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Thought I Would Join In. [UPDATE]

Posted: Sat Jun 02, 2007 3:19 am
by dec1234
Hey!

Everyone else seems to be making cool bubble shields and trip mines, but people are focusing on how they work and getting them to work. This is great and what they should do, because that then leaves me the time to work on some better attempts at the actual models.

Please tell me what you think, and anyone who creates a working bubble shield or trip mine with a "not so good" model then i mite let you borrow these :P


Bubble Shield: Doesnt work yet but can be seen from inside and outside and looks as close as i could get it to the real thing.
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Trip Mine: Also doenst work yet and is only a model over the flag base but it is just a test to see the model. i believe it looks similar to the real thing but just needs a orange lens on the top.

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Grav Lift: Still needs work on major details, i mite totally redo it all? no effects ATM and obviously doesnt work yet :)
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Dec Loves Nice Comments (And Constructive Criticism)

Thanks.

Posted: Sat Jun 02, 2007 3:24 am
by plushiefire
They both look...Better than mine...lol. They are all really nice good job.

Posted: Sat Jun 02, 2007 3:38 am
by neodos
Looks great, but maybe you should reduce the size of the bubble shield texture, does it have a bumpmap?

The mine look good but the metalic texture looks a bit like rock texture or it's me xD

Do you need some help for it? i can work on the mine, so if you are to near of the mine it explodes, i think i know how to do that.

Posted: Sat Jun 02, 2007 3:47 am
by SpecOp44
Looks pretty good.

Posted: Sat Jun 02, 2007 3:54 am
by ScottyGEE
Excellent work dec :D They look great. I'd suggest smaller hexagons but thats me ;)
Both the shield and the trip mine are pretty easy to make really...I'd offer, but I have a bad track record for delivering when offering to help ;)

Look forward to teir implementation in something :D

Posted: Sat Jun 02, 2007 4:08 am
by JunkfoodMan
All the bubble shield needs is a bump map now. If that works. Or perhaps try to use the active camo shader somehow.

Overall they're visually beautiful. Just needs the functionality now.

Posted: Sat Jun 02, 2007 4:09 am
by dec1234
neodos wrote:Looks great, but maybe you should reduce the size of the bubble shield texture, does it have a bumpmap?

The mine look good but the metalic texture looks a bit like rock texture or it's me xD

Do you need some help for it? i can work on the mine, so if you are to near of the mine it explodes, i think i know how to do that.
I would like to know how to make the mine explode when near someone yeah! and the texture don't really matter all you will see mostly will be the orange light and its explosion as a hog is destroyed :P and the bubble shield has been fixed these are old pics i think, and i should of shown the inside :!:
ScottyGEE wrote:Excellent work dec :D They look great. I'd suggest smaller hexagons but thats me ;)
Both the shield and the trip mine are pretty easy to make really...I'd offer, but I have a bad track record for delivering when offering to help ;)

Look forward to teir implementation in something :D
Yeah i know you :P thanks anyways as i said above this is a beta with old pics and so they have been fixed and i am gonna release these along with my halo 1 weapons and some more halo 3 equipment as an AWSOME tag pack hopefully :D

Posted: Sat Jun 02, 2007 4:52 am
by CDK908
i believe the bubble shield has more straight and ridged edges and sides and the trip mine looks perfect. the bubble shield is more like sets of hexagon glass(straight perfect hexagon) stacked in the form of a circle. but alot better than most bubble shield in looking not program i persume. also it's a bit too clear...make a more blur out version if you want. im watching the vid bungie released when im typing this so im trying to get a better looking one.

Posted: Sat Jun 02, 2007 9:05 am
by StalkingGrunt911
So far your bubble shield and trip mine look the best out of everyone that has made one so far. Smaller hexagons would be nice. Anyways good job.

Posted: Sat Jun 02, 2007 9:20 am
by T Beezie
Lookin' good dec, lookin' REAL good!
Nice work man. ;)

Posted: Sat Jun 02, 2007 10:03 am
by antszy101
If its possible, it would be cool if the bubble sheild distorts the player's vision when he looks through it.

Posted: Sat Jun 02, 2007 10:10 am
by GametagAeonFlux
That Trip Mine is excellent dec. :)

Posted: Sat Jun 02, 2007 10:19 am
by Anthony
both look pretty good! great job

Posted: Sat Jun 02, 2007 10:31 am
by kornkidcrazy
Make the bubble shield more yellow/orange.

Posted: Sat Jun 02, 2007 10:37 am
by Tural
Dec is a king.

Posted: Sat Jun 02, 2007 1:48 pm
by DWells55
The bubble shield should have no texture, only a bumpmap consisting of a series of hexagons.

Posted: Sat Jun 02, 2007 1:57 pm
by warlord
DWells55 wrote:The bubble shield should have no texture, only a bumpmap consisting of a series of hexagons.
wouldnt work.
i mean what would the bumpmap do if theres no texture to make bumps in?

Posted: Sat Jun 02, 2007 2:02 pm
by JunkfoodMan
I think what you need is to somehow use the active camo shader. Its just a bump map with no texture, and it distorts the player's view.

Posted: Sat Jun 02, 2007 2:07 pm
by theycallmechad
warlord wrote:
DWells55 wrote:The bubble shield should have no texture, only a bumpmap consisting of a series of hexagons.
wouldnt work.
i mean what would the bumpmap do if theres no texture to make bumps in?
Bumps don't effect textures, they effect the way light reacts when it comes in contact with a surface. With bumps and no texture, you will end up altering the way light would pass through the shield (much the way MC looks when using active camo). Though I'm not certain the look will be the exact same as the active camo look, I do know you can apply a bump on a transparent surface.

Posted: Sat Jun 02, 2007 4:25 pm
by dec1234
Chad is right... Chad is always right...

And also people! ill get pics up of my grav-lift as-well 8) and Ive tried using the camo texture with a bump map but it makes the shader go invisible and i cant get a bump on it ATM, and the hexagons are big because of careless UVW mapping of the model :oops:

Updates Shortly!