[WIP] PepNess Redux - New WIP For PMI Add-Ons
oh wow, what a retarded.
Too bad you have the shitty mirrored signature version of it.
Seriously dickweed, you make me laugh.
Wait until you see me and Tweeks new map with the entire full texture set I've painted for it.
Too bad you have the shitty mirrored signature version of it.
Seriously dickweed, you make me laugh.
Wait until you see me and Tweeks new map with the entire full texture set I've painted for it.
Awesome Sig...But no animated sigs on this site sorry.
Dane Brennand, Texture artist
http://cmt.h2vista.net/main/
http://www.h2vista.net/forums/main.php
Dane Brennand, Texture artist
http://cmt.h2vista.net/main/
http://www.h2vista.net/forums/main.php
what ripped texture? like.. which one? some of these came from halo 2 rules!! skin pack and from silent knights mod for which i had permission to use from in the pepness finale release. if something is ripped then point it out so i can remove it.ScottyGEE wrote:You need to remove the ripped textures from the mod too sir Pepsi
simple as that.
but please point out which one it is so it can be done.
please quote the pic showing the "diamond tile" your speaking of.
thx
from the pepness finale thread:
i also sent halo 2 rules!! a pm asking for permission back in june as well and he said it was fine as long as credit was given. after the release of the finale credit was given in both the download and on the site page for the mod. thoes two packs plus some random stuff is what makes this mod happen along with visual tweeks here and there. giving people credit is never a issue and full credit WILL be given to halo 2 rules and silent knight as they did contribute to this along with other people who i have talked to about adding things.SilentKnight064 wrote:Yeah, sorry i've been away from HM for a long time. I didn't even notice the PMs just now, don't worry about it lol. It's all good. Nice pack again by the way. I haven't played it yet but it looks very nice.
You should probably add o90x42424 to the credits. He made many of the textures from halo dx. Oh and how did you make all the lighting dynamic? If that's for real that's pretty impressive. I can tell you put a lot of work into this mod, despite the borrowed bitmaps. Nice page too. This mod is much better from v1.
so can i continue to work on this or is there a issue now?
Life is not how you survive the storm, but how you dance in the rain
Wow, just wow! I love all of these, it brings a new change, I get sick of seeing the same textures over and over again on halo, and this will do an excellent job of changing that! I love every change you have done.
So far it looks amazing! Keep it up man!
Only one thing I'd change is Chill Out, I would slightly darken the white parts to save a little less confusion, but thats just my opinion!
Again, Excellent work pepsi!
So far it looks amazing! Keep it up man!
Only one thing I'd change is Chill Out, I would slightly darken the white parts to save a little less confusion, but thats just my opinion!
Again, Excellent work pepsi!

i took your advise and made the "white" in the texture about 30% more dark in the final render. first i made it all black, big mistake. when you do this it dulls out the animated lights hence killing the theme of the map. then i made it white just to see the difference and that was like..ughh. so this is about the best i can do while still conserving the theme of the level with a "matrix" style as novaizhere said. i promise its not that confusing as you think.TAZZ wrote:Only one thing I'd change is Chill Out, I would slightly darken the white parts to save a little less confusion, but thats just my opinion!
here is a quick pick of how it looks now..
if you would like to give the chillout map a test run with the shader swaps in place then download the map below.
download beta P.R.Chillout: http://pepness.assassinsdamned.com/redux/chillout.rar
you wont have the same bitmaps like im using for this but you will at least see how the animations on the wall give it a feel of being in a matrix/borg setting. its so disturbing i think its awesome.
Life is not how you survive the storm, but how you dance in the rain
told ya.JK-47 wrote:That's truly awesome. I just tried it out.

and on that note danger canyon and timbo have been retouched and done! man.. its was alot of basically going in and making the stock halo textures more colorful and vibrant yet again. i seem to be doing alot of that. its like bungie did know how to play with some vibrancy/brightness/contrast.
here, ill show you what i mean. check this pic below..

notice the difference between the stock halo bitmap vs. the one i edited? see how its more colorful and, well just more full of life tbh in my opinion. its basically what im doing to alot of these textures. just bringing out the color in them and making them stand out more.
anywho.. DC got a facelift and darken just a tad more to add that dusk feel to it. the lighting was reworked yet again along with its various textures. Timbo also had the same done with it except the trees are gone from the maps edge to make the map seem more open along with a much more colorful sky. also added more of a slight orange "fog" to the map for the late evening feel. i also added a easter egg to this map for fun. old skool stunters will find it easily..
pics o' plentiful ..











going to bed. work in 5 hours.. lol.
green devil im going to do a mock up of what we talked about wednesday since im off work that day and to thoes who have gave feedback in this thread i say thanks. its makes me feel like im not wasting my time.
warlord.. send me a pm when your back up and ready on your pc and ill get you a complete working of what i have going right now to try out and for making suggestions and what not. i sppricate your time in beta testing and adding to this if you choose to.
dappr.. if thigs go right i hope to have it out by the weekend.
EDIT: Posted: Today, at 4:10 am <- so please excuse my gramme and/or punctuation.. lol
Life is not how you survive the storm, but how you dance in the rain
- Cryticfarm
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man... these were some of the harder maps yet to do cause one is so open and one is so small but i think i might have pulled them off..
well begin in beavercreek. whole new ground to this map and came out quite well. i got rid of that goofy water in the map that always reminded me of a jello river the first time i seen it. theres two animations going on in the water now. one is the water flow itself and the other is like a moving energy going through it. the textures have been retouched and also made the fog in the lower part of the base have more of a effect. also a red hue was added as a global fog to the map pulling the dusk there together.
picks for the beaver..


death island...
man..
this was a pain in my ass for a time or so. this map got a complete ouverhaul on alot of different levels. the one thing i didnt like about the finale was i never got to doing the water on the level to my liking. guess what? now i have. the water in all of its bitmaps and shaders have all been tweeked to pull that suntset glowing off the ocean feel. the lighting in the bases is dynamic now and really stands out more then it did in the finale. i also added a very very slight fog to the map like timbo has so from distances it casts a orange hue on the textures as the real sun would. before i release redux i will be coming back to this map to redo the beach some but that is just a matter of finding one texture to replace one im not happy with at the moment.
pickos for di...








btw, hi dapp and thanks for the offer but im kinda keeping this tightly wound up for now cause of some recent people in this thread ripping things and calling it there own/not giving credit. hope you understand.
btw, .. i love the death island water now. hope everyone likes it considering the effort it took me to get it to match things right ..lol[/img]
well begin in beavercreek. whole new ground to this map and came out quite well. i got rid of that goofy water in the map that always reminded me of a jello river the first time i seen it. theres two animations going on in the water now. one is the water flow itself and the other is like a moving energy going through it. the textures have been retouched and also made the fog in the lower part of the base have more of a effect. also a red hue was added as a global fog to the map pulling the dusk there together.
picks for the beaver..


death island...
man..
this was a pain in my ass for a time or so. this map got a complete ouverhaul on alot of different levels. the one thing i didnt like about the finale was i never got to doing the water on the level to my liking. guess what? now i have. the water in all of its bitmaps and shaders have all been tweeked to pull that suntset glowing off the ocean feel. the lighting in the bases is dynamic now and really stands out more then it did in the finale. i also added a very very slight fog to the map like timbo has so from distances it casts a orange hue on the textures as the real sun would. before i release redux i will be coming back to this map to redo the beach some but that is just a matter of finding one texture to replace one im not happy with at the moment.
pickos for di...








btw, hi dapp and thanks for the offer but im kinda keeping this tightly wound up for now cause of some recent people in this thread ripping things and calling it there own/not giving credit. hope you understand.
btw, .. i love the death island water now. hope everyone likes it considering the effort it took me to get it to match things right ..lol[/img]
Life is not how you survive the storm, but how you dance in the rain
ive already thought of this and there will be a full version of this and a mod to make it more fps friendly. while messing with these maps like i have ive found a few things that kill fps ive added and im simply going to tell how to turn them off if you need to via hmt.dappr wrote:ni problem man, i understand. looks awesome though, cant wait for the release! how much lag do you think well get with these maps tho? i get 50-60 recording. will it drop 20 or so?
when this is done ive got like 4 tutorials to write on things ive learned but dont want to share just yet cause there neat little tricks... but im sure some of the pro modders know them.
and thx for the support and good comments dapp
Life is not how you survive the storm, but how you dance in the rain
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to answer you both...
the sand is a repeating texture. or i thought it was. but when you look at it you can clearly see where the bitmaps edges are and i cant stand that. so i have to find a new one or make one. a close up pic of it? why? its doesnt look all that hot and not something i want to just show off..
"look at my detail sand that is teh suck!" ...lol
as for the mac question..
i think ill release two versions of this instead. one for high end cards and one for low end cards. if your experiencing low fps on a certain map then swap the high end map for the low end? there will be some fps loss due to the change in the actual textures im sure but all the changes in the lighting and things animating is what will give you the most trouble. i really need to find someone with a mid series card to run a few beta tests for me....
if someone cant use specular or shadows then they have nothing to worry about since the features making these maps so bright and vibrant cant be viewed by default for them.
as for mac conversion i have a copy of hhk i can include in the mac download or a mac user can convert the maps for me prior to release and be total credit for mac user support. i personally dont like ppf format cause files can corrupt and leave holes in data so i rather just upload the entire map pack in one big download so theres never any issues with corrupted anything. its how i did the finale and there were no complaints on that.
the sand is a repeating texture. or i thought it was. but when you look at it you can clearly see where the bitmaps edges are and i cant stand that. so i have to find a new one or make one. a close up pic of it? why? its doesnt look all that hot and not something i want to just show off..
"look at my detail sand that is teh suck!" ...lol
as for the mac question..
i think ill release two versions of this instead. one for high end cards and one for low end cards. if your experiencing low fps on a certain map then swap the high end map for the low end? there will be some fps loss due to the change in the actual textures im sure but all the changes in the lighting and things animating is what will give you the most trouble. i really need to find someone with a mid series card to run a few beta tests for me....
if someone cant use specular or shadows then they have nothing to worry about since the features making these maps so bright and vibrant cant be viewed by default for them.
as for mac conversion i have a copy of hhk i can include in the mac download or a mac user can convert the maps for me prior to release and be total credit for mac user support. i personally dont like ppf format cause files can corrupt and leave holes in data so i rather just upload the entire map pack in one big download so theres never any issues with corrupted anything. its how i did the finale and there were no complaints on that.
Life is not how you survive the storm, but how you dance in the rain
got xfire? if so add me. i seen your service record and i think you trustworthy not to leak anything correct?bcnipod wrote:I have got a GeForce FX 5200 video card if you want me to do some testing.
xfire: foolishlunitik
so would it be safe to say your going to be one of the beta testers for this?
Life is not how you survive the storm, but how you dance in the rain