The brown vines are way too large, so I'm gonna try the black emmisive trick used to lower player brightness on the the vines. If it doesn't work, then frick it lmao
This looks cool, but I liked the way it looked better without the chromabox. I wanted to tell you to call it "Teacup", but you are headed away from that Wonderland look. It looks good with the lighting you are adding. I was just hoping it was gonna turn out really bright and colorful bc that would be pretty original looking imo.
If it's anything like Media Molecule's other games, there'll be a substantially large community years after launch.
Double Post: Does anyone have tips on making a map both chroma "box"ed and and get the canvas skybox to show through holes on the map? The outside needs to be well lit so that the map's lighting makes sense.
With 3.5 terabytes of data storage for my Xbox one (1tb Xbox one x, 2 terabyte external, 500 gigabyte SSD) I've never really had to keep an eye on my hard drive space other than to do the occasional shuffle, mostly to move my current games to the SSD. Lately I've been wondering why is my SSD space so low with so few games, then I noticed Halo 5 was taking up almost 100gb. It's literally my least played least-liked Halo out of the 5 main Halo's and yet it's conquered 1/4 my SSD space. I'm sure this is old news to everyone here but holy **** man that is a lot of space especially when you consider that the MCC with 4 titles with enhanced graphics and three Forges is still taking up only 77 gigabytes. Learn to compress some **** 343. I hope they figure out how to massively compress that down if they ever decide to add Halo 5 to the MCC.
For my maps I put chromas directly behind the pieces I want to affect, just so they are not visible to the players. You have to play around with it a bit. Maps with both open and closed spaces are pretty difficult to deal with in Halo 5, since the lightmap goes like hot cakes, unfortunately.
I think as long as an object us completely in the shadow of a chroma/black emissive 0, it acts like in a chroma box. It requires some tweaking for sure.
@Buddy Jumps I tried that on a couple of my maps, it's really hard to get right for uneven areas so I scrapped it altogether
Good point. The nice thing about rocks is that you can always overstrain the Natural parameter, if needed, and they don't affect performance in the slightest. Underhill is at 313% on the Natural parameter and has no framerate drops.