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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Weapons - Works in Process thread [WIP]

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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 311 of 371)
Moderators: Dennis

Shockwave
Joined: Apr 7, 2010

Animator / Modeler / VFX


Posted: Oct 20, 2012 10:23 AM    Msg. 10851 of 12975       
Quote: --- Original message by: olly12345
I say it could work as a two firing mode weapon, single shots are similar to a plasma pistol, or even carbine, then a charged shot would fire a rapid pulse of shots that would act similar to a shotgun.
Think Tau Cannon, but with rapid fire.


Yeah like the Forerunner's bolt pistol ! Why not :)


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Oct 20, 2012 12:30 PM    Msg. 10852 of 12975       
Quote: --- Original message by: master noob
inb4 covenant aggressor
ignore the grip of justice and lightning, I just added those for fun. also, what's the maximum triangle count for weapons?
http://i.imgur.com/2roSV.jpg
http://i.imgur.com/4ZAzQ.jpg
http://i.imgur.com/OHue0.jpg
http://i.imgur.com/q2FoT.jpg


I think a very general target to aim for for FP weapons is around 3000 triangles. If its less, great! If above this it doesn't cause too many problems, but anything above 4000 triangles for the Blam! engine is to be avoided. I've never noticed any hard limit or problems with models at 5000, but its good practice to be efficient.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 20, 2012 12:57 PM    Msg. 10853 of 12975       
unless there are any complaints, criticisms or suggestions, then I am willing to call this the finished product and will move on to optimizing/unwrapping/texturing.
except for that little bauble at the end of the gun; it just does't seem fitting.






SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 20, 2012 01:18 PM    Msg. 10854 of 12975       


wut?


the rest of it looks really good, but for the overheat, how about you make it so that the top panel extends up and back, like the reach plasma repeater?

the side panels can flash open when you shoot
Edited by SilentJacket on Oct 20, 2012 at 01:21 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 20, 2012 03:36 PM    Msg. 10855 of 12975       
Quote: --- Original message by: master noob
inb4 covenant aggressor
ignore the grip of justice and lightning, I just added those for fun. also, what's the maximum triangle count for weapons?
http://i.imgur.com/2roSV.jpg
http://i.imgur.com/4ZAzQ.jpg
http://i.imgur.com/OHue0.jpg
http://i.imgur.com/q2FoT.jpg

Very nice. Much better than the Carbine-style barrel, I'd say. It looks as if it'd be a heavy variant or support weapon, either firing higher-powered shots with greater accuracy than the standard Plasma Rifle (albeit with a lower rate of fire), or functioning similarly to the Plasma Repeater (but spinning up to the maximun fire rate, rather than slowing down after prolonged fire).


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Oct 20, 2012 03:51 PM    Msg. 10856 of 12975       
could be like a toned-down plasma rifle - fuel rod launcher hybrid

It would shoot in a straight line, semiautomatic 8-10-shots per barrel

ROF is 2/3 speed of plasma rifle (even if you are mashing the fire button)

6-8 hits to kill,

small explosion on impact. (damage radius of about 1.5 spartans)

The projectiles would look like thick plasma rifle rounds and would be about as fast

1.5 s reload from partial
1.8 s reload from empty

but that's just me
Edited by SilentJacket on Oct 20, 2012 at 03:55 PM
Edited by SilentJacket on Oct 20, 2012 at 03:56 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 20, 2012 04:08 PM    Msg. 10857 of 12975       
I Seriously don't understand how you guys think the barrel of that awesome covenant aggressor could turn into a shotgun. It should be at the most a more accurate plasma rifle, basically a combined variation of a battle rifle and assault rifle, firing damaging plasma rounds at a rapid fire rate with good accuracy (and possibly burst fire).


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 20, 2012 11:01 PM    Msg. 10858 of 12975       
Maybe it looks like the pump grip thingy.


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Oct 21, 2012 12:45 PM    Msg. 10859 of 12975       
A little treat





olly12345
Joined: Jul 30, 2008


Posted: Oct 21, 2012 06:30 PM    Msg. 10860 of 12975       
Quote: --- Original message by: Shockwave
Quote: --- Original message by: olly12345
I say it could work as a two firing mode weapon, single shots are similar to a plasma pistol, or even carbine, then a charged shot would fire a rapid pulse of shots that would act similar to a shotgun.
Think Tau Cannon, but with rapid fire.


Yeah like the Forerunner's bolt pistol ! Why not :)

Ok i'll be 100% honest here, that is not what was going through my head at the time o.o


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 21, 2012 06:36 PM    Msg. 10861 of 12975       
Quote: --- Original message by: Diaboy
I think a very general target to aim for for FP weapons is around 3000 triangles. If its less, great! If above this it doesn't cause too many problems, but anything above 4000 triangles for the Blam! engine is to be avoided. I've never noticed any hard limit or problems with models at 5000, but its good practice to be efficient.


oh god

uh

is a little over 8000 a good number?


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Oct 21, 2012 06:57 PM    Msg. 10862 of 12975       
It'll be fine, export as mesh though.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 22, 2012 12:27 AM    Msg. 10863 of 12975       
Update.



Glowing yellow line around the projectile is a separate bitmap for the fired projectile only, will be custom made. Opinions? Crit?


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 22, 2012 01:23 AM    Msg. 10864 of 12975       
Quote: --- Original message by: grunt_eater
Update.
http://img33.imageshack.us/img33/3117/mygrenadelauncher.png
http://t3.gstatic.com/images?q=tbn:ANd9GcTxbqSUsJUjjqBhQJ8C3zck1YnjjYZOfcFRcpFinkV57mKJswePWzdUbBHzSQ
http://techgeek.com.au/wp-content/uploads/2010/06/Reach_MPBeta_GrenadeLauncher.jpg
Glowing yellow line around the projectile is a separate bitmap for the fired projectile only, will be custom made. Opinions? Crit?

a tad too much contrast between the grays imo

speaking of which

also, opinions of baking the Ambient Occlusion map into the diffuse?


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 22, 2012 01:41 AM    Msg. 10865 of 12975       
Um, i didn't make the textures. They're from the reach beta. I'm just unwrapping them to Hunter's model...Lol.

Btw: Looking great, and extremely high poly.
Edited by grunt_eater on Oct 22, 2012 at 01:49 AM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 22, 2012 02:13 AM    Msg. 10866 of 12975       
it's only just over 8000 polys (which is still a lot D:)
last update for the night, now with 50% more cubemap. (thanks Waffles :) )

decided to go with the halo reach/2's desaturated greenish-blue color and green-tinted metal.
Edited by master noob on Oct 22, 2012 at 02:14 AM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 22, 2012 02:45 AM    Msg. 10867 of 12975       
Purdy... But i'd add some darker colors in those divots\indentations to give them some more depth.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Oct 22, 2012 04:41 AM    Msg. 10868 of 12975       
make a specular map and add more detail in the texture


ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Oct 22, 2012 06:46 AM    Msg. 10869 of 12975       
Quote: --- Original message by: 032 Mendicant Bias
A little treat

http://puu.sh/1gPoj



Have fun animating
or should i say good luck...


GAIGHER
Joined: Nov 5, 2008


Posted: Oct 22, 2012 10:59 AM    Msg. 10870 of 12975       
Quote: --- Original message by: 032 Mendicant Bias
A little treat

http://puu.sh/1gPoj



032 Mendicant Bias, who is the creator of the model ?
You or GRUNTS7 ?

I create the ammo and ammo chamber.
The ammo floating in the plasma.
I do not want it to be identical to Halo4, i improvise...


Ammo eject anim:






grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 22, 2012 01:07 PM    Msg. 10871 of 12975       
What the fire? people are already ripping from halo 4? Anyway, i was bored and felt like making some fun stuff.

low-poly Made in like 3-4 minutes. I'll make textures\in-game it later :P
Edited by grunt_eater on Oct 22, 2012 at 01:10 PM


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Oct 22, 2012 04:09 PM    Msg. 10872 of 12975       
The light rifle isn't a rip, I made it.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Oct 22, 2012 04:12 PM    Msg. 10873 of 12975       
finished my m6c socom kit for "haloween". Bought it from tactonyx from the 405th forums, sanded it down, painted it. i used my odst socom pistol that i ported as a reference for painting, so it is halo ce related in a way.





GAIGHER
Joined: Nov 5, 2008


Posted: Oct 22, 2012 04:35 PM    Msg. 10874 of 12975       
Quote: --- Original message by: 032 Mendicant Bias
The light rifle isn't a rip, I made it.

GRUNTS7 is not the creator ?


Quote: --- Original message by: grunt_eater

What the fire?

No, is reload.


Edited by GAIGHER on Oct 22, 2012 at 04:38 PM


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Oct 22, 2012 05:48 PM    Msg. 10875 of 12975       
Yes, GRUNTS7 is not the creator of the light rifle.


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Oct 22, 2012 07:55 PM    Msg. 10876 of 12975       


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 22, 2012 08:13 PM    Msg. 10877 of 12975       
They replaced it with nothing xP


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Oct 22, 2012 09:34 PM    Msg. 10878 of 12975       
Quote: --- Original message by: ELVEVERX
Have fun animating
or should i say good luck...


Animations are already done.


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Oct 22, 2012 10:48 PM    Msg. 10879 of 12975       
Quote: --- Original message by: master noob
inb4 covenant aggressor
ignore the grip of justice and lightning, I just added those for fun. also, what's the maximum triangle count for weapons?
http://i.imgur.com/2roSV.jpg
http://i.imgur.com/4ZAzQ.jpg
http://i.imgur.com/OHue0.jpg
http://i.imgur.com/q2FoT.jpg


SO MUCH WANT.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 22, 2012 10:55 PM    Msg. 10880 of 12975       
Quote: --- Original message by: flameomega
SO MUCH WANT.


are you good at texturing? I'm not :P

nearly done, just need to add some minor details and touch up a few areas, then deleting half the mesh for first person model and reducing poly count for third person model. complaints, criticisms, suggestions?

edit: asgdfhsk forgot to increase contrast of inset pieces, now it blends D:
Edited by master noob on Oct 22, 2012 at 10:58 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 22, 2012 11:06 PM    Msg. 10881 of 12975       
Why are you deleting half of it? O.o


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 22, 2012 11:20 PM    Msg. 10882 of 12975       
Quote: --- Original message by: Dumb AI
Why are you deleting half of it? O.o

when viewed in first person, a weapon commonly only has its left side shown. if you look at the first person models of halo 3 weapons, you'll notice that many parts are exclusive to the left side of the weapon and many polygons are missing/welded together; the reason is since half the model is never seen (or rarely seen during animations) then there is no point wasting render time on something that isn't onscreen. half life 2 uses this to the extreme, literally deleting every polygon not visible to the camera at any time (even going so far as to not have a 3rd person model for the main character) due to engine restrictions or just plain optimizing.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 22, 2012 11:30 PM    Msg. 10883 of 12975       
Well,you can leave it so that it won't look like **** when the FOV is >90.
Edited by Dumb AI on Oct 22, 2012 at 11:31 PM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Oct 23, 2012 01:20 AM    Msg. 10884 of 12975       
What he is doing is correct, it shouldnt matter if the the stock doesnt look great in first person (unless its important). Keep doing what your doing because frankly, it looks amazing :).


GAIGHER
Joined: Nov 5, 2008


Posted: Oct 23, 2012 04:19 PM    Msg. 10885 of 12975       
Quote: --- Original message by: 032 Mendicant Bias
Yes, GRUNTS7 is not the creator of the light rifle.

Ok

I unfolded the uv. Hard !


With a basic texture:

 
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