Halo: realistic tech (check pg 6, suggestions please!)
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
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
eh...not so good, the texture is displayed smaller on death island for some reason
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
that looks worst, repeating wise.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]
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!
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
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
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
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
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
the one thing killing me is the sand.....
still.....
still.....
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.
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
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
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
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm