Pyroclastic- In progress, getting better everyday

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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Post by HMS Map Team »

Haha! tag you were wrong... :- D
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Post by Master_gamer456 »

jeez, u must not like him. dont go all crazy dude :D
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Post by HMS Map Team »

No, I dont not like him, but were arent friends. Its just fun to play around abit.
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Post by Le_Loup »

Nice work on the updates guys! Been following with the topic, again, once all the "miny" bug's are officially fixed "in" the map after it's about 99% done, i'm hoping matty will be able to get the minor bug's fixed so that hmt 3.5 appreciates the map effectively so I can do minor "hmt" work. So as to make the attack speed of "certain" weapons more effective, or less, etc. And also, to make sure that the hogs are possibily slightly faster, and the snipers, are a "little" more accurate, but are actually able to fire accross the entire map. (matty, maybe partially remodel the sniper to look more...professional...more.....true....more...kool...). :D :D :D

Chat later dudes!

-=RM=-Le_Loup
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Post by HMS Map Team »

Well we wont have hogs, but do you know how to make it so when you push ctrl, it goes faster? Like in the halo2 ghost?
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Post by [IRC] Matty »

Well le_loup, by the final of the map im hoping noting will be halo, not even the biped. The only things that will be, shall be scenery...ect. And im thinking about making a star wars sky :shock:

Update on 3ds max renders of vehicles and more weapons in game when it happens :D
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Post by Le_Loup »

Unfortunately I don't know how to do the "crtl" for I presume is your "crouch" effect for speedup's. That I wish I could do, but we may require someone else to do that. Specifically for the speeder bike thinger. But I can make it so that the acceleration is slow while the max speed is a bit higher to simulate the effect of speeding up faster then standard. As for the ghost, I know how to make it seem like it's warping around the map by making the accel, speed, and decel, etc, all the same, making it "jump" around....fly off a rock...and you literally fly off.... to never never land almost...hehehehe (experience in the bg tests i've done for it, lol, to the sniper tower from blue base....er..hehe).

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Post by aqua seige »

YAWN* wassup guy... WOW uh sry i wasnt there to test map :( uhh well i gotz to go ill be on all week MAYBE*
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Post by Le_Loup »

Just wanted to give everyone an update, so far i've looked at the map with matty, well actually he gave me a tour of it so far, and well, i'd like to say it's awesome, the graphics, the clarity, are phenominal, but the poly's are a bit high, but he's adjusting that, because I was at a beutifully stable 6-9 fps..... yeah... and that was lowered sets.... So, we're working on a way to stabilize that, because i'd like to get some in game VIDEO footage of it, and show how things are progressing!

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Post by Gavel »

Nice saber man, but I believe a saber shouldn't be that many polys.
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Post by HMS Map Team »

A good quality saber is a high poly, so the higher poly it is, the better quality.
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Post by Gavel »

But still... 3120, is alot for a simple tiny weapon like that. Considering it has barely any detail. Just go for a simple 13 sides, and it will look just the same.

EDIT: nevermind I remembered it to look a bit less detailed. Still needs a different skin so you can see the details. Not trying to fight you, but I want to help out!
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Post by Le_Loup »

so less poly's but more skin parts to make it possible to see it better, but still have the least amount of poly's. Thanks!

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Post by Burnination »

Awesome mod..If you need a skinner, a modeller or even a mapper, i can help...pm me if you want to see my work
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Post by Le_Loup »

Burnination wrote:Awesome mod..If you need a skinner, a modeller or even a mapper, i can help...pm me if you want to see my work
You've been here since october 2003, :shock: Man, I'd love to see some of your work, any chance if you could show a couple screenie's of what you think is your best, AND moderately done jobs? I'd be Happy to see them, and would love the entire hms map team to see it as well here.

Thanx man!

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Post by Gavel »

so less poly's but more skin parts to make it possible to see it better, but still have the least amount of poly's.
Yup. But a skin covers thye entire model, you don't have to tesselate and color each and every polygon with a color texture! Er, if that's what you are thinking.
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Post by HMS Map Team »

Burnination wrote:Awesome mod..If you need a skinner, a modeller or even a mapper, i can help...pm me if you want to see my work
Um, News Flash! This isnt a mod to a map... It is a new map from scratch, so it is not a modification...

And since youve been here, from october, I would think you would know that...
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Post by [IRC] Matty »

Dude, this is a mod

Because where adding custom vehicles, senery to a map, its classed as a mod.
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Post by HMS Map Team »

The map itself isnt a mod though. I guess the extra features are a mod, but the map itself isnt.
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