||Aug 12, 2011 07:02 AM
||May 16, 2015 08:58 AM
||Jan 9, 2016 07:58 PM
||video games, 3d art, internet culture
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Dalek has contributed to 212 posts out of 469284 total posts
(.05%) in 2,934 days (.07 posts per day).
20 Most recent posts:
i have a "water plan" but it worked in precedent version, maybe i commit an error i didn't see. i checked materials and didn't see non attributed material on a face it's probably about my water plan.
i will try to find what is wrong. hope it's not a big problem ( i work with mesh and poly and switch often from one to the other or i maybe put the wrong material one my water )
thanks for help, i will try it right now.
someone see something wrong there ?
Edited by Dalek on May 16, 2015 at 10:00 AM
this is from my water plan im sure of that now ( i trued to delet the plan and tool worked correclty)
Edited by Dalek on May 16, 2015 at 10:05 AM
finally correct this error but now tool find :
"### WARNING: a surface clipped to no leaves (see cyan in error geometry)."
Edited by Dalek on May 16, 2015 at 10:22 AM
added 2 strcture in my bsp and now it's full of error and i don't succes to generate a wrl with tool:
05.15.15 19:41:57 tool pc 01.00.00.0609 ----------------------------------------------
05.15.15 19:41:57 reference function: _write_to_error_file
05.15.15 19:41:57 reference address: 42ca20
05.15.15 19:41:57 Couldn't read map file './toolbeta.map'
05.15.15 19:41:57 EAX: 0x00000000
05.15.15 19:41:57 EBX: 0x04C95001
05.15.15 19:41:57 ECX: 0x00000000
05.15.15 19:41:57 EDX: 0x00000000
05.15.15 19:41:57 EDI: 0x0018F298
05.15.15 19:41:57 ESI: 0x00000000
05.15.15 19:41:57 EBP: 0x0018F170
05.15.15 19:41:57 ESP: 0x0018F160
05.15.15 19:41:57 EIP: 0x77390C8E, 83 C4 04 C2 ?????
05.15.15 19:41:57 EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count
my last unwrap exercice:
tried to weld vertice for hide seams.
like this way, it's fast and it works, i use a similar method on gimp.
we can use the stamp tool to work on middle of the pic, it reduce some color variation who can be too visible on the texture.
thanks for sharing that with photoshop.
i search a result similar to halo 2 delta texture but with better res.
i search for advice about texture hand painting.
Here my 1st attemp with gimp 2 to make an old wall texture :
What is the best program to do that and the best way ? i just used multiple brush and color variantion but my texture looks poor.
Quote: --- Original message by: bourrin33
I think the UVWs needs some work, the unwrapping of the textures should follow clean patterns in some parts. Keeping the creation lines from this helps to place the texture better.
If I was you, I would have prepared the parts that are going to be repeated throughout the level, unwrap them, and just copy and paste elements, then weld everything.
yes, that's the reason why i don't want release now, i will try to fix that, and i have noticed other uv error.
for chillout i did something years ago on halo combat evolved:
and a snowy beaver creek:
But before remaking this on ce there 2 project i want to do: a stargate map and a "the floods" remake with a friend.
why not, im not sure they can be interested by my work. if they prupose it will be a pleasure to work with them, they have the same vision of map remaking.
i tried to use z'team tagset but tool said something about "128 mb limit" and failed to convert scenario.
map size is 58 675 ko with just scnery tags, i can't use custom weapons if i want to pass the scen.
maybe i can make my water better:
i think blue is not the best color for this map, i would a green water, tried in guerilla but it d'ont affect the shader:
the problem is the blue reflection .
Edited by Dalek on Apr 16, 2015 at 12:44 PM
time to kill time.
well i think the bsp geometry is done:
the code i will use for lightmap: tool lightmaps levels\test\damnationdelta\damnationdelta damnationdelta 1 0.08
a better lightmap code exist ? result with this is pretty good but im ready for a 1 hour rendering.
last time lightmap was 40 minutes rendering.
For the tagset i think i will use the zteam tag pack and maybe a custom character. im wondering if a OS version can be made with the map.
thanks man, i was lost on the tagset :). halo classic tagset is much more complex what i tought.
i will add a cave behind the water fall, that's something interesting for gameplay i think particulary for ctf a place where we can be hide with the flag.
Edited by Dalek on Apr 15, 2015 at 03:15 PM
Edited by Dalek on Apr 15, 2015 at 07:43 PM
this grass looks much better than my previous, did you know where i can add sound to my waterfall ?
edit: finally find something on sapien: sound background, but i search for locate a waterfall sound front of my waterfall, my background sound have actually the same intensity everywhere.
Edited by Dalek on Apr 15, 2015 at 10:41 AM
tagset work start next week, i have many little thing to fix, like texture on the wall un uvw of structure and waterfall.
anyone have concept art inspired from delta halo ? i search something simple to add to the structure.
in game test:
somone know how to make a kill box for falling player ?
Edited by Dalek on Apr 14, 2015 at 05:26 PM
added fog and waterfall:
an evolve level can be something inspired by a halo books, like fall of reach.
Quote: --- Original message by: Halonimator
I think that this map need a lot more polys for detail.... please use the h3 foundry tags and HD delta textures.
currently tris count is 3258, i will increase poly when i will be sure of the denfenitive geometry. i use halo 2 delta texture, will work on that next week with darksoldier.
im not sure of tag i will use, i hesitate between halo 1 classic tag or use a custom tagset with h3 or h2 weapons.
Next thing will be a waterfall for respect the orginal idea of the map.
Edited by Dalek on Apr 12, 2015 at 12:22 PM
oh thanks i download this now. passed the map on sapien: it can be nice, like "the pit sky" by conscar will keep it. it's a bit dark but i think it can be a nice map.
thks man,i will finish it with darksoldier for the best result as possible. and thanks to mootjuh for the halo 2 texture and stuff he make on his delta ruin remake, really usefull for make something on the halo delta theme.
i was wondering if a delta damnation can be cool, and i think i will release it, i search for cool h3 plant scenery.