Wolf_ has contributed to 2265 posts out of 457779 total posts
(.49%) in 2,768 days (.82 posts per day).
20 Most recent posts:
I think it means "We'll give you an update on the situation in 2014". As in "We'll let you know when we shut it down in 2014"
Quote: --- Original message by: nihao123456ftw Yeah, and Ricochet 2...What happened to that? :)
If good things get sequels then where's half life 3?
Edited by Wolf_ on Aug 17, 2013 at 04:52 AM
Quote: --- Original message by: Mushi No, the narrows is a ce classic...
Quote: --- Original message by: Wolf_
No worry's about Casualty Isle and Wartorn, been got them, just lazy to upload lol :/
The Narrows.....that's the leaked Halo 3 map people was working on right? Guy raged about it for a while.
Here is how it goes : The assumption is that teens and pre-teens will never create anything that is worthy of recognition . That is why Halo ce doesn't get the attention some of you think it deserves. And some of you do deserve recognition for your work! But whining about it wont get you anywhere near recognition.
Also, be satisfied with the attention you get from the community. That alone should be enough.
And by "Teens" I am not saying that is what this community is made up of. I know it isn't and and that some of you are older.
See! This is the kind of stuff that is cool to see. This game definately needs more fun content. You, sir, deserve a medal of your own choice. Love it.
Looks cool. The content in the trailer on your website didn't really get me hooked though, or give me a reason to keep following the progress . However, it's a smart strategy, and many could learn from that. Especially on this website.
My question is how reasonably have you thought this through? Is it possible first off? Do you have a vision? An estimation of what the finished game would look like? Do you have an idea of what kind of gameplay you want? How are you going to form it into something innovative and exciting?
Don't feel the need to answer the questions if you don't want to. I am sure you have answered them before. I am just curious. Creating playable content, even when it just boils down to a mod, takes some thorough thinking.
All in all, cool. Don't lose sight of you are trying to achieve!
Quote: --- Original message by: Stevedoggen
This is bugging me, and I hate to ask the obvious question, but what is wrong with the picture? I'm not sure what the problem is, or what I'm blatantly missing... -_-
This is what it is supposed to look like.
Edited by Wolf_ on Jul 10, 2013 at 08:13 AM
Quote: --- Original message by: hobbet360 Go into editable mesh, pick a hallway, a simple basic shape for a portal, is a flat one-sided surface.
Quote: --- Original message by: grunt_eater
My best guess is for SP what you'd want to do is separate the BSP in to a few BSP's and use cleverly placed trigger volumes to switch BSP's when you walk around corners\ enter hallways ect ect.
It's already split in 3 BSPs... but this is the biggest. A hangar with some a10 halways to lead to the next BSP. (the engine room).
(this is the second BSP.)
(I am using a lot of brackets for some reason.)
anyways this is 36k triangles...
bungie BSPs go up to 60-70k triangles.
how exactly do I make portals. :3Edited by hobbet360 on Jul 6, 2013 at 12:45 AM
Create faces, Create the portal using the verts, Detach it and give it a name, such as "Indoor Portals".
The material applied to it have to be called +Exactportal.
For an area to be sealed, there will have to be another portal at the other side of the hallway Like this : I----------I . With "I" being the Exact portal. They should be facing eachother as that helps defining the cluster. Portal when possible. More importantly do it to parts that have a incredibly high polycount.
Terrain portals are a tad more tricky, but the Hek tut cover this (Sort of) well.
http://hce.halomaps.org/hek/ Level creation part 2, keep scrolling down to the portal section.
Quote: --- Original message by: Mootjuhhttp://img849.imageshack.us/img849/2444/scope2.jpg Not smoother, no. But rounder.
Don't think I can get it much smoother.
Btw, I can pretty much model vehicles too, never tried it thought. probably because I wouldn't intend to finish it. Took a shot at bipeds too.Edited by Mootjuh on Jan 28, 2013 at 05:32 PM
Edited by Wolf_ on Jan 29, 2013 at 04:29 AM
@Altis I agree. It being boxy depends on how you look at it, right? Who made the concept? Ask him/her. Though if it's covenant it ought to be round-er.
Edited by Wolf_ on Jan 28, 2013 at 05:12 PM
This actually looks like a clever idea you got there. With some polishing, and looking over the gameplay design thoroughly, you got yourself a beast..sort of,
Congratulations guys! You did well.
Yeah I just realised that too.
The 343 Panel was yesterday you know.
So if I understand this correctly, you got the ghost stuck in the playerclip, then launched it up to the part where the playerclip meets the skybox and then of course launching up to the ghost? I don't see it as a big accomplishment, but can't really comment on it being a waste of time, seeing as I have spent far more time making maps, which I really feel is a waste of time... Points for effort though. A bit over ambitious.
Or is it? Dun dun dun..I think we have stumbled upon the ACTUAL conspiracy here.
Jaz is a master at seamlessly changing the subject..
It seems as if pope has vanished:O
Hmm, I have always wanted to try my hand at some human architechture.