coastal highway
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
- Gary
- Posts: 1946
- Joined: Thu Feb 14, 2008 10:17 pm
- Location: USA, FL
- Contact:
Re: final level in ODST
Really, this would be a perfect use for Hammer, though Hammer is brush-based, it's made for creating worlds.
Good work so far.
Good work so far.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: final level in ODST
Had some time so i worked on it more.
- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
Re: final level in ODST
So wait, your actually making this in misfit model?
I think you should try 3ds..
I think you should try 3ds..
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: final level in ODST
I have other modling apps but i like the simplicity of misfit, and none of the models are done, im tweaking em here and there.
- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
Re: final level in ODST
Its just that misfit is a pain to actually model with. I dunno how you actually do it.Ogrish wrote:I have other modling apps but i like the simplicity of misfit, and none of the models are done, im tweaking em here and there.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: final level in ODST
Still working out some bugs, but heres what i got so far.
Its 2 moddels, but not the finals, i just like to get them in game and run around a bit, then ill add more detail later.
Shaders are not finals either.
ill get some in game photos later.
Its 2 moddels, but not the finals, i just like to get them in game and run around a bit, then ill add more detail later.
Shaders are not finals either.
ill get some in game photos later.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: final level in ODST
I could use some help with this mod, in the shaders department.
In game really looks like shit.
My custom shaders are FUXORS, some lose color more and more as you gain distance from the object,
and some are color'd pixelated mess's, And one defaults to the custom bumpmap.
This is very discouraging, i dont even want to work on it now!
And entity is adding spawns to the map after i remove them and save, first it added1 then 2, then 4 WTF!
My spawns are gettin moved slightly as well.
Im using the latest Entity upgrade.
If anyone wants i can actually post the fucked up ingame shots, but id rather not ever look at them again.
In game really looks like shit.
My custom shaders are FUXORS, some lose color more and more as you gain distance from the object,
and some are color'd pixelated mess's, And one defaults to the custom bumpmap.
This is very discouraging, i dont even want to work on it now!
And entity is adding spawns to the map after i remove them and save, first it added1 then 2, then 4 WTF!
My spawns are gettin moved slightly as well.
Im using the latest Entity upgrade.
If anyone wants i can actually post the fucked up ingame shots, but id rather not ever look at them again.
- JacksonCougar
- Huurcat
- Posts: 2460
- Joined: Thu Dec 06, 2007 11:30 pm
- Location: Somewhere in Canada
Re: final level in ODST
I could do shader when I had my RTH shit running so easily. Now not really. maybe I can in a months time when I get my crap together.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: final level in ODST
I didnt even think about fixing them in rth, its been awhile sence i used it.
I dont even use onyx rth.
So your post inspired me to try it out, to bad the only rth that works for me is onyx and the one that piss's people off everytime i mention it,
Good news is its working and some problems are being fixed now.
Thanx for the idea
I dont even use onyx rth.
So your post inspired me to try it out, to bad the only rth that works for me is onyx and the one that piss's people off everytime i mention it,
Good news is its working and some problems are being fixed now.
Thanx for the idea
- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
Re: final level in ODST
make sure you delete lods for the bitmaps and only have the first lod and lod size and set mips to 0. (LOD Offsets and sizes should be -1) I could also help you, but I've been busy lately with my Reach Assault Rifle.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: final level in ODST
My uvs keep getting screwed on injection, but im still making some progress, but slowly.
I cept getting a error about model not being in right format, so i used the model replacer App, i got from way back,
It worked like a charm, model injects fine, ect for the uv error.
Anyone here use the file replacer app made by the guardians?
It does a nice job of making models i cant inject for some reason, inject.
I cept getting a error about model not being in right format, so i used the model replacer App, i got from way back,
It worked like a charm, model injects fine, ect for the uv error.
Anyone here use the file replacer app made by the guardians?
It does a nice job of making models i cant inject for some reason, inject.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: final level in ODST
damn shadowing faces, no matter what i do, i cant get rid of them.
starting to add some detail to the model, and working on upper half.
starting to add some detail to the model, and working on upper half.
- David5534
- Posts: 18
- Joined: Thu May 01, 2008 1:52 am
- Location: Cloud 9
Re: final level in ODST
Looks pretty epic, keep up the good work!
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: final level in ODST
Good job man, its a shame we can't have a decent model injector, otherwise it would look really nice ingame, blame blam!?
-
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Re: final level in ODST
Bitch at grimdoomer, he will get one done.
Still for someone who is just doing reference pics it looks damn near original =]
Still for someone who is just doing reference pics it looks damn near original =]
99% Of the Xbox Scene are retards.
Xbox Scene wrote:All Hail Jester!
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: coastal highway
Fuck i edited the model with soft image and now it wont inject no matter what i do.
If anyone has any ideas, or would like to have a look at the file to see how the input strings got fucked up, i could really use some help.
I just dont want to remodel the top part if i can keep from it.
If i take any part of this model and add it to another model file it currupts it.
If anyone has any ideas, or would like to have a look at the file to see how the input strings got fucked up, i could really use some help.
I just dont want to remodel the top part if i can keep from it.
If i take any part of this model and add it to another model file it currupts it.
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: coastal highway
Take the obj you export it with softimage and import it in milkshape or max then export back to obj, should work.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: coastal highway
I tried that with misfit but it didnt work, I guess ill go get milkshake.
Im thirsty anyway
Im thirsty anyway
- troymac1ure
- Keeper of Entity
- Posts: 1282
- Joined: Sat Aug 09, 2008 4:16 am
- Location: British Columbia, Canada, eh
- Contact:
Re: coastal highway
If Milkshake (mmm) doesn't work, I can look at where it's messing up on injection. Do you get errors or just screwed up results when injecting?
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: coastal highway
it gives me an error on trying to inject
- troymac1ure
- Keeper of Entity
- Posts: 1282
- Joined: Sat Aug 09, 2008 4:16 am
- Location: British Columbia, Canada, eh
- Contact:
Re: coastal highway
You can send it to me and I can run it through the code and see where it gets held up. Then either fix the code or should at least be able to tell you why.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: coastal highway
http://www.megaupload.com/?d=YBBO58U6
All entitys gave me the same error, Thanx and good luck
All entitys gave me the same error, Thanx and good luck
- Twinreaper
- Posts: 299
- Joined: Sat Feb 23, 2008 7:41 pm
- Location: PA
Re: coastal highway
You know there Ogie, with your great map modeling skills, it's suprising you haven't moved on to Halo 2 Vista yet. Not that the xbox isn't fun, it's just that for new original maps, you can't beat H2V! And most of the things you can do in the xbox version, are almost or already 100% working for the Vista version. But yeah, greats tuff there Ogie! That's looking to be one epic release!
-
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Re: coastal highway
Twinreaper wrote:You know there Ogie, with your great map modeling skills, it's suprising you haven't moved on to Halo 2 Vista yet. Not that the xbox isn't fun, it's just that for new original maps, you can't beat H2V! And most of the things you can do in the xbox version, are almost or already 100% working for the Vista version. But yeah, greats tuff there Ogie! That's looking to be one epic release!