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Wormhole Replacement


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#81 D4RKST0RM99

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Posted 16 April 2013 - 03:26 PM

Before you get too head strong with this guy, I think it still needs a lot of work. For instances, the arm pylons aren't nearly angular enough. Forerunner architecture is the farthest from having squared edges, that's more of a UNSC thing.

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Just take a look at the pylons there, how they're angled all the way to the top and the emitters are at the edges and not more centered in the middle.
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Here's a view from the top down, if it helps.

lol, its amazing even ingame how out of scale things are, like in the second top-down view with the keyship next to (equal in size) a 1.8km CCS battlecruiser yet the 14km keyship is (in canon) suppose to dwarf a 5km Assault Carrier.

#82 Zero

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Posted 16 April 2013 - 03:44 PM

You have to remember the keyship is tall, not wide/long, and from a top down at a slight angle the keyship is going to look smaller on the ground in regards to a CCS battlecruiser above the ground and having a wider/longer profile.

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#83 D4RKST0RM99

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Posted 16 April 2013 - 03:58 PM

You have to remember the keyship is tall, not wide/long, and from a top down at a slight angle the keyship is going to look smaller on the ground in regards to a CCS battlecruiser above the ground and having a wider/longer profile.

True but the issue of scale cropped up several times in relation to this like how the Keyship enters the portal and looks the same size as the assault carrier that performs the same action secods later, think their was a full on debate about this on halopedia/nation a while back, simply put the Halo 3 game engine could not support the full scale keyship and Portal generator at least in relation to each other. Thankfully these issues were addressed by the time of Halo Reach and we're able to see a UNSC Paris class Frigate, a Covenant Corvette and a Covenat plot device class Supercarrier all to correct scale in the same game enviroment,
speaking of which, will we ever see the Halo Reach Corvette in this Mod?

#84 Bornstellaris

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Posted 16 April 2013 - 04:05 PM

The Corvette will be in the mod, atteast to my knowledge.

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#85 Defender0

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Posted 16 April 2013 - 04:09 PM

The Corvette will be in the mod, atteast to my knowledge.


i believe it will be the AA frigate of the covenant

#86 Bornstellaris

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Posted 16 April 2013 - 04:16 PM

So just to clarify, the forerunner portal will be able to launch Oynx Sentenials?

And what do people and the dev team prefer, horizontal or vertical?

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#87 Defender0

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Posted 16 April 2013 - 04:36 PM

So just to clarify, the forerunner portal will be able to launch Oynx Sentenials?


i think the plan is to have hangars that launch the onyx sentinels, and they can be captured(?)

#88 damn_tall_marine

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Posted 16 April 2013 - 04:45 PM

i think the plan is to have hangars that launch the onyx sentinels, and they can be captured(?)

I believe the hangar idea was darkstorms idea... so i don't know if they will implement it in the game.

#89 Bornstellaris

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Posted 16 April 2013 - 05:19 PM

New layout of the portal, I still want to put the hangers in but it may look better if they were textured on. I also still want to do the Oynx Sentinel

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#90 D4RKST0RM99

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Posted 16 April 2013 - 05:19 PM

So just to clarify, the forerunner portal will be able to launch Oynx Sentenials?

And what do people and the dev team prefer, horizontal or vertical?

here ya go BSMEL, Do your magic-
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should expect something in the next 15minutes :D

#91 m468

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Posted 16 April 2013 - 05:42 PM

here ya go BSMEL, Do your magic-

image

should expect something in the next 15minutes :D


Give some time he's got a lot to work on and that's a lot more complicated than the portal

Edited by Emberblaque, 16 April 2013 - 06:00 PM.
Please remove images from quotations.

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#92 D4RKST0RM99

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Posted 16 April 2013 - 05:48 PM

Give some time he's got a lot to work on and that's a lot more complicated than the portal

lol, true.......................Half an hour then? :D

From the amazing work I've aready seen in this mod I'm sure he could do it justice.



Just realised this isnt the same as the version seen in the game, some minor hull differences.

#93 Bornstellaris

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Posted 16 April 2013 - 05:54 PM

Thoughts on the new portal?

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#94 Zero

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Posted 16 April 2013 - 05:59 PM

New layout of the portal, I still want to put the hangers in but it may look better if they were textured on. I also still want to do the Oynx Sentinel

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I think it would look better if the pylons were pointed inwards instead of outwards since the portal would be in the center, but its just a minor inconvenience. :)

qqpudUa.gif

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#95 Bornstellaris

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Posted 16 April 2013 - 06:17 PM

I think it would look better if the pylons were pointed inwards instead of outwards since the portal would be in the center, but its just a minor inconvenience. :)


I'll fix it up, its not that big of a deal to fix

Also Here...

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It's not done and I'll probably do some more work on it but the thing is not that great, I'm sure TheDidact could do a much better job. Smoothness is not my strong point but I think I'm getting better.

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#96 damn_tall_marine

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Posted 16 April 2013 - 06:17 PM

I think it would look better if the pylons were pointed inwards instead of outwards since the portal would be in the center, but its just a minor inconvenience. :)

He was basing it off the images provided earlier from the portal on earth

#97 D4RKST0RM99

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Posted 16 April 2013 - 06:18 PM

Shield worlds with trans galactic portals aren't canon :P , anywayz I 've thought of two ways the original ring idea could work and the ships wont collide unrealisticly with the structure when entering-
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The first option and probably the easiest is to have the ring generator positioned below the gravity well so ships move around above it and only the poratl itself is on the same plane as the ships.
The second option is probably a little trickier as it involves having the generaror model large enought to exist outside and around the gravity well and ships would only be able to move around the inside of the ring between the structure and the portal itself, problems with this could be that the model would be too massive ingame and that you could only see it in its entirity as you approach the gravity well from slip/phase space.


LOL, it just dawned on me that the second option may induce heart attacks, if u were moving to this gravity well before it was revealed and u saw if for the first time that youd exit slipspace within a forerunner structure it may shock, very least it will me the modelers and codders haveing heart attacks to make this work.


This should help iron out the ingame issues that may crop up, for instance the ships may collide with the structure if its sitting vertical

Edited by D4RKST0RM99, 16 April 2013 - 06:18 PM.


#98 Bornstellaris

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Posted 16 April 2013 - 06:18 PM

He was basing it off the images provided earlier from the portal on earth


I was but I now think it would make more sense to point them inwards.

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#99 D4RKST0RM99

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Posted 16 April 2013 - 06:23 PM

I was but I now think it would make more sense to point them inwards.

If we have the gravity well within the ring center it would make a jawdrop moment in the game provided the model was detailed enough, especially to see it for the first time.

#100 Bornstellaris

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Posted 16 April 2013 - 06:25 PM

If we have the gravity well within the ring center it would make a jawdrop moment in the game provided the model was detailed enough, especially to see it for the first time.


That would be cool, the texture would have to be very detailed and High Res

Zero, here is the pointed in version.
Posted Image

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