them every 30 meters as too many portals causes geometry popin


Also, you actually used the fudd tool?! :D
So awesome not having to set shaders up
Edited by OrangeJuice on May 11, 2017 at 03:53 PM


lolslayer
Joined: Mar 21, 2015

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


Posted: May 11, 2017 05:19 PM    Msg. 104 of 111       
Quote: --- Original message by: OrangeJuice

B30 is about 370,000 polies when viewed from above fully-populated with game scripts running. When portaling, just put them wherever you think the player's view is obstructed. But don't place them every 30 meters as too many portals causes geometry popin


Also, you actually used the fudd tool?! :D
So awesome not having to set shaders up
Edited by OrangeJuice on May 11, 2017 at 03:53 PM


He created the fudd tool right? xD


DeadHamster
Joined: Jun 8, 2014


Posted: May 12, 2017 05:32 AM    Msg. 105 of 111       
Quote: --- Original message by: OrangeJuice

B30 is about 370,000 polies when viewed from above fully-populated with game scripts running.


I assume by fully populated you mean with thescenery objects, vehicles and bipeds of all the BSPs combined. Otherwise that number is way way way off.



Mombasa's current combined BSP structures tally in with 116,849 Vertices comprising 234,966 faces.


Also, my main concern is not so much in rendering, but in filesize limits. I'm already approaching several limits in the mapfile and have already bypassed others using various hacked OpenSauce tools. After stripping evolved tags the mapfile is just shy of 500mb without the new BSP. TSC: E was ~570.




Quote: --- Original message by: OrangeJuice
Also, you actually used the fudd tool?! :D
So awesome not having to set shaders up


I want to find a way to get the diffuse for groundmaps. They're stored in nestled compositemaps, so I have to find a way to dig into each one and determine which is the diffuse.

Edit: looking into it, groundmaps get really wonky in later games. monochrome bitmaps with color change masks and other strange hoohah. looking into it.
Edited by DeadHamster on May 12, 2017 at 05:58 AM








Update since HaloMaps won't let me bump my own Posts almost a week later;










I managed to port about 90% of the level's Instance Geometry into a few scenery objects.

47.8K Faces are for Rendering purposes only, with no accompanying collision. This is for small details or things like palm leaves of trees.

84.5K Faces are legitimate Instance Geometry, converted into scenery with accompanying collision.


It took 8 .gbxmodel files to contain the model data for the Instance Geometry, and another 4 for the Rendering Geometry. Not all the shaders are compiled at the moment, as you can see from the screenshots
Edited by DeadHamster on May 17, 2017 at 02:11 AM

 
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