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Posted: Sun Sep 17, 2006 10:39 pm
by t551
Actually, it's the very first bridge that you cross in the level Assault on the Control Room. The thing that's great about it is that there are two levels, so you can go below if there are too many enemies up top.
Posted: Mon Sep 18, 2006 11:49 pm
by RevanSithLord
w00t. t551t551! Those rock. Can't wait to see those in maps.

Posted: Sun Sep 24, 2006 6:15 pm
by t551
I redid my smg (collapsed AND extended -- talk about pimped) so that it's much better looking. I may end up using these as first-person models, though. Also, if you look carefully, I forgot the bolt on the extended version.
http://www.aaacinc.com/taahir/smg_extended1.jpg
http://www.aaacinc.com/taahir/smg_collapsed1.jpg
Posted: Sun Sep 24, 2006 9:11 pm
by Sniper_eye
w00t w00t! Nice job
t551t551 
Posted: Sun Sep 24, 2006 11:52 pm
by RevanSithLord
Awesome on the SMG dude. Hey if you release that wall as an asset, I think it'd look pretty good in my Talay map.
I know it's from Halo, but I think the model in general will prove useful in some areas.
Posted: Mon Sep 25, 2006 1:42 pm
by Qdin
t551t551 there's no difference in the 1st person models and the 3rd person models.
Posted: Mon Sep 25, 2006 5:52 pm
by Dohnutt
Wow. So, I'm guessing you'll be making a Halo map? Very nice. Gotta love the SMG

Posted: Mon Sep 25, 2006 6:12 pm
by 2_lowiq_clone
well, that bridge looks familiar! I also see that needler in the clone's hand. I will be looking into playing as Master Chief!
Posted: Mon Sep 25, 2006 7:39 pm
by t551
@ Qdin -- Yes there is, there is an option to specify a hires model, and the normal model.
Posted: Sat Sep 30, 2006 9:47 am
by Bobafett16
those weapons are pretty good, but they could use a little more detail and scaling.
Posted: Sat Sep 30, 2006 9:51 am
by t551
BobaFett, that is about how detailed the models were in Halo and Halo 2. Anything else was achieved through bumpmapping, specular, and texture adjustments. I can't really tell about scaling until I get them all in-game.
Posted: Sat Sep 30, 2006 8:10 pm
by Bobafett16
ya, i was not Criticizing your model as it looks very nice, but i was offering some advice, since i know how the Halo weapons were made, and i thought you would want 2 attain the best look possible for your model.
Posted: Sun Oct 15, 2006 3:40 pm
by t551
Here is a shot of the level in progress. I may just end up using one bridge, because this is rather high poly, and it will all have to go in a single sector. I'd appreciate some input from people more knowledgeable in polygon limit matters, though.
http://www.aaacinc.com/taahir/divinity-wip1.jpg
Posted: Sun Oct 15, 2006 9:47 pm
by yoyam
t551t551 wrote:BobaFett, that is about how detailed the models were in Halo and Halo 2. Anything else was achieved through bumpmapping, specular, and texture adjustments. I can't really tell about scaling until I get them all in-game.
Totally agree with that dude. I didnt actually realize this until I started modeling but most games, even high quality ones rely on nice texturing and bumpmapping to achieive the polished look. The only real exception ive seen to this rule is in oblivion, alot of the stuff in this game is just insanely detailed. But even in oblivion alot of the models are still really simple low poly's with nice tex's.
Also, one easy way to do scaling is to take a simple cube and double it x2 on the y axis so that the cube is x=1, z=1, y=2. Thats more or less the size of a soldier in BF2 so put that next to your bridge in XSI and you can get some sense of scale.
Posted: Sat Oct 21, 2006 1:43 pm
by Hawksolo
Why thats the map in the first Halo when you go down deeper into the Halo Ring and its all a Snow Place. That Bridge was probably the most annoying part because later in the game, one bridge was filled with Flood and the Bridge across was filled with Covenant. And then theres you, who has to cross both bridges one at a time....
Looking good t55. Just try making the part where you can go under the bridge remember, there were to section a top and a bottom.