Modeling and Rendering Thread

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NotZachary82
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

I'm not sure, but I think a ghost might be able to squeeze through. Not a big issue really; I do it all the time on most maps. :P
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troymac1ure
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Re: Official Halo 2 Modeling and Rendering Thread

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:|
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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

Is that intentional? if so moving and rotating bsp instances? o_0
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XZodia
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Re: Official Halo 2 Modeling and Rendering Thread

Post by XZodia »

If that is true, I wasn't aware that that was a bsp instance...and it could potentially be used to make some cool maps, if the collision issue doesn't come into play...
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Gary
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Gary »

I've done stuff like that before, but I stopped as it didn't keep collision. Though I would of never thought those were movable in such a way.
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NotZachary82
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

Forerunner technology is quite fun to work with. Not much to show though.

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Re: Official Halo 2 Modeling and Rendering Thread

Post by XZodia »

Shock120 wrote:
XZodia wrote:If that is true, I wasn't aware that that was a bsp instance...and it could potentially be used to make some cool maps, if the collision issue doesn't come into play...
I wonder if it's the same for "BSP Permutations" that reflexive...
i think their just different names for the same thing
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NotZachary82
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

XZodia wrote:i think their just different names for the same thing
Yeah. If you'd extract the BSP mesh, all the instances are labeled as permutations.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by troymac1ure »

Just trying to spark some conversation.

Actually, this is the first step of a semi-successful BSP extraction/edit/injection.
Successful in that the mesh is correct.
Unsuccessful in the fact that the BSP lightmap gets destroyed (actually mixed up) due to the re-ordering of vertices on re-injection. You would have to create a new lightmap or have it extracted with the BSP mesh and re-injected along with it keeping the locations for the lighting.
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Also, I tried it a couple of times on the xbox and it disappears when viewing it at angles where it normally wouldn't be seen, so I assume this has to do with the infamous BSP tree?

Anyways, it's a step. I need to do some more tests and work out any bug in this section.

As for BSP Permutations, I think the main difference is that a permutation can be used multiple times (such as the palm trees on headlong) and just placed at different locations, whereas the BSP is just a one-time, one-place placement.
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NotZachary82
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

troymac1ure wrote:Also, I tried it a couple of times on the xbox and it disappears when viewing it at angles where it normally wouldn't be seen, so I assume this has to do with the infamous BSP tree?
I believe that issue lies within the portals of the map. I'm fairly positive there's a bounding radius for each one, last time I remember looking at the plugin.
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CaptainPoopface
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Re: Official Halo 2 Modeling and Rendering Thread

Post by CaptainPoopface »

Maybe try a map that has no portals and see how that works?

Also, I'd sacrifice the lightmap in a heartbeat if it meant working custom BSP injection. Not that I'd want that, but that's where my priorities are.

Please keep up the good work.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by troymac1ure »

NotZachary82 wrote:
troymac1ure wrote:Also, I tried it a couple of times on the xbox and it disappears when viewing it at angles where it normally wouldn't be seen, so I assume this has to do with the infamous BSP tree?
I believe that issue lies within the portals of the map. I'm fairly positive there's a bounding radius for each one, last time I remember looking at the plugin.
I don't think it has to do with radiuses...radiia...radi...
anyways, on one of the bases I took the entrance to the lower section of the base (just four walls for the whole BSP section) and moved it up in the air. If you stand in the exact same place, and look at where it used to be, it's there, but if you look at the air where it is, as soon as your view leaves where it used to be, it disappears.

This leaves me to believe that it knows that section is viewable from only certain angles and therefore doesn't draw it if you viewpoint is outside that given location. Maybe like a pre-calculated raytrace idea?


CaptainPoopface wrote:Maybe try a map that has no portals and see how that works?

Also, I'd sacrifice the lightmap in a heartbeat if it meant working custom BSP injection. Not that I'd want that, but that's where my priorities are.

Please keep up the good work.
I don't think he was talking about teleporters, he meant something more internal to the map I believe, although I don't have stuff on this computer to verify.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by XZodia »

It will be some form of bounds, when the bounds don't intersect with the frustum the object isn't drawn.

The bounds could be a sphere or box
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Click16 »

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Adding Discussion.
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NotZachary82
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

More renders needed. And isn't that model finished already?
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Click16 »

NotZachary82 wrote:More renders needed. And isn't that model finished already?
No, it isn't I wasn't able to work on it seeing that I lost my computer several weeks ago, like 4 - 5. I got it back and am working on the model more.
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Click16
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Click16 »

I decided to redo most of my assault rifle. This time, I will try to keep it clean, accurate and appealing.

Here is the fixed handle.

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Re: Official Halo 2 Modeling and Rendering Thread

Post by xxpenguinxx »

Fixed? It looks the same...
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NotZachary82
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

lol
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Click16
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Click16 »

The back piece, that weird bulge on the side, and the top-rear where messed up. I fixed them.

EDIT:

I guess I can show my model up to this point.

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Re: Official Halo 2 Modeling and Rendering Thread

Post by Xerax »

Saw the Target Locator* from Reach (http://sphotos.ak.fbcdn.net/hphotos-ak- ... 1893_n.jpg), had to remake it. This is about 2 hours work, might add more detail.

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Last edited by Xerax on Wed Jun 16, 2010 8:19 pm, edited 1 time in total.
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NotZachary82
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

Here is a better reference of the Target Locator.
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Xerax
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Xerax »

NotZachary82 wrote:Here is a better reference of the Target Locator.
They would have to upload that, just after i get past the point i can't ctrl-Z anymore. ;x
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DarkShallFall »

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Re: Official Halo 2 Modeling and Rendering Thread

Post by JacksonCougar »

Looking damn sexy Adam.
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