Halo: realistic tech (check pg 6, suggestions please!)

Halo PC uploads. All posts must have pictures and a mod to download. Use PPF always, unless the map is rebuilt.
User avatar
Corvette19




Snitch!

Posts: 1191
Joined: Wed Jun 21, 2006 6:05 am
Location: South Carolina

Post by Corvette19 »

K, I fixed it!
Xfire = corvette19
WaeV wrote:Mess around with stuff, make exceptions, get messy! Do something we've never seen before.
User avatar
AbeFroman




Wordewatician 500

Posts: 836
Joined: Tue Nov 02, 2004 12:15 pm
Location: Here

Post by AbeFroman »

Corvette19 wrote:Edited By Flea- 1'll p0st! sw33t, t1l3d t3xtur35 5uck. 534ml3ss ftw!!!11one
couldn't have said it better myself

Image
Image
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
User avatar
Corvette19




Snitch!

Posts: 1191
Joined: Wed Jun 21, 2006 6:05 am
Location: South Carolina

Post by Corvette19 »

Ooh, nice sand! I love it now!
00h n1c3 54nd! 1 10v3 17 n40
Xfire = corvette19
WaeV wrote:Mess around with stuff, make exceptions, get messy! Do something we've never seen before.
User avatar
bcnipod





Posts: 3580
Joined: Tue May 15, 2007 8:52 am
Location: 45 Minutes outside Boston
Contact:

Post by bcnipod »

Sand needs more work, it looks repeating.
Twitter: Dirk Gently | Major lulz
Mr. Brightside: Worst mod I've seen since 'Nam.
Website
User avatar
AbeFroman




Wordewatician 500

Posts: 836
Joined: Tue Nov 02, 2004 12:15 pm
Location: Here

Post by AbeFroman »

sure thing, ill work on it, maybe i need a higher res texture for it
Image
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
User avatar
flea925





Posts: 242
Joined: Wed Mar 26, 2008 7:40 am
Location: I'm in ur Syst3m registreh, delitin all ur stuffz

Post by flea925 »

try making it look more messy or something. or tossed around
Image
guysullavin wrote:lucky you! free sammich!
User avatar
AbeFroman




Wordewatician 500

Posts: 836
Joined: Tue Nov 02, 2004 12:15 pm
Location: Here

Post by AbeFroman »

for now i'll keep this as a placeholder, atm i'm just messing around in HMT to find out what to do for V2, when i actually get started on V2 i'll make a better sand texture, but first, since the sand texture i'm using is just an altered picture of sand from the beach, im gonna take a picture of the beach in game and see how it looks, brb


eh...not so good, the texture is displayed smaller on death island for some reason

Image
Image
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
User avatar
bcnipod





Posts: 3580
Joined: Tue May 15, 2007 8:52 am
Location: 45 Minutes outside Boston
Contact:

Post by bcnipod »

AbeFroman wrote:for now i'll keep this as a placeholder, atm i'm just messing around in HMT to find out what to do for V2, when i actually get started on V2 i'll make a better sand texture, but first, since the sand texture i'm using is just an altered picture of sand from the beach, im gonna take a picture of the beach in game and see how it looks, brb


eh...not so good, the texture is displayed smaller on death island for some reason

[img]http://img165.imageshack.us/img165/2524 ... w2.png[img]
that looks worst, repeating wise.
Twitter: Dirk Gently | Major lulz
Mr. Brightside: Worst mod I've seen since 'Nam.
Website
User avatar
AbeFroman




Wordewatician 500

Posts: 836
Joined: Tue Nov 02, 2004 12:15 pm
Location: Here

Post by AbeFroman »

yeah exactly...i'll work on it when i get started on V2
Image
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
User avatar
JK-47




Bloodhound Pyre Socialist Grunge

Posts: 10883
Joined: Wed Dec 01, 2004 2:54 pm
Location: Utah

Post by JK-47 »

While the detail on it is good, too much of it causes obvious tiling. Keep it pretty discreet, or make it flow with the tiling.
You got the detail down, now all you need is something fluent.
Image
User avatar
AbeFroman




Wordewatician 500

Posts: 836
Joined: Tue Nov 02, 2004 12:15 pm
Location: Here

Post by AbeFroman »

yeah that's my problem, no mattter what ive tried the same thing happens, detail is fine, but there's one little patch of sand that stands out and makes it look all repeatingish

i think i have everything planned out and have it figured out in HMT for V2...any last suggestions for V2 before i start working on it and putting it on every map (except for chiron tl34 cuz i HATE that map)? ill wait a bit for feedback before i start

Either suggestions or feedback on anything below that you don't want in V2, i'm aiming high for V2 so i could use some feedback so that i can bring many smiles to your faces

here's a little demo of V2, its the level that i experimented with to get everything working

found out how to fix the shotgun
AR has autoaim like it should
AR has 80 round clip instead of 70
shader update? (in HMT most of the shaders were classified as dirt, all i did was change it to what fit the most for that object...i don't see a visible difference, but maybe you guys can)
higher gravity as requested in the old pics thread
Full dynamic lighting
banshee controls like a pelican (here are the controls for it and how to use them properly:
jump= lift, crouch = drop, forward = accelerate, which is unadvised because for some reason changing the controls made accelerating lose control, so it is recomended that you use that only if you need a quick getaway, otherwise, control it like a helicopter, tilt forward and jump to move forward, tilt backward and jump to move backward, move forward and turn to strafe, stuff like that)

please suggest things! i don't feel like i'm adding enough new things to V2 and i need ideas!
Attachments
bloodgulch.rar
V2 demo
(5.02 MiB) Downloaded 5 times
Image
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
User avatar
AbeFroman




Wordewatician 500

Posts: 836
Joined: Tue Nov 02, 2004 12:15 pm
Location: Here

Post by AbeFroman »

so far no suggestions, so im gonna go ahead and get started with the mod and update you on 4 things,

1: regarding requests for a server...thinkreddie said he is willing to host a dedicated server for it since my computer and\or internet isn't good enough to run it
i know one person who is going to be in the server for sure...(you know who you are)

2: ombre said he is working on helping me with a sand texture, so for those of you that didn't like the old texture and want to see a new one, the wait is almost over

3: the "mini-expansion-type-thing-mod" is almost done, took longer than i had planned cuz i have to PMI a certain something into a few certain levels that i thought was already in those certain levels

4: for V2, I scrapped the old V1 sparkedited deathisland and replaced it with PMIed Pelican, covenant dropship, and wraith, only problem is that i had to use the default deathisland.map for the PMI or else it wouldn't work, so i gotta put the mod back on to the map, so far i've found a couple bugs, such as if vehicle respawn is on, the PMIed vehicles don't respawn correctly...stuff like that

sorry for the double post, but from what i've read it's ok if your updating things
Image
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
Cobain





Posts: 688
Joined: Fri Jan 11, 2008 9:09 pm
Location: To what?
Contact:

Post by Cobain »

the one thing killing me is the sand.....
still.....
Image
please visit mycity...noob modeler package
[IA]Paul wrote:We're gonna have a slumber party and we're gonna put ribbons in our hair and kiss all the boys.
User avatar
AbeFroman




Wordewatician 500

Posts: 836
Joined: Tue Nov 02, 2004 12:15 pm
Location: Here

Post by AbeFroman »

ombre taught me how to make the blood gulch sand texture seperate from all the others so i got that to work out perfectly, since i don't have to worry about how it looks on other maps. Have a look

Image

ombre is helping me with every other sand texture, and he's been at it for a while, i'm excited it must look pretty good to take this much time
Image
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
User avatar
DeadHamster




Snitch! Advisor Articulatist 500

Posts: 2289
Joined: Thu Feb 15, 2007 9:38 pm

Post by DeadHamster »

So I see you've found either the EOF trick or internalizing bitmaps.

If you internalize bitmaps, your map files become larger in filesize, equal to the size of the bitmap you added.

If you EOF, then you have to include your entire 300mb bitmaps.map file to download.





Have fun!
User avatar
AbeFroman




Wordewatician 500

Posts: 836
Joined: Tue Nov 02, 2004 12:15 pm
Location: Here

Post by AbeFroman »

whatever works :wink:
btw it was EOF
Image
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
User avatar
DeadHamster




Snitch! Advisor Articulatist 500

Posts: 2289
Joined: Thu Feb 15, 2007 9:38 pm

Post by DeadHamster »

Just wanted to let you know what your getting into.

And I've been keeping a bit of a watch over all that your doing here, and I must admit It's looking rather good. Keep it up, don't slip.
User avatar
timmy42





Posts: 256
Joined: Sat Mar 01, 2008 4:20 pm
Location: USA

Post by timmy42 »

you edited the reticles... why not try the HUD also??

it is harder, but has great results if done well!..
Image
User avatar
AbeFroman




Wordewatician 500

Posts: 836
Joined: Tue Nov 02, 2004 12:15 pm
Location: Here

Post by AbeFroman »

ill work on it when i get a chance
Image
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
User avatar
bcnipod





Posts: 3580
Joined: Tue May 15, 2007 8:52 am
Location: 45 Minutes outside Boston
Contact:

Post by bcnipod »

timmy42 wrote:you edited the reticles... why not try the HUD also??

it is harder, but has great results if done well!..
no it is not. :\
Twitter: Dirk Gently | Major lulz
Mr. Brightside: Worst mod I've seen since 'Nam.
Website
Post Reply