Modeling and Rendering Thread

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JacksonCougar
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Re: Official Halo 2 Modeling and Rendering Thread

Post by JacksonCougar »

Most useful for adding normals to a Low-Poly mesh. I will never actually release a model injector for uncompressed values just cause I know one of you idiots would try injecting a Zbrushed-Hi-Poly Model <_<
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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

:XD:
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Dragonfire »

JacksonCougar wrote:Most useful for adding normals to a Low-Poly mesh. I will never actually release a model injector for uncompressed values just cause I know one of you idiots would try injecting a Zbrushed-Hi-Poly Model <_<
Not ZBrush, but i do have hi-poly models :XD:
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Zieon Eslador
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Zieon Eslador »

Guys, I have an awesome idea, I've got a million poly sphere, if Jackson will just let me inject it we could use it as a Earth map with scripted gravity!

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Re: Official Halo 2 Modeling and Rendering Thread

Post by DemonicSandwich »

Zieon Eslador wrote:Guys, I have an awesome idea, I've got a million poly sphere, if Jackson will just let me inject it we could use it as a Earth map with scripted gravity!

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Except the players will always be standing upright in relation to the worlds Z axis. And scripts can only affect how much gravity there is, not from what direction it affects you.

You could just eliminate gravity completely and have a vortex (reverse of lift) pulling objects onto the "earth". Trouble is is that the players will still always be standing upright in relation to the worlds Z axis regardless if you're on the equator or on the south poll.
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JacksonCougar
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Re: Official Halo 2 Modeling and Rendering Thread

Post by JacksonCougar »

Not to mention the size of the raw would look something like this <_<
177.002064 megabytes, I somehow doubt the graphics card could handle it <_<
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Dragonfire »

Just imagine if we made a Halo World :shock: That would be like hours of fun, especially is we made colonies (ai zones) and everything, that would be insane O_O
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

Plus, halo doesn't have AA, so a sphere would look crappy.
And why would we need a 177MB model in-game?
JC wrote: I will never actually release a model injector for uncompressed values just cause I know one of you idiots would try injecting a Zbrushed-Hi-Poly Model
Why can't we inject a hi-poly model?
Maybe I want something with more detail, and don't worry, I don't plan on injecting a million poly sphere...
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JacksonCougar
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Re: Official Halo 2 Modeling and Rendering Thread

Post by JacksonCougar »

Because you smell funny.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

I was hoping you couldn't smell it too :rub:
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Zieon Eslador
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Zieon Eslador »

DemonicSandwich wrote:Except the players will always be standing upright in relation to the worlds Z axis. And scripts can only affect how much gravity there is, not from what direction it affects you.

You could just eliminate gravity completely and have a vortex (reverse of lift) pulling objects onto the "earth". Trouble is is that the players will still always be standing upright in relation to the worlds Z axis regardless if you're on the equator or on the south poll.
Now that I think about it, what is it that allows you to rotate when changing slopes in a vehicle? Are bipeds just 'locked' so their animations work smoothly? I don't suppose it would be possible to allow bipeds to do this, it also wouldn't look right on a normal map if someone walked up a wall horizontally...
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Remnant Samurai »

JacksonCougar wrote:Because you smell funny.
:XD: real mature
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

Zieon Eslador wrote:I don't suppose it would be possible to allow bipeds to do this, it also wouldn't look right on a normal map if someone walked up a wall horizontally...
I believe it's a value in there phmo that allows them to do this.

Vehicles and objects have better, more realistic physics than biped's physics.
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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

Bipeds doesn't use phmo, it only uses it for dead body ragdoll which seems like wasn't finished by bungie since ragdoll physics sucks...

Anyway if you really want to make a big world just start with a flat world :wink:
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

Its not that it's not finished, its that ragdols that intact with more objects for a longer time will cause more lag.
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JacksonCougar
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Re: Official Halo 2 Modeling and Rendering Thread

Post by JacksonCougar »

The truth of the matter is we do not know what was finished and what was shipped in a state of incompleteness.
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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

Gjsdeath i enabled ragdoll after death on phmo and it just sucks the ragdoll doesn't work fine with bsp nor objects or vehicles it sucks the arms and legs even head just go each through others doing impossible things like if he just jump from the top of the halo to the other side to break his bones so that's definetly not fine that's why there's death animations(just a few that sucks...)

And Jackson yes but i just have an answer to that: fail anyway.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

If you slow down time when a ragdol hits the ground, it's arms and legs go crazy, but you don't notice in default game speed.
And I really think the ragdols are ok, there not the best, but there better then halo1 dead bodies... pretty sure they where just animations with some basic collision detection(?).
neodos wrote:i enabled ragdoll after death on phmo
Does that mean it had full phmo on death? as in, vehicles and objects could interact with it?
If so, I would like to know how to do this, I'll also post a video of my findings.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Grimdoomer »

Well not many people know, but the game was coded so that a map could have up to 8 BSPs. So tomaro when I hopefully get windows on my ipod's hdd, I'll continue working on my xbox app. I just feel very sick to my stomach right now.
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JacksonCougar
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Re: Official Halo 2 Modeling and Rendering Thread

Post by JacksonCougar »

Seriously people, back on topic now.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

Very little custom on this model, mainly because I wanted to keep it's animations, so the gun is just going to be an attachment. This is going to be for my ADT.

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Gun alone;
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I'll work more on a gun model later, not sure what it should look like... and can't make it too big.
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Zieon Eslador
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Zieon Eslador »

To keep animations just fine add an attachment to be the gun.

Ohh. :wow:

I lost mah deletin privileges...
Last edited by Zieon Eslador on Wed Dec 24, 2008 1:56 am, edited 1 time in total.
Zieon Eslador (1:23:09 AM): I haven't seen Watchmen, but I plan to eventually...
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

Gjsdeath wrote:Very little custom on this model, mainly because I wanted to keep it's animations, so the gun is just going to be an attachment. [...]
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

Zieon Eslador wrote: Ohh. :wow:

I lost mah deletin privileges...
:( me too...

And here's the gibs/garbage.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by xXF3RcHoXx »

How many polys are in that?
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