Halo 2 Photography

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Ogrish
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Re: Halo Photography

Post by Ogrish »

DM_Pyramid W.I.P.
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Theres shaders will be replaced.
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neodos
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Re: Halo Photography

Post by neodos »

Neat!
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Gary
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Re: Halo Photography

Post by Gary »

Isn't that a door from SP? or is it the same door, but using a different valiant? or did you mod it to do that?
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

Gjsdeath wrote:
Isn't that a door from SP? or is it the same door, but using a different valiant? or did you mod it to do that?
The one you are referring to is in the last cut scene and is the high_door_grand machine with it's cinematic jmad applied.

The one I posted above is a high_door from Gemini with a custom animation. I had a sudden muse for a flood-ish mod because of that door. :lol:
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NotZachary82
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Re: Halo Photography

Post by NotZachary82 »

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Yayz. 150 chunks copied, map still loads. Largest amount for me, ever.
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

NotZachary82 wrote:Image
Yayz. 150 chunks copied, map still loads. Largest amount for me, ever.
What happened to the map? All the shaders are gone. :?
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NotZachary82
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Re: Halo Photography

Post by NotZachary82 »

That's the map I'm using for The Pit.
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

Great, I have so many collision boxes spawned(123) that it overloads the light that illuminates the map. :¬_¬:
And I still need more placements for the parts of the map that still need collision.
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I will make this work, even if I have to make a custom collision object from hand!

EDIT: Nevermind, I just found a fix. :D
I geuss the scenery object I used for the map model was a low priority object. :?
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XZodia
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Re: Halo Photography

Post by XZodia »

you can't possibly need that many box's for that...
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

xzodia wrote:you can't possibly need that many box's for that...
The map isn't symmetrical.
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XZodia
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Re: Halo Photography

Post by XZodia »

DemonicSandwich wrote:
xzodia wrote:you can't possibly need that many box's for that...
The map isn't symmetrical.
Well thats dumb.
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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Gary
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Re: Halo Photography

Post by Gary »

So if its not symmetrical, its dumb?

I think it looks like a cool map, I'll download it when its done :D
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XZodia
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Re: Halo Photography

Post by XZodia »

No, a symmetrical map not being symmetrical is dumb...
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

The verts along the +Y axis of the map are offset very slightly.
Though if the map was perfectly symmetrical, it would only save like 12 spawns.
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Ogrish
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Re: Halo Photography

Post by Ogrish »

Some pics of me and Hergers skyscapper project.

It still needs much work, but is progressing well.

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neodos
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Re: Halo Photography

Post by neodos »

OMG niceeeee :mrgreen:
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Eaton
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Re: Halo Photography

Post by Eaton »

Oooo! :)
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socrates
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Re: Halo Photography

Post by socrates »

I like the idea...but wtf is up with the little house/shed thing there? or did you use the 'test-map' from onyx instead of using the blank one..
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NotZachary82
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Re: Halo Photography

Post by NotZachary82 »

Was playin wit flood juggernaut.
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I've never worked with these guys before, to be honest. Now to fix their animations ... :hmm:
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DoorM4n
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Re: Halo Photography

Post by DoorM4n »

ZOMG! That is so awesome! Both the tower and the juggernauts!
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Remnant! We were the last stand.
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Gary
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Re: Halo Photography

Post by Gary »

Yeah, but those things can be hard as hell to kill, and I was thinking to just make it spawn an effect on death, spawning flood spores and gibs(garbage).

Though, there might be a proper way to fix it's ragdol, the ragdol isn't an animation, but does use the bones, there should be something in the [bipd] Biped tag.
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Gary
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Re: Halo Photography

Post by Gary »

Was just checking out the juggernaut, got him in game and everything, but when I went to see if I can fix his ragdol physics, I saw he had no [Phmo], then I looked at other NPCs' properties and found that the ones with ragdols have a [phmo] tag, but the ones that simply explode don't(spore, carrier).

Anyone willing to create a [Phmo] for this guy :XD:
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Ogrish
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Re: Halo Photography

Post by Ogrish »

well i havnt had much time lately but heres some progress, and the front of the building,
I got the windows slightly tinted.

Not gonna be breakable glass. Sorry


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Edit: should i close the evevator to all floors except the 2 it stops at, or should i keep it
to where you can jump off at any floor while moving.
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DoorM4n
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Re: Halo Photography

Post by DoorM4n »

OH MY GAWD :shock: :shock: :shock:
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Gary
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Re: Halo Photography

Post by Gary »

A mod that might get released;
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All of a sodden the damn thing starts freezing a lot...
Sorry bout the crappy angle, I didn't get enough time to take more pictures before it froze...
And credits to TwinReaper for converting the bsp


Edit: Yay! 1100 posts!
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