WIP - Church

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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jks




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Post by jks »

You people make me feel so pathetic :( I dont know shit about any of this crap, but it looks so cool, Ive always wanted to shoot up a church.
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CrowPath




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Post by CrowPath »

Good news frame rate fans! I made a custom cube map (one that was twice the size of any previously used in Halo) and applied it as a specular effect to all of the surfaces in the red flag room. The loss of fps from this: 0. Nothing. :shock:

So, with all of the technical investigation complete and encouraging, I can now move ahead and make this map as good as it can be.
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Post by [CL]9mm-Man »

Sweet!!! Got any more screenies!?! :P
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Post by CrowPath »

Nothing of the specular effects yet, because the cubemap I used isn't accurate to the surroundings and it looks kinda silly (I was just testing for frame rates). But here, have a Chief's-eye view of the room:


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Post by [CL]9mm-Man »

Awsome! Just a question, Did you have graphics full in the video? Would you be likely to have better gfs if you had it more powerful (like say with us, if we had a really good gfx card would it look better?)


Also how do you get bump maps into CE? I tried and it didnt work too well...
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Post by CrowPath »

[CL]9mm-Man wrote:Awsome! Just a question, Did you have graphics full in the video? Would you be likely to have better gfs if you had it more powerful (like say with us, if we had a really good gfx card would it look better?)


Also how do you get bump maps into CE? I tried and it didnt work too well...
Graphics were on full in the video and the frame rate was 60-70fps. As soon as I turned on Fraps it shot waaay down, so that's why it's bit jumpy. I've got an FX5600, so I have all of the Halo effects and Pixel shader 2.0 enabled. It's just not a fast card, but that's good because I'll be able to judge the framerates better on the lower end machines capable of using PS2.0.

One of my LAN mates has a ridiculously high end PC and I'll be using that to make the promo movie for the map, but thanks for offer.

As for the bump maps, I've been asked by several people how to do it properly, so I'll be making an in-depth tutorial on it very soon. I'll keep you posted on when it's ready.
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Post by [CL]9mm-Man »

Yay!!...And I mentioned it cuz my pc isnt the best of all pc's and wasnt sure if I would lose much quality...I got FX 5200

and yeah fraps lags me like hell when I record..So I tend not to do it much.
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Post by jks »

That Chief-vision is pretty sweet, was that just for the test, or is it going to be incorporated into the map?
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Post by CrowPath »

jks wrote:That Chief-vision is pretty sweet, was that just for the test, or is it going to be incorporated into the map?
Haha, no that was just the debug camera carefully positioned into the Chief's head. I remember reading that someone had released a beta version of a program that let you see things from different perspectives when you're in vehicles and using certain weapons. That was on the Gerabox forums, though, and I've just found out most of the topics there have been wiped in their forum overhaul.
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Post by [CL]9mm-Man »

CrowPath wrote:
jks wrote:That Chief-vision is pretty sweet, was that just for the test, or is it going to be incorporated into the map?
Haha, no that was just the debug camera carefully positioned into the Chief's head. I remember reading that someone had released a beta version of a program that let you see things from different perspectives when you're in vehicles and using certain weapons. That was on the Gerabox forums, though, and I've just found out most of the topics there have been wiped in their forum overhaul.
Bitter Banana, made it..Its still in beta atm..I cant wait till user friendly one coems out
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Post by jks »

Yea I have no frikin clue about this debug crap, but good map, keep it going, btw I really liked Bitters FOV/3rd person hack.
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Post by CrowPath »

http://www.earthenrecords.com/bumpmaptut/intro.htm

The first four parts of The Halo Bump Mapping Tutorial are finished and online. The final part will be added shortly. The tutorial also goes into detail about how to make your own textures from images that wouldn't normally tile very well in-game.

If you have questions, spot any mistakes or have suggestions on how to make the tutorial better, post them in this thread.
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Post by CrowPath »

Thought I'd let you know I'm still here. Although I didn't do any work on the map last week, I did get a new texture for the red flag room and make a bump map for it yesterday. It still needs some work to make it look as good as possible, but I think it looks pretty darn sexy already, so take a look:


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Post by Pie »

Glad to see a small "update".

That looks really cool! This will probably be the map to make me lay CE again :wink:
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Post by [CL]9mm-Man »

WoW!..I really can't wait for this...Siege was awesome, but I didn't know it was being made when it was..This is awesome, I think people like your maps so much because you do ALOT of work on the textures, other people spend ages making the models, then about a day on the textures.

Are those stones too big or is that the idea?
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Post by Bakko »

That's some insane bumb mapping. Very nice.

My advice would be to make a torch scenery object so you don't just have your walls on fire. :P
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Post by Pie »

He's probably plannign on that. The fire might have jsut been for his sweet ass lighting
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Post by CrowPath »

Bakko wrote:That's some insane bumb mapping. Very nice.

My advice would be to make a torch scenery object so you don't just have your walls on fire. :P
Yes, I am planning this, I just stuck the fire on the wall so I could show off the bump mapping with multiple light sources.
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Post by CrowPath »

Did a lot of work on this last night when I should have been doing other stuff, but never mind. New things in are:

- New windows (see pic below)

- Started looking into destructible scenery. It's really easy to do actually, so expect lots of breaking windows in the finished map.

- Made some new, sexy door frames. Might work on these some more, though, to get them looking as good as possible.

- Made a huge MasterChief statue for the main hall. Texturing hasn't been done yet, but it looks good.

- Created the access tunnel from the red flag room to the cellar.

- Deleted all of the unneccesary polygons from the main room. The count dropped from 2600 to 1350. Nice.


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NOTE: THE WALL TEXTURE IS ONLY TEMPORARY!
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Post by Sonictag »

Wow dude, looks awesome, aww i so have to find that stupid halo CD! Your bump mapping is awesome.
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