Halo 2 Photography

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kronosslayer
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Re: Halo 2 Photography

Post by kronosslayer »

Oh shit! :D
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sanatarium
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Re: Halo 2 Photography

Post by sanatarium »

Me my dad and neodos just came lol
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Click16
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Re: Halo 2 Photography

Post by Click16 »

Image

Image

Bah
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NotZachary82
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Re: Halo 2 Photography

Post by NotZachary82 »

Is it ripped from Halo 1?
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Click16
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Re: Halo 2 Photography

Post by Click16 »

NotZachary82 wrote:Is it ripped from Halo 1?
indeed

I will, however, custom UV and smooth it, make collision and add little things here and there to make the map different. I just really like Halo 1's model.
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OwnZ joO
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Re: Halo 2 Photography

Post by OwnZ joO »

Please give it a overgrowth theme like how they did warlock and replace ladders with airlifts.
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Click16
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Re: Halo 2 Photography

Post by Click16 »

OwnZ joO wrote:Please give it a overgrowth theme like how they did warlock and replace ladders with airlifts.
I'll give it a try. I also intended to replace ladders with airlifts.
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DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

Rough draft:
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Final WIP
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XZodia
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Re: Halo 2 Photography

Post by XZodia »

looking good.
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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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NotZachary82
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Re: Halo 2 Photography

Post by NotZachary82 »

Cool stuff is brewing.
DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

Image
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Gary
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Re: Halo 2 Photography

Post by Gary »

How well does Halo2 handle high poly counts? I heard DS say that polygons aren't nearly as expensive as the shaders. Just wondering, cause, being a Source mapper, I can give some advice on how to throw some extra detail in there(to avoid blocky-ness.
DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

That maps about 4000 polys, no issues.
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troymac1ure
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Re: Halo 2 Photography

Post by troymac1ure »

This is all so exciting. I feel H2 pulling again.
DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

I just want some kai with good custom maps. I want to see some map people put a good ammount of effort into designing. I'm going to stop my previously planned project and focus on producing maps. I'd like to get better at map design anyway. Ill see if I can quick pinch out Lumumba, Outpost, and Elevation in the comming weeks.
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CaptainPoopface
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Re: Halo 2 Photography

Post by CaptainPoopface »

Doyoyoying! I am working on some Reach-like power ups that I will be happy to share when they are ready. These maps look good.
I don't want to say the m-word but I'm thinking of one that rhymes with knapsack...
DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

So me being the slight perfectionist that I am... I decided to scrap the design on the map above. It doesn't have a Halo feel too it, and thats the main reason.
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CaptainPoopface
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Re: Halo 2 Photography

Post by CaptainPoopface »

Bah. If I really cared about the Halo feel, I would only play maps made by Bungie. And my first thought was that it looked like Tombstone / Hang 'em High. If it has collision, please post the patch and I will gladly play it.
DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

I'll just edit it until I'm happy.
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Gary
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Re: Halo 2 Photography

Post by Gary »

No idea how fast you model in 3ds, but if you have a Source engine game on the PC(halflife2, TeamFortress 2, Portal, Left4Dead, or the free game AlienSwarm) Hammer is pretty damn fast at making maps, lighting, textures and all. It's a brush based system, you create convex shapes(often boxes), and you can make some complex shit out of them. For example, this map I made out of boredom(geometry took about three or four hours, lighting took maybe half an hour). It would be useful for rapid prototyping, as you could quickly throw something together and walk around in it. To see if it looks the way you want.

Not sure if it would be useful for the actual map, as you would need to do some trickery to get it in Halo2X... but useful for concepts.


Your map looked good, though the walls lacked detail. Which is really easy to fix with some cheap cosmetic additions. Like making the middle of the wall concave and throwing pipes/wires/lights in it. Like I did here.
DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

Image
Image
Lightmap test
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NotZachary82
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Re: Halo 2 Photography

Post by NotZachary82 »

Looking good. How well does the ground flow in terms of collision?
DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

I didn't make it too bumpy... So the ground is like.... 5 boxes I think.
Flat ground, 30 degree ramp, flat ground, 30 degree ramp, flat ground.
I'm doing a lot of testing, trying to gather a technique. The bitch is gonna be, separating all the shaders, making the light maps for each individual section, then using detail maps to make up the actual texture.
So far its pretty much, Diffuse = Lightmap Detailmap=texture tiled bump = texture bump tiled.
Player doesn't cast shadows, but the beauty of the maps shadowing over powers my care when it comes to that.

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Need more detail, ramps, platforms in the middle, and a crane.
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NotZachary82
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Re: Halo 2 Photography

Post by NotZachary82 »

Throw in one of the Headlong cranes. That'd be a cool addition, even if it's looming outside of the playable area.

*****E: I didn't even read your post all the way, fuck me
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troymac1ure
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Re: Halo 2 Photography

Post by troymac1ure »

The maps are looking good Dark.
Gary, your two also look pretty stunning.
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