• The Halo Thread V12: The Last Thread Turned Into A Bridge
    5,001 replies, posted
Holy fuck why.
[QUOTE=Wickerman123;50081429]Holy fuck why.[/QUOTE] you know all those flat forerunner metal panels that look kinda the same? Every piece of geometry is actually a differently texture: [t]http://i.imgur.com/eD2PxNA.png[/t] On top of that, my editor reads "darkened" or "lightened" variants are seperate materials, so there's effectively 3x as many materials as there should be
Well I know that most of the detail you see is faked with normal maps but jesus christ there are so many. Why are you doing this to yourself?
[QUOTE=SpartanXC9;50080744]Isn't there like 150 armour sets? only 10 look good.[/QUOTE] Your bias opinion is not fact. Half of these armors were around in Bungie era....... Grow the fuck up already. This isn't Bungie's Halo anymore, there's influence from across the gaming industry, accept it and stop bitching over nothing.
[QUOTE=RikohZX;50075903]If anything the smart scope (which isn't actually exactly how they phrased it would be the year previous) is mostly just an additional little bonus for all weapons. Usually games that have ADS tend to make their weapons useless in hip fire / spray, but Halo 5 just sort of has it 'there' for those who want to be a little more accurate without fucking up the weapon balance by making them wildly inaccurate without it.[/QUOTE] bringing this old convo back, I feel like this Halo 5's 'ADS' is how all game ADS should behave. It shouldn't feel like a completely different weapon just because you moved your head. Also, it opened up some possibilities for some creative cool zoom designs on weapons that don't have optics. When I saw the AR zoom for the first time, the purist in me wanted to hate it, but then I remembered purists are worthless creative parasites and I killed that part of me. I think Halo 5's system and Insurgency's system are way more valid ways to approach aiming down weapon sights than the Battlefield/Cod method.
[QUOTE=Delta616;50081865]Your bias opinion is not fact. Half of these armors were around in Bungie era....... Grow the fuck up already. This isn't Bungie's Halo anymore, there's influence from across the gaming industry, accept it and stop bitching over nothing.[/QUOTE] To be fair, Liquid Development and Airborn Studios have wildly different styles than 343's in-house artists, which causes a huge discrepancy between armor sets.
[QUOTE=lxmach1;50082227]To be fair, Liquid Development and Airborn Studios have wildly different styles than 343's in-house artists, which causes a huge discrepancy between armor sets.[/QUOTE] Agreed.
Oh hey, we got a Spartan Company menu in-game now! [t]http://puu.sh/o8IXB/12e3389809.png[/t]
[QUOTE=Wickerman123;50082775]Oh hey, we got a Spartan Company menu in-game now! [t]http://puu.sh/o8IXB/12e3389809.png[/t][/QUOTE] Yes! And thanks to Halo Reddit I learned this. "You can now press D-pad Up to ping your location to teamates" [url]https://www.reddit.com/r/halo/comments/4dn1jd/psa_you_can_now_press_dpad_up_to_ping_your/[/url]
Halo 3 armour customisation was really bad. A lot of the parts looked awful or silly, and this isn't even with including things like the Katana. I mean I look back on it and think "I used to wear [I]this?!?[/I] Now, reach had a few bad pieces, but on the whole was such a massive improvement. It spoiled us. I Think if we didn't have Reach as the standard, and just went from Halo 3 to 4 and 5, we'd be looking at the armour given to us a lot more favourably.
[QUOTE=Delta616;50083107]Yes! And thanks to Halo Reddit I learned this. "You can now press D-pad Up to ping your location to teamates" [url]https://www.reddit.com/r/halo/comments/4dn1jd/psa_you_can_now_press_dpad_up_to_ping_your/[/url][/QUOTE] Greenskull was being told about that in his stream chat but he couldn't seem to get it to work. Is there no player feedback and only your teammates see the ping or something?
[QUOTE=Wickerman123;50083177]Greenskull was being told about that in his stream chat but he couldn't seem to get it to work. Is there no player feedback and only your teammates see the ping or something?[/QUOTE] idk, join on me if you wanna test it im in a custom match. [editline]6th April 2016[/editline] Didn't realize DLC launched today. Patch notes below [QUOTE]Halo 5 Content Update: Ghosts of Meridian Release Date: 4/6/16 Patch Size: 8.3 GB REQ Safe Time: ~2pm PDT Full Info: [url]https://www.halowaypoint.com/en-us/games/halo-5-guardians/updates/ghosts-of-meridian[/url] New features and updates: New Warzone map added: Skirmish at Darkstar New Arena map added: Tyrant Weather effects added to Forge New sound effects added to Forge Spartan Company members will now appear in the Active Roster April 14 – 18: Warzone Firefight Beta playlist goes live. Multiplayer: Fixed exploit that allowed players to hide inside Armory base geometry in Warzone Significantly improved the speed and responsiveness of the REQ Menu, especially for players with a large number of REQs Favorited friends now appear at the top of Active Roster Fixed issue where players that a join a match in progress did not have full REQ Energy to start Reduced instances where the assaulting team could be spawn blocked on Warzone Assault maps Fixed issues with invisible environment boundaries allowing vehicles to push players out of normal map boundaries Fixed issue where some players who had recently dealt damage to a Boss did not receive Takedown credit when the Boss was killed by a teammate SWAT DMRs added to the SWAT playlist Fixed an issue that caused the Event Feed to not dispalyer at the end of a round or match SWAT game type options have been balanced to allow for even weighting between Magnums, BRs, and DMRs Gravity Hammer is now the starting weapon in Grifball Reduced Boss Takedown damage requirement from 10% to 1% Random Weapon and Random Vehicle REQs can now unlock the most up-to-date REQs, including those from Ghosts of Meridian Daily Win Bonus Packs can now unlock the most up-to-date single-use REQs, including those from Ghost of Meridian Players can now “ping” their location in a game when alive to alert teammates by pressing UP on the d-pad in Warzone or Arena Fixed an issue that caused explosive barrels to not be explosive when the Deathless option is turned on in Custom Games Sandbox: Fixed a bug that caused the Spartan Laser to deal incorrect damage against shields Fixed a bug where damage dealt to Gungoose Cannons did not properly transfer damage to the rest of the vehicle. (The Spartan Laser is excited about this change, too) Mantis armor has been increased Reduced the explosion radius of the Whiplash Needler projectiles now do damage to Wraith and Scorpion weak points Fixed an issue where Rail Gun aiming light can be seen through geometry Fixed server crashes surrounding picking up powerups Fixed a bug that made picking up powerups impossible With Speed Boost activated, Spartan Charging now kills upon impact Hydra Launcher now only locks onto the torso of enemy Spartans Fixed a bug that allowed players to perform a Spartan Charge after performing a Thrust in mid-air Fixed a bug with Phaeton damage regions that resulted in incorrect weak spot hit markers Slightly reduced bloom for the Halo: CE Pistol Improved readability of shields popping immediately after they begin to recharge Lowered the damage of an uncharged Plasma Pistol shot when fired upon a Ghost’s weak point Fixed a bug that did not allow Ball holders to pick up grenades Fixed a bug with Advanced Sensors’ speed threshold that caused players to show up on radar in some cases where they were not moving at Sprint/Thrust speed or faster Forge: New & Updated Features: Weather Effects added to map properties [Rain, Snow, Dust, Embers, Papers, Motes] Sound Effects added to extras menu Starting energy can now be adjusted on weapon Starting energy and clips can now be adjusted for weapons on weapon pads New Assets: props> cover> style> plated> Cover: Plated [3x12x12; forge] Cover: Plated [3x12x12; torque] Cover: Plated [3x12x16; forge] Cover: Plated [3x12x16; torque] Cover: Plated [3x16x8; forge] Cover: Plated [3x16x8; torque] Cover: Plated [3x16x12; forge] Cover: Plated [3x16x12; torque] Cover: Plated [4x12x4.5; forge] Cover: Plated [4x12x4.5; torque] Cover: Plated [5x16x12; forge] Cover: Plated [5x16x12; torque] natural> trees> fulls> Tree: Full [34x36x44; acacia; glacier] Tree: Full [38x40x52; acacia; glacier] Tree: Full [42x46x44; acacia; glacier] Tree: Full [55x52x70; acacia; glacier] Tree: Full [72x70x72; acacia; glacier] Tree: Full [60x70x94; acacia; glacier] Tree: Full [75x95x95; acacia; glacier] natural> plants> ivy> Plant: Ivy [10x10; glacier] Plant: Ivy [20x20; glacier] Plant: Ivy [10x10; glacier; top] Plant: Ivy [20x10; glacier; top] natural> plants> bushes> Plant: Bush [4x4x3; glacier] Plant: Bush [8x8x6; glacier] Plant: Bush [8x8x8; glacier] Plant: Bush [16x16x16; glacier] natural> plants> grass> Plant: Grass [2x3; glacier] Plant: Grass [4x6; glacier] Plant: Grass [6x6; glacier] natural> trees> fulls> Tree: Full [34x36x44; acacia; alpine] Tree: Full [38x40x52; acacia; alpine] Tree: Full [42x46x44; acacia; alpine] Tree: Full [55x52x70; acacia; alpine] Tree: Full [72x70x72; acacia; alpine] Tree: Full [60x70x94; acacia; alpine] Tree: Full [75x95x95; acacia; alpine] natural> plants> ivy> Plant: Ivy [10x10; alpine] Plant: Ivy [20x20; alpine] Plant: Ivy [10x10; alpine; top] Plant: Ivy [20x10; alpine; top] gameplay> shields> type> two-way> Shield: Two-Way [8x48] Shield: Two-Way [16x48] Shield: Two-Way [24x48] Shield: Two-Way [32x48] Shield: Two-Way [48x48] Shield: Two-Way [64x24] Shield: Two-Way [64x48] gameplay> gravity-vols> type> invisible> Gravity Volume [8x8x16; invisible] Gravity Volume [16x16x32; invisible] Gravity Volume [32x32x64; invisible] Gravity Volume [64x64x128; invisible] Gravity Volume [128x128x256; invisible] Gravity Volume [128x256x128; invisible] Gravity Volume [256x256x256; invisible] gameplay> gravity-vols> type> visible> Gravity Volume [8x8x16; visible] Gravity Volume [16x16x32; visible] Gravity Volume [32x32x64; visible] Gravity Volume [64x64x128; visible] Gravity Volume [128x128x256; visible] Gravity Volume [128x256x128; visible] Gravity Volume [256x256x256; visible] gameplay> shields> type> one-way> Shield: One-Way [8x24] Shield: One-Way [8x48] Shield: One-Way [16x24] Shield: One-Way [16x48] Shield: One-Way [24x24] Shield: One-Way [24x48] Shield: One-Way [32x24] Shield: One-Way [32x48] Shield: One-Way [48x24] Shield: One-Way [48x48] Shield: One-Way [64x24] Shield: One-Way [64x48] gameplay> shields> type> emitters> Shield [3x3x24; emitter] Shield [3x3x48; emitter] gameplay> shields> type> generators> Shield [4x4x48; generator] gameplay> shields> type> corners> Shield [8x8x48; generator; corner] structures> accents> doors> Accent: Door [2x14x17; forge] Accent: Door [2x14x17; torque] primitives> rings> Ring: 16' [56x56x8; half] Ring: 16' [56x56x8; quarter] Ring: 16' [56x56x8; eighth] Ring: 16' [56x56x16; half] Ring: 16' [56x56x16; quarter] Ring: 16' [56x56x16; eighth] Ring: 16' [56x56x20; half] Ring: 16' [56x56x20; quarter] Ring: 16' [56x56x20; eighth] Ring: 16' [64x64x20; half] Ring: 16' [64x64x20; quarter] Ring: 16' [64x64x20; eighth] natural> plants> grass> Plant: Grass [2x3; alpine] Plant: Grass [4x6; alpine] Plant: Grass [6x6; alpine] natural> plants> bushes> Plant: Bush [4x4x3; alpine] Plant: Bush [8x8x6; alpine] Plant: Bush [8x8x8; alpine] Plant: Bush [16x16x16; alpine] props> exploding> Fusion Barrel [Forerunner; 3x3x4; red; exploding] Fusion Barrel [Forerunner; 3x3x4; blue; exploding] props> construction> canisters> Canister [8x2x4; stand] Canister [18x2x4; stand] Canister [9x46x9; single] props> urban> vending> Soda Can [1x1x1.5; forge; a] Soda Can [1x1x1.5; forge; b] props> holograms> Hologram [7x5x12; station; blue] Hologram [7x5x12; station; red] extras> sounds> alarm> Sound: Alarm [small] Sound: Alarm [medium] Sound: Alarm [large] extras> sounds> urban> Sound: Urban [traffic] Sound: Urban [construction] extras> sounds> crowd> Sound: Crowd [walla] Sound: Crowd [cheer; small] Sound: Crowd [cheer; large] Sound: Crowd [cheer; chant] Sound: Crowd [boos] extras> sounds> nature> Sound: Nature [ledge; debris] Sound: Nature [wind; gust] Sound: Nature [wood; groans] Sound: Nature [lava; small] Sound: Nature [lava; medium] extras> sounds> water> Sound: Water [drips; slow] Sound: Water [drips; fast] Sound: Water [bubbles; thick] Sound: Water [bubbles; fast] Sound: Water [wall; light] Sound: Water [wall; heavy] Sound: Water [rain; window] Sound: Water [river; small] Sound: Water [river; medium] Sound: Water [river; large] Sound: Water [waterfall; small] Sound: Water [waterfall; medium] Sound: Water [waterfall; large] Sound: Water [waves; laps] Sound: Water [waves; ocean] Sound: Water [underwater] extras> sounds> animals> Sound: Animal [cat; fight] Sound: Animal [piggy; grunts] Sound: Animal [piggy; startled] Sound: Animal [piggy; angry] Sound: Animal [whale; calls] extras> sounds> covenant> Sound: Covenant [chant] extras> sounds> horror> Sound: Horror [stinger] Sound: Horror [movements; forest] Sound: Horror [movements; cave] Sound: Horror [scream; distant] Sound: Horror [impacts; distant] Sound: Horror [ghost; moan] Sound: Horror [ghost; goofy] extras> blockers> type> vehicle> Blocker: Vehicle [1x1] Blocker: Vehicle [1x2] Blocker: Vehicle [2x2] Blocker: Vehicle [2x4] Blocker: Vehicle [4x4] Blocker: Vehicle [4x8] Blocker: Vehicle [8x8] Blocker: Vehicle [8x16] Blocker: Vehicle [16x16] Blocker: Vehicle [16x32] Blocker: Vehicle [32x32] Blocker: Vehicle [32x64] Blocker: Vehicle [64x64] Blocker: Vehicle [64x128] Blocker: Vehicle [128x128] Bug fixes, Tweaks, & Cleanup: Fixed issues where objects would become almost completely black when placed under certain conditions Fixed an issue that would prevent Forgers from being able to save a map until they restarted Halo 5: Guardians Fixed a bug where objects would randomly rotate when opening the objects property menu Objects moved via scripting will respect, “Reset Object Position” commands Fixed bugs surrounding welding, especially when welding to animated machines (i.e. pistons) Fixed Magnets for Wall 2x64x4 base variant Fixed various object LOD (level of detail) issues Fixed dimensions of some grav volumes that were intended to be wider than tall, and vice versa Fixed magnets on some grav volumes Grav volumes can no longer be selected from the top, making it easier pick up objects inside them Fixed an issue with Phased/Fixed crates despawning incorrectly Crates despawned via scripting now correctly respawn on “Respawn All Objects” Locked objects can no longer be accidentally deleted Fixed an issue that caused FX to stop working after the first round in round based game types Fixed an issue where changes to a script’s properties wouldn’t take effect right after changing the script’s type Fixed an issue where opening the object properties menu, rotation edit is applied and is incorrect Added length, width, and height organization to Shields and Grav volumes to help organize the increased quantity of those objects One-way and Two-way shields respawn time can now be adjusted with the respawn properties. NOTE: All previously placed shields will no longer respawn unless updated. To replicate original behavior, set respawn timer to 10 seconds (default) All objects in props>exploding now do consistent damage when destroyed Fixed an issue that caused weapons and power ups to block players when set to Phased or Fixed[/QUOTE]
[QUOTE=The Jack;50083114]Halo 3 armour customisation was really bad. A lot of the parts looked awful or silly, and this isn't even with including things like the Katana. I mean I look back on it and think "I used to wear [I]this?!?[/I] Now, reach had a few bad pieces, but on the whole was such a massive improvement. It spoiled us. I Think if we didn't have Reach as the standard, and just went from Halo 3 to 4 and 5, we'd be looking at the armour given to us a lot more favourably.[/QUOTE] The halo 3 mark V makes me sad :(
*Slightly reduced bloom for the Halo: CE Pistol hahahahhahah what? It was already deadly enough! I can't wait to get my hands on it in BTB.
[QUOTE=Delta616;50083189]idk, join on me if you wanna test it im in a custom match. [editline]6th April 2016[/editline] Didn't realize DLC launched today. Patch notes below[/QUOTE] It's 1am... Maybe another time.
I just love that it's months after the game shipped and there's still new forge objects coming out.
[QUOTE=Delta616;50083189][I]gameplay> shields> type> two-way>[/I] Shield: Two-Way [8x48] Shield: Two-Way [16x48] Shield: Two-Way [24x48] Shield: Two-Way [32x48] Shield: Two-Way [48x48] Shield: Two-Way [64x24] Shield: Two-Way [64x48] [I]gameplay> gravity-vols> type> invisible>[/I] Gravity Volume [8x8x16; invisible] Gravity Volume [16x16x32; invisible] Gravity Volume [32x32x64; invisible] Gravity Volume [64x64x128; invisible] Gravity Volume [128x128x256; invisible] Gravity Volume [128x256x128; invisible] Gravity Volume [256x256x256; invisible] [I]gameplay> gravity-vols> type> visible>[/I] Gravity Volume [8x8x16; visible] Gravity Volume [16x16x32; visible] Gravity Volume [32x32x64; visible] Gravity Volume [64x64x128; visible] Gravity Volume [128x128x256; visible] Gravity Volume [128x256x128; visible] Gravity Volume [256x256x256; visible] [I]gameplay> shields> type> one-way>[/I] Shield: One-Way [8x24] Shield: One-Way [8x48] Shield: One-Way [16x24] Shield: One-Way [16x48] Shield: One-Way [24x24] Shield: One-Way [24x48] Shield: One-Way [32x24] Shield: One-Way [32x48] Shield: One-Way [48x24] Shield: One-Way [48x48] Shield: One-Way [64x24] Shield: One-Way [64x48] [I]gameplay> shields> type> emitters>[/I] Shield [3x3x24; emitter] Shield [3x3x48; emitter] [I]gameplay> shields> type> generators>[/I] Shield [4x4x48; generator] gameplay> shields> type> corners> Shield [8x8x48; generator; corner [/QUOTE] FUCKING FINALLY
[QUOTE=The Jack;50083114]Halo 3 armour customisation was really bad. A lot of the parts looked awful or silly, and this isn't even with including things like the Katana. I mean I look back on it and think "I used to wear [I]this?!?[/I] Now, reach had a few bad pieces, but on the whole was such a massive improvement. It spoiled us. I Think if we didn't have Reach as the standard, and just went from Halo 3 to 4 and 5, we'd be looking at the armour given to us a lot more favourably.[/QUOTE] Hayabusa armour was a reference to DOA [QUOTE=Itszutak;50083241]The halo 3 mark V makes me sad :([/QUOTE] What was wrong with the MKV? I thought it looked alright. [QUOTE=Delta616;50081865]Your bias opinion is not fact. Half of these armors were around in Bungie era....... Grow the fuck up already. This isn't Bungie's Halo anymore, [b]there's influence from across the gaming industry[/b], accept it and stop bitching over nothing.[/QUOTE] Have you ever gone to a 7/11 and made a cherry slushy? Then thought "hey what if I add more flavors?" Eventually you loose the cherry taste and if you keep adding you get something that's not cherry at all and it taste like shit. [sp]this is a great analogy screw off[/sp]
The only think that bothers me about the Halo 3 armor is that if you use the Mark V, ODST, or Rogue helmet your neck is not properly attached to the Spartan's body. It's really noticeable on the ODST helmet when you die, just spin the camera around and look at the base of the neck to see what I'm talking about.
[QUOTE=Makol;50084623]The only think that bothers me about the Halo 3 armor is that if you use the Mark V, ODST, or Rogue helmet your neck is not properly attached to the Spartan's body. It's really noticeable on the ODST helmet when you die, just spin the camera around and look at the base of the neck to see what I'm talking about.[/QUOTE] Huh I never really noticed. I did notice that Rogue made your head really small
[QUOTE=SpartanXC9;50084640]Huh I never really noticed. I did notice that Rogue made your head really small[/QUOTE] There's that too. Its one of my favorite helmets but I refuse to use it because of those two issues. I've also noticed that the Mark V might also be a bit too big. But that wouldn't really have been an issue if they had the full armor set in the game.
[QUOTE=Makol;50084652]There's that too. Its one of my favorite helmets but I refuse to use it because of those two issues. I've also noticed that the Mark V might also be a bit too big. But that wouldn't really have been an issue if they had the full armor set in the game.[/QUOTE] Yeah but you could kind of make it by using the EOD chest and ODST shoulders. I wish I could just buy whatever helmet and armour I want in Halo 5 so I don't have to keep getting armour I hate.
imo we need less variants of the same armor and more unique sets... And less out sourcing for armor designs. [editline]6th April 2016[/editline] On the other hand maybe 343i should look into Certain Affinity for armor designs seeing as Doom is looking pretty Halo-y.
honestly the biggest issue with 343i era armour is how its just two layers. its just the undersuit then the armour chunks stuck on, while Bungie era armour looked like it was multiple layers that all made a single suit of armour. It just looked more real. 343i even at its best still looks very weightless, fake, and toylike to me. its why stuff like the Halo 4 MKV looks so bad. While its easier to design different complete armour sets, the overall design of the armour takes a hit. I noticed with the Reach armours in that teaser though that they seem to be adding more of that thickness and layering back into those sets.
[QUOTE=SpartanXC9;50084598]Hayabusa armour was a reference to DOA What was wrong with the MKV? I thought it looked alright. Have you ever gone to a 7/11 and made a cherry slushy? Then thought "hey what if I add more flavors?" Eventually you loose the cherry taste and if you keep adding you get something that's not cherry at all and it taste like shit. [sp]this is a great analogy screw off[/sp][/QUOTE] The only good thing about Hayabusa was the shoulders, and even then that was a guilty pleasure. Samurai-esque armor doesn't really have a visual place in Halo, I don't think. The others I didn't mind really (EOD was my favourite) and I think The Jack is right about Reach - it was really the best in terms of armor quality.
what [video=youtube;7JmDvOhbhZE]https://www.youtube.com/watch?v=7JmDvOhbhZE&feature=youtu.be[/video]
[t]http://i.imgur.com/iiDVwI1.jpg[/t] HOLY. FUCKING. SHIT. Finally got ALL the goddamn materials accounted for and sorted. Time to optimize this mess for UE4.
[QUOTE=Itszutak;50085254][t]http://i.imgur.com/iiDVwI1.jpg[/t] HOLY. FUCKING. SHIT. Finally got ALL the goddamn materials accounted for and sorted. Time to optimize this mess for UE4.[/QUOTE] Good God that's a mess
I see it a bit like this [quote] "So, Company that makes us spartan armour" "-Yes?" "This is the UNSC, We need some new suits that look good" "Ah, yes, we've been looking on some improvements since that. We're still having one suit as expensive as a frigate, right?" "Well, actually, we've been thinking. 343 have been talking to us and we think individuality is far more important than cost. I mean we've won the war so we've got money to waste. Could you skip mass production and give us a thousand different designs?" "But our field testing dictates that at least nine hundred and seventy six of these are less effecient than the remaining for the tasks you selected" "Nah,Nah, Give us a thousand, Each more fabulous than the last. Show off that body too, superhuman's have great bodies" "...." "We have a lot of money" "deal" [/quote]
tbh if it can get past your shields then I don't think any amount of personal body armor will save you.
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