Modeling and Rendering Thread

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troymac1ure
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Re: Official Halo 2 Modeling and Rendering Thread

Post by troymac1ure »

Twinreaper wrote:Sorry my young Padawan.....that is not Obi-Wan-Kenobi's light saber....lol. Thats is the light saber of Luke Skywalker, constructed after his defeat by Darth Vadar on Cloud City. Sorry for being such a stickler and Star Wars geek! Nice lookin model though dude....seriously!
I went from the image on this thread. I just assumed he meant the green was Obi Wan's light sabre. I love Star Wars, but I guess I need corrections from the REAL followers.
http://www.gamespot.com/pages/unions/fo ... _id%3D1226

...and yeah, after doing more searching I see your right. Thanks :oops:
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DemonicSandwich »

It's about time I posted something in this thread. Decided to revive the Outpost11 project.

It's been made symmetrical so it's easier to work with. Redid the UVW on most of the model and made some better looking textures.
Also added some diagonal passageways under the helipad which will likely be closed off for CTF/Assault.
I realized as I made these renders I'll have to redo that ground as well.

(click for larger)
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Image

Image
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Dragonfire
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Dragonfire »

Very Nice! :D
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Gary
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

Best looking shadows I have ever seen as well, great job!
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DemonicSandwich
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DemonicSandwich »

Gjsdeath wrote:Best looking shadows I have ever seen as well, great job!
That's probably because it's a render and not ingame. :lol: Sadly the ingame shaders will probably never be that good. :(
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Gary
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

Aw, not even with 1024 textures? :(
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DemonicSandwich
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DemonicSandwich »

Gjsdeath wrote:Aw, not even with 1024 textures? :(
That was a typo, I meant to say shadows, not shaders.
The shaders will be sexy ingame while the shadows will be somewhat pixelated.
I can't add another light because lights (especially directional shadow casting lights) are resource whores.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

I'd much rather see that as a compiled BSP.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DemonicSandwich »

NotZachary82 wrote:I'd much rather see that as a compiled BSP.
I would too. That way I wouldn't have to make collision objects and have perfect shadows.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Zieon Eslador »

DemonicSandwich wrote:
NotZachary82 wrote:I'd much rather see that as a compiled BSP.
I would too. That way I wouldn't have to make collision objects and have perfect shadows.
I hope you are using neodos's method for PHMO and Collision. Open up your map and look at the mesh for each of the 8 vertices for each box, and then find the halfway points and rotation.

I'm mapping out all of Contrition in value tabs like this-

Code: Select all

x= -75  y= -5  z= 411
x= -75  y= -5  z= 410
x= -75  y= 5  z= 411
x= -75  y= 5  z= 410
x= -105  y= -5  z= 411
x= -105  y= -5  z= 410
x= -105  y= 5  z= 411
x= -105  y= 5  z= 410

x=-90
y=0
z=410.5
x-scale=15  y-scale=5  z-scale=0.5
PHMO Rotate=NaN
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DemonicSandwich »

No, I won't be using Neodos method since it only applies to rectangular shapes while I will need non-rectangular coll for my map. I know how to get the plains values I need so it's not an issue.

But the physical collision will still be boxes, just many boxes within one phmo tag.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Zieon Eslador »

DemonicSandwich wrote:No, I won't be using Neodos method since it only applies to rectangular shapes while I will need non-rectangular coll for my map. I know how to get the plains values I need so it's not an issue.

But the physical collision will still be boxes, just many boxes within one phmo tag.
For my octagon hill in the middle I'll have to do that too, but that'll be 4 blocs with 1 coll box and 7 phmo boxes each.

Which reminds me, how do I clone that particular chunk? 2.1.6 and 1.3.9 freeze up if I try to clone more boxes into a phmo tag.
Zieon Eslador (1:23:09 AM): I haven't seen Watchmen, but I plan to eventually...
NotZachary (1:23:15 AM): it has nukes, random things happening, and retards screaming
NotZachary (1:23:19 AM): kinda like MW2
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DemonicSandwich »

Zieon Eslador wrote:
DemonicSandwich wrote:No, I won't be using Neodos method since it only applies to rectangular shapes while I will need non-rectangular coll for my map. I know how to get the plains values I need so it's not an issue.

But the physical collision will still be boxes, just many boxes within one phmo tag.
For my octagon hill in the middle I'll have to do that too, but that'll be 4 blocs with 1 coll box and 7 phmo boxes each.

Which reminds me, how do I clone that particular chunk? 2.1.6 and 1.3.9 freeze up if I try to clone more boxes into a phmo tag.
All versions freeze up when cloning in phmo. It's because some lame looping code that locks it up.

Cougar (after a couple hours of harrassing him) kinda fixed the phmo cloning. But even though you could add chunks ok and the map would load, the phmo tag was fucked and the object would roll around on the ground.
Although it was likely more of a plugin issue.
No phmo plugin has a correct structure, not even the original.
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OwnZ joO
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Re: Official Halo 2 Modeling and Rendering Thread

Post by OwnZ joO »

At one point I wanted to make a plugin creator that scanned every tag and all that, but I didn't have the time it would have taken with my skill back then.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

May start working on this again, lost the last model, so I had to start from scratch.

It will shoot out of every barrel and drop a empty mag(when reloading).

Most likely it will spark/arc around the heat sinks when it overheats and while it is getting hotter, the sinks will get more red.
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Image
Image
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Dragonfire
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Dragonfire »

Impressive :shock:
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

Thanks, though it needs more custom mesh, it's mostly the BR.

Trying to find old pictures of the first model, my brother says it was more original...
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Re: Official Halo 2 Modeling and Rendering Thread

Post by xxpenguinxx »

That thing looks like it would shoot out 3 beams of plasma that will burn through someone's head :shock:
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

I find it atrocious.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

This is an idea for the ADT, maybe it could be spawned on the ground and if it would accept any weapon you give it, ether plasma pistol, Prector, or even the Rocket Launcher.
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With Prector.
Image

That's the cool thing about the Halo2 AI, you can swap weapons with friendly AIs.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

The tripod's legs are unrealistically thin. The gun would tip over after one shot.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Zieon Eslador »

NotZachary82 wrote:The tripod's legs are unrealistically thin. The gun would tip over after one shot.
Concave tripods are actually quite stable. Of course, who's to say the recoil wouldn't lift it off the ground... Zac's right, needs thicker legs.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DarkShallFall »

Image
While this level is was forged from sexy and 1337, even sexy renders such as this aren't exempt to the size limits.
Link to the big one next time. :wink: ~DS


Started this today, I decided to try and make it all one mesh, and it turned out pretty good. Everything is welded, and connected.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Zieon Eslador »

Extremely huge picture is extremely huge, but cool.
Zieon Eslador (1:23:09 AM): I haven't seen Watchmen, but I plan to eventually...
NotZachary (1:23:15 AM): it has nukes, random things happening, and retards screaming
NotZachary (1:23:19 AM): kinda like MW2
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