Halo W.I.P. Photography

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
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{TP}Spartan





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Post by {TP}Spartan »

Lambda,always amazing.

and the skin on top looks kinda sharp
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T Beezie




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Post by T Beezie »

A small update...
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coag's ground shader with a custom blending map, since Containment originally lacked one. ;)

on a side note,
I havn't ever seen anyone use Argon's "Foundry" mod for anything, another fun mod I've been playing with...so I got to thinking..and......
BRUTEBALL was born!
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feel free to LOL at the oversized cieling fans. :lol:

and...well, why not, a couple more.....
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DrXThirst




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Post by DrXThirst »

Every single one of those screenshots look amazing.

Oh, and please tell me you're releasing the "Brute Ball" one. Hell, please tell me you're releasing all of them!?

EDIT: I see the BR on the back. Attachment or real? Also, where in the hell are the last 2 pictures? A custom map you're making out of machs and blocs? Oh, and I love the shader for the Shield Door.
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neodos
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Post by neodos »

Haha awesome, but that brute looks like if it was photoshoped, on that map the characters lightning doesn't seem to match with the "map" ambience.

However that map with the bloom shader is really neat =D
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Argon





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Post by Argon »

Damn T Beezie, you've been busy.
If you need anything come to me.
I can give you a good shader for that shield door and maybe I will work on a HUD for you. Just hit me up on AIM if you need anything.
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kibito87




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Post by kibito87 »

DrXThirst wrote:EDIT: I see the BR on the back. Attachment or real? Also, where in the hell are the last 2 pictures? A custom map you're making out of machs and blocs? Oh, and I love the shader for the Shield Door.
I noticed the same thing and would like to know as well.
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T Beezie




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Post by T Beezie »

DrXThirst wrote:I see the BR on the back. Attachment or real? Also, where in the hell are the last 2 pictures? A custom map you're making out of machs and blocs?
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Unfortunatly the BR is only an attachment, but I've been experimenting with the "backpack-weap" concept lately, not much progress. But, I have hope, that maybe, with the right model variation and script combination it may become a reality. *crosses-fingers*

The last 2 pics are of a custom mach/bloc mod I've been piecing together, could turn out 1337...so many ideas...so little spare time. ;'-(
neodos wrote:Haha awesome, but that brute looks like if it was photoshoped, on that map the characters lightning doesn't seem to match with the "map" ambience.
Can't photoshop this!!1!1!=P
Although you may notice that the brutes are invincible through most of the vid, this was simply for testing purposes.
And the FP melee is horribly inaccurate at the moment, due to the Brute's 3rd person animation gumming up the works.
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DrXThirst




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Post by DrXThirst »

haha, it's all amazing.
Good job. :P
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CaptainPoopface




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Post by CaptainPoopface »

Not bad. I wonder how Bruteball plays. If only the custom jmad tools had been released... I had thought about using Dark's Foundry as a base map for another mod as well.

Why bother with the backpack weapons? I don't understand the rampant obsession with porting H3 content to H2. The 3volved flamethrower and Mongoose are nice additions to the game, but I don't think backpack weapons are worth the trouble. Whatever floats your boat though.

I hope to see some things in the Downloads section one day soon...
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If you want to know how I did something, take apart my mods.
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jordanimal




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Post by jordanimal »

I miss playing with TBeezie. :( I haz no HaloMod friends. Nor really friends related to modding Halo. I used to, but they all seem to have dissapeared from the community. Once this is released Beezie, I might start modding again. I want to start skinning maps. I love to redo the environment in maps.
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Argon





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Post by Argon »

I went further into fixing the lighting on an injected model.
I started with a new shader. The only problem with this shader is that there are extremely light shadow that are so annoying and distracting to look at.
This shader also tends to lightmaping and shadows, so now it doesn't stick out like a glowing sore thumb in a dark map/area.
Contact me on AIM if you want me to guide you through making the shader or want the shader itself.
I will be releasing tutorials on how to do tons of thins soon, untile then contact me if you need any information.

Heres a picture of the new shader.
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ScottyGEE




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Post by ScottyGEE »

This shader also tends to lightmaping and shadows
What?

But its much more blended :)...But I can still see faults! And the spiker should be larger! :P But good work nonetheless. Needs more pics (Only because I could cover up the bad model lighting quality in certain poses).

Also very kool stuff there TBZ.
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Technically its only me animating though ;)
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Post by -DeToX- »

Cool.
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Argon





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Post by Argon »

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Scotty, thats not a good attitude. I don't lie about what I do.
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DrXThirst




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Post by DrXThirst »

I'm not going to lie. That's an ugly ass BR.
Is it still in beta form?
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Argon





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Post by Argon »

Lol, yea.
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neodos
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Post by neodos »

In fact the shader is ok but it looks pretty much like a rock shader since it doesn't have bumpmaps it doesn't really seems to have specular.
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Argon





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Post by Argon »

http://files.filefront.com/Yeeawmv/;112 ... einfo.html
I made a working compass and made the flashlight turn on when you crouch.
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CaptainPoopface




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Post by CaptainPoopface »

What else can you assign to the crouch besides a flashlight? Any weapon attachment?

What does the compass point to? Do you put an arbitrary waypoint on the map? Can it be set to a rival?
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Argon





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Post by Argon »

I was doing effects that would spawn when I crouch.

Compass points north, duh.
I don't know what controls where north is.
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