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Viewing User Profile for: ChBgt909
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Joined: Sep 10, 2011 02:10 AM
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What Games do you play: Halo 1 and 2, crysis 1 and 2, resident evil 4 and 5, dead space
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ChBgt909 has contributed to 660 posts out of 439427 total posts (.15%) in 623 days (1.06 posts per day).

20 Most recent posts:
Halo CE General Discussion » CE3 2013 Live Today @ 10:20 AM (Total replies: 116)

Quote: --- Original message by: Jesse
I wish I had something to show off :(


me too :(

Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 Yesterday @ 12:15 AM (Total replies: 546)

Quote: --- Original message by: R93_Sniper
Portaling should fix anything dealing with dissapearing stuff. Adding some light distance fog might help too


portals won't help in this case, an scenario always has an object limit, if you exceed it, many issues like the ones i listed in my previous post happen, there's nothing i can do about it (did i mention that my map already have portals? many clusters actually)...

as for the distance fog, i though that bluish atmosphere fog color was noticeable, adding more fog would be difficult, unless i add some kind of mask on the bsp itself like i did with the clouds

Edited by ChBgt909 on May 23, 2013 at 12:16 AM

Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 22, 2013 10:38 PM (Total replies: 546)

Quote: --- Original message by: SilentJacket
more brush and vines? :s


I've always wondered what separated CE maps from that of any other game, from what I can tell, there is just simply more detail in the map, anyway to replicate that through some clever portaling/texturing?


i tried to add more objects like trees, bushes and stuff, but not only i had issues with lag, but the engine itself has a limit of objects per bsp. i got this problems when i exceeded the limit:

- the player disappearing when getting out of a vehicle
- all the weapons disappear, as well as some smaller objects, etc

so yeah, even if i want to, i can't add more objects... in fact, i had to remove some more because of those problems i listed above

oh, and those are all the details i'm capable of adding, i could try to add more, but my laptop is having a tough time handling the amount of polygons my bsp has right now, so i can't :(

Edited by ChBgt909 on May 22, 2013 at 10:43 PM

Halo CE General Discussion » Tool lightmaps out of memory? May 22, 2013 08:24 PM (Total replies: 11)

Quote: --- Original message by: EvilMindsGFX
I've ran into this many times...
What are you doing radiosity with? Sapien, tool, etc.


it doesn't change a thing, when i got this error, it was with both tool and sapien's radiosity

this problem i got was because of the shadow quality of most of my shaders... but it can also be for the amount of objects, lights, or even complexity of the bsp (more complex the bsp is, more lights and shadows you get)

give it a try man (assuming you haven't) lower the detail level of some bsp shaders or do what i said in my previous post :)

~edit~
messed up uv's can't be the problem, if they were you wouldn't be able to run radiosity nor tool's lightmaps, it would show a different kind of error
Edited by ChBgt909 on May 22, 2013 at 08:30 PM

Halo CE General Discussion » Tool lightmaps out of memory? May 22, 2013 05:22 PM (Total replies: 11)

Quote: --- Original message by: Mootjuh

Tool, I've been told that I have too much tags in my tags directory, running a clean install now.

EDIT: No luck, still the same problem even with a clean tags folder.


And the UVs are fine, I made sure that they were.
Edited by Mootjuh on May 16, 2013 at 08:42 AM


i got this same problem with the map i'm working on, i managed to fix it tho...

the problem i had is that my map was too big, and most of the shaders had "high" parameterization detail level (you know... to get shadows with good quality), so, what i did was go back to the bsp in 3ds max, and give to some unneeded surfaces, a copy of the same shader but using low or turd detail level

in short, you can either give to many of your shaders a lower detail level for radiosity or make low quality versions of some of your shaders and apply them to the areas where hd lighting is not necessary.


Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 21, 2013 10:16 PM (Total replies: 546)

Quote: --- Original message by: killzone64
0_0 ......



that is extremely impressive. now let someone sauce it and it will look almost like reach


it could be better, i actually wanted to make most of the rocks part of the bsp, however, my laptop is having problems handling too many polygons, even tho i divided the bsp in many parts :-(

i think i'm gonna change the placement of many of the objects and i still have to make the lighting with aether (still practicing tho)

Edited by ChBgt909 on May 21, 2013 at 10:17 PM

Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 21, 2013 10:02 PM (Total replies: 546)

Quote: --- Original message by: Danger_zone_98
Wow, looking great so far, but I think the sky could be a bit less blue? Just me.


that sky is just a placeholder, read previous pages so you can see what kind of sky i'm gonna make :-)

Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 21, 2013 09:55 PM (Total replies: 546)

UPDATES!

Population of the bsp as well as the generic lighting with radiosity
i still have to add the vehicles, weapons, and detail objects properly, and i'm still working on the lighting using aether
(i can't add more objects, because it leads to issues when you are playing, like players disappearing when they get inside vehicles as well as other rendering problems)



















Edited by ChBgt909 on May 21, 2013 at 09:57 PM


- Portent
- Sniper Canyon Redux
- Soli Deo Gloria
- Requiem
- Revelations
- Firefight Descent
- H3 Valhalla
- Library Final


I wanted to put "H3 Core" and "H3 Imposing V2" or "Imposing" but i made those so they don't count lol



amazing release thanks guys :D

Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 10, 2013 09:47 PM (Total replies: 546)

Quote: --- Original message by: DSalimander
Everything is so smooth. EVERYTHING.


haha thanks! :D

i still have to use aether for the lighting, make some improvements to the bsp and shaders... more polishing in other words, not the mention the sky model i have in mind (shield world, for those who don't remember) ;-)

Edited by ChBgt909 on May 10, 2013 at 09:48 PM

Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 10, 2013 09:32 PM (Total replies: 546)

ANYWAY


my tagset stays the same, OH, and i'm still working on the lighting of the map, pics of that will be shown later


I already populated the bsp, and made some flat rocks


Edited by ChBgt909 on May 10, 2013 at 09:37 PM

Halo CE General Discussion » [56k warning] How to make a HUD tutorial. May 5, 2013 06:09 PM (Total replies: 39)

Oh nice tutorial Jesse, this is gonna be very helpful to me :D

Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 5, 2013 06:03 PM (Total replies: 546)

Fixed some of the clouds... now they don't look too flat (angle of the picture maybe doesn't make too much justice tho)






Some phantom bsp i have to deal with, i already spotted them as you could notice:





Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 4, 2013 12:10 PM (Total replies: 546)

Thank you guys, i will keep trying to do the lighting right and try to do what waffles said




UPDATES!

Well i paused my practice on lightmaps and resumed my work on the bsp, this is what i've done so far:

Changed mapping on structure:




Added clouds to some of the areas:






Changed grass color on the terrain texture:




Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 2, 2013 10:47 PM (Total replies: 546)

Quote: --- Original message by: waffles
Quote: --- Original message by: ChBgt909
Quote: --- Original message by: DSalimander
The shadows being cast by the cliffs could be darker, mb.


yeah, i'm actually trying to do that but no matter what i do the shadow doesn't get any darker :-|


What renderer are you using? Try using area shadows for the shadow type and increase the area size in the settings for distance/depth. Vray automatically adjusts lightmass from the objects distances from one another. Also if you can (vray) ambient occlusion does wonders for the points were geometry meet.


well i'm using the default renderer: scanline
i tried to use mental ray and vray, and they worked, but everytime i bake the lightmaps i get problems like a black circle somewhere in the map, some shadows are not continuous when it goes from ground to cliff wall, etc

Edited by ChBgt909 on May 2, 2013 at 10:48 PM

Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 2, 2013 08:24 PM (Total replies: 546)

Quote: --- Original message by: edasert

I personally think that details like grass on the ground and some rocks and also some trees would make the map aesthetically way more beautiful. That's my opinion hope you apply it!
(Sorry about grammatical errors i'm from spain XD)
And also thank you for theese awesome maps!
Also I think that halo reach first person arms would be better than the halo 3's
; )

Edited by edasert on May 2, 2013 at 05:01 PM


Oh yeah, i will add 3D grass, and i have to add the trees and rocks (i will use custom rock models btw) oh and i'm also gonna use a halo reach biped that it's going to have better first person hands
oh and i'm glad you like my maps thanks :D


Halo CE General Discussion » [WIP] ChBgt909 Unnamed map 01 May 1, 2013 09:17 PM (Total replies: 546)

Quote: --- Original message by: DSalimander
The shadows being cast by the cliffs could be darker, mb.


yeah, i'm actually trying to do that but no matter what i do the shadow doesn't get any darker :-|

Halo CE General Discussion » Coming Soon Projects. May 1, 2013 08:27 PM (Total replies: 49)

Quote: --- Original message by: creator843

meh not the best thing but here a little progress (scripts..):http://www.youtube.com/watch?v=N0fqnlnmUeg any recommendations, observation please tell me, I'm a bit new on this about firefight stuff
Edited by creator843 on May 1, 2013 at 08:24 PM



looks good i can't wait :D

Halo CE General Discussion » Do you remember when you were a noob here? May 1, 2013 05:09 PM (Total replies: 105)

Well this is my first map: Jungle Battle

Over the years i went by many alias, here is the list of all the maps (i think) i've done so far:

North Terrains
Battle Coast
Mini Forest
Attack
Canyon
Canyon 2
Desert Battle
Flood Lab
Frozen Tunnels
War Field
240692
Public 01
Public 02
Desert Assault
Mausoleum
Rock Fields
Frozen Facilities
Labs
AQ-18253
Forsaken
Storm
Place 01
Destruction
Forest Fight
Valhalla Remake V1
Imposing
H3 Imposing v2
H3 Core



Edited by ChBgt909 on May 1, 2013 at 05:09 PM


Time: Fri May 24, 2013 12:44 PM 187 ms.
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