||Jan 18, 2009 01:00 AM
||May 19, 2018 11:30 PM
||Jul 9, 2018 11:49 PM
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Jesse has contributed to 5712 posts out of 467070 total posts
(1.22%) in 3,473 days (1.64 posts per day).
20 Most recent posts:
h3 foundry by Jesse and DSalimander.
You people are tiny and petty!
Quote: --- Original message by: rcghalohell
Quote: --- Original message by: R93_Sniper
1. You know its easier and faster to printscreen than to take a picture with a phone and do this, right?
2. It looks like you're building a level, did you make sure that the world is completely enclosed with no holes?
3. If you used editable poly, did you remember to convert back to editable mesh when you exported?
the one rule i have never ever followed because it still works for me regardless
Depends on some circumstances. While far from comprehensive, I've found that it sometimes gives me issues on newer 3dsmax versions that require the bluestreak exporter. Sometimes geometry up and disappears during export, making Tool give out an error that shouldn't exist.
I have never had this issue with 3ds max 8 and the Blitzkrieg exporter.
I meant to get to this earlier but I didn't have the time.
For convolution, you're better off just copying the values from the default sniper rifle tag "tags\weapons\sniper rifle\sniper rifle.weapon_hud_interface"
For mask, you can use pretty much whatever image you want, but there is no way to scale the image through the tags, meaning that the larger in resolution the bitmap is, the larger it will be as a final result. The only real way to scale this is to scale the image within the bitmap itself. The blur is determined by the alpha channel of the mask bitmap, and if you leave it completely black there will be no blur, but the jagged effect will still be there.
Also be aware that the game automatically extends the edges of the bitmap to infinity, so make sure that the edges are the same color that you want extended out to the edges of the screen.
Furthermore, I should add that there is a better technique of achieving a scope mask, and that is to leave the zoom function on the weapon, leave the screen effect on the hud tag completely blank (I think you can even delete it entirely or not apply it at all) and use a bitmap image in the crosshair section of the respective weapons' HUD tag. Set the HUD tag to only use the bitmap when zoomed in. This method allows you to use color bitmaps, scale them within the tag, use higher resolution images and proportions. The major drawback is that the game will not scale the boundaries of the bitmap out to the edges, meaning that your bitmap typically has to be scaled large enough to cover the standard monitor resolutions. The wider a screen ratio is, the more likely the edges are to be seen.
As for the forced zoom-out effect, I created that by using a damage_effect that applies whenever the trigger is pulled on a given weapon (I only added it to those that would be forced to zoom out, non-scoped weapons specifically)
It's been a while since I've had to upload pictures or files, but if you find me in any of the following servers I'd be glad to help you with any future questions.
CMT's SPV3 Discord server: https://discord.gg/tAHSsNA
Matt and I's project server: https://discord.gg/FpTZKEC
Yumiris' Wonderland server: https://discord.gg/Z9MKFJp
SBB crew's server: https://discord.gg/ZGZZmyu
You should be able to find me as "Holy Crust", "Jesse" or something like that. I shouldn't be hard to find on any of those, just ask around if you can't find me.
Edited by Jesse on Jan 29, 2018 at 04:48 AM
This is Exactly what we've needed!
These look great! Do you plan on releasing these when you finish the set? I'd love to use them in my urban themed map if you do.
Nice! I think I may use this in my urban map. will credit.
Which I abbreviate as HRHH.
Simply put, the goal of this project is to make a faithful recreation of the original Halo CE HUD in a higher resolution format. The original HUD was designed for a very low screen resolution, so the source files are not particularly detailed. These days, most of us use full HD or higher screen resolutions, and the original HUD has shown its age.
I aim to fix this and release it when it's done.
pix (I hope this image host website works)
Here I have a 4x render of my tracing, the original xbox bitmaps in PS (and modified to have the color) and a 1x scale of my tracing.
I have also re-created the split-screen variant of the HUD:
Normally, this is what you would see if you used Chimera's split-screen HUD command
And now you will see this:
I am not ashamed to admit that I spent hours on each shields variant. I had to make sure my tracing was as close as humanly possible to the originals at 1x. Sure, anyone can trace it really quick but it takes some work to get it right.
Anyway, if you wish to stay updated join Matt and I's shared Discord server: https://discord.gg/XQBs2vA I got more pics in there, I'm not sure how long these images will last.
EDIT: For reference, this is what I had to work with when tracing
Edited by Jesse on Sep 6, 2017 at 06:22 AM
I look forward to using this!
May his soul rest in peace.
why did i quote the whole original post...
Mhm, I'm really digging the shaders. Looks like some detailmaps are needed though. Don't forget to use Halo 2 Vista textures, some are higher res than their xbox counterparts.
Edited by Jesse on Jul 3, 2017 at 02:56 AM
Quote: --- Original message by: HandofGod
Love those shaders for the buildings/urban landscape. It's too bad there's no multiplayer city maps on Halomaps with more contemporary (post 2004) textures. Would love to see you or someone else release a multiplayer Mombasa or city map with an Halo 3: ODST or Reach type urban vibe.Edited by HandofGod on Jun 10, 2017 at 03:38 PM
I don't know about you guys, but I'm almost ready for CE3 2017!
Quote: --- Original message by: DOOM899
Quote: --- Original message by: CLASSIFIED
in all seriousness though, what do you guys think?
well if you're willing to take,
The time to do it, I'd say go for it.
Star wars theme.
Anyways how cmt_spv3 going?
Join the discord. Lots of discussion all the time.
Dennis has been clear that he doesn't make any profit from this site. If anything, he pours cash into it out of love.
Damn. Not even one reply... That's tough.
I want it but I don't have the skills to implement this, much less develop. If you do continue developing this I would definitely use it.
Still waiting for more hoof noods.