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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 316 of 371)
Moderators: Dennis

Shockwave
Joined: Apr 7, 2010

Animator / Modeler / VFX


Posted: Dec 3, 2012 05:46 PM    Msg. 11026 of 12975       
lawl funny. Tags of Halo Reach comes when Halo 4 is released


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 3, 2012 06:03 PM    Msg. 11027 of 12975       
Well,people tend to release things years after the original game goes gold.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 3, 2012 07:11 PM    Msg. 11028 of 12975       
Quote: --- Original message by: Shockwave
lawl funny. Tags of Halo Reach comes when Halo 4 is released

And they're ripped, so they're high poly. And, unless you're running os, lag CE...


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 3, 2012 08:42 PM    Msg. 11029 of 12975       
Quote: --- Original message by: grunt_eater
Quote: --- Original message by: Shockwave
lawl funny. Tags of Halo Reach comes when Halo 4 is released

And they're ripped, so they're high poly. And, unless you're running os, lag CE...

I think the opposite actually happens.
OS allows you to have more polies but I don't think it actually makes the game lag less.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Dec 3, 2012 09:06 PM    Msg. 11030 of 12975       
Quote: --- Original message by: mastur cheef
Sigma, how do you setup the material assigned to the weapon? I could never get that metal-like material like you have on that weapon.

Here, man.

C:
Anyone got crit or feedback on the model and the design of the weapon?


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Dec 3, 2012 09:14 PM    Msg. 11031 of 12975       
Quote: --- Original message by: TauSigmaNova
Quote: --- Original message by: mastur cheef
Sigma, how do you setup the material assigned to the weapon? I could never get that metal-like material like you have on that weapon.

Here, man.
http://puu.sh/1wTS0
C:
Anyone got crit or feedback on the model and the design of the weapon?


Looks pretty cool, show a wireframe.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Dec 3, 2012 09:18 PM    Msg. 11032 of 12975       
Quote: --- Original message by: TauSigmaNova

Here, man.
http://puu.sh/1wTS0
C:
Anyone got crit or feedback on the model and the design of the weapon?


out of curiosity, how far is this from in-game?

so far, it looks epic, and Having the H4 Br in maps will be awesome

you already Dl'd the H4 sound/icon pack I posted earlier, yes?


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Dec 3, 2012 10:02 PM    Msg. 11033 of 12975       
I did dl that earlier, but this is kidna far from Halo 4.
It's really a mix of 3 different weapons and some extras and it's current stage is way too high poly for Halo CE though it can be easily optimized.
Still, I have no plans for this and CE.
I do have a Halo 4 Assault Rifle, BattleRifle, DMR, and others but i cant share.
[not rips]


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 4, 2012 02:26 AM    Msg. 11034 of 12975       
Quote: --- Original message by: mastur cheef
I'd say you create a low-poly version and bake the normals and use OS.

There's no need to bake the normals if you're using OS. OS shader_model tags allow you to use normals, it's part of the shader extensions section.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Dec 4, 2012 07:05 AM    Msg. 11035 of 12975       
T.T
I'm pretty sure baking is the process of making normals


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Dec 4, 2012 07:22 AM    Msg. 11036 of 12975       
Your thinking of fake normal bumping the textures. Baking is baking detail onto a low-poly model from a high poly model through textures.

Have you got a wireframe btw?


OHunterO
Joined: May 24, 2012

.


Posted: Dec 4, 2012 10:02 AM    Msg. 11037 of 12975       
Quote: --- Original message by: haloextreme117
Quote: --- Original message by: mastur cheef
I'd say you create a low-poly version and bake the normals and use OS.

There's no need to bake the normals if you're using OS. OS shader_model tags allow you to use normals, it's part of the shader extensions section.


baking the normals IS MAKING normal maps...


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 4, 2012 10:28 AM    Msg. 11038 of 12975       
Well,OS is not needed for this...
Unless you are going for something really special,you could simply stick to vanilla Halo.


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 4, 2012 10:55 AM    Msg. 11039 of 12975       
Quote: --- Original message by: mastur cheef
Quote: --- Original message by: haloextreme117
Quote: --- Original message by: mastur cheef
I'd say you create a low-poly version and bake the normals and use OS.

There's no need to bake the normals if you're using OS. OS shader_model tags allow you to use normals, it's part of the shader extensions section.


Baking normals means that you bake the details on a normal map, I'm not talking about fake-bumping. That's the whole reason of creating high-poly models for games and that is the method how people get correct normal maps for their low-poly models.

...That's why I shouldn't post at 3AM. Oops.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Dec 4, 2012 03:00 PM    Msg. 11040 of 12975       
http://fr.xfire.com/video/5ca6c5/
Here's a video of the laser, but the charging anim is a lie, it plays only when the gun is overcharged, so when you abort the charging, it shoots.


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Dec 4, 2012 03:48 PM    Msg. 11041 of 12975       
All i can say is it's sexy.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Dec 4, 2012 04:21 PM    Msg. 11042 of 12975       
Yeah, I'll be making a low poly and baking normals and unwrapping with full Diffuse, Specular, and Normal maps


ReconNinja117
Joined: Nov 11, 2011


Posted: Dec 4, 2012 04:57 PM    Msg. 11043 of 12975       
Quote: --- Original message by: bourrin33
http://fr.xfire.com/video/5ca6c5/

Make the first part of the melee animation faster.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Dec 5, 2012 03:20 AM    Msg. 11044 of 12975       
Quote: --- Original message by: TauSigmaNova
Posted this on Facepunch a couple of days ago along with saying Iron Sights were place holder and the ammo counter would be modeled in soon
anyway.
http://oi50.tinypic.com/23mdc7.jpg
http://oi46.tinypic.com/2lvx9i.jpg
http://oi45.tinypic.com/a9fld.jpg


I can't help but be reminded of a FAMAS. I never saw the resemblance with the scope on, but it has been influenced a lot by that.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Dec 5, 2012 07:34 AM    Msg. 11045 of 12975       
Quote: --- Original message by: LegionofShadows
Quote: --- Original message by: TauSigmaNova
Posted this on Facepunch a couple of days ago along with saying Iron Sights were place holder and the ammo counter would be modeled in soon
anyway.
http://oi50.tinypic.com/23mdc7.jpg
http://oi46.tinypic.com/2lvx9i.jpg
http://oi45.tinypic.com/a9fld.jpg


I can't help but be reminded of a FAMAS. I never saw the resemblance with the scope on, but it has been influenced a lot by that.

Because it's partially based off a Famas.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 5, 2012 07:07 PM    Msg. 11046 of 12975       
Dmr wip.

opensauce shaders





its not quite done yet, all of the shaders are wip's especially the scope glass. and that handle on the side doesn't flip back when i fire so i need to fix that as well.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 5, 2012 10:15 PM    Msg. 11047 of 12975       
Oh God those DMR origins..


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Dec 5, 2012 10:19 PM    Msg. 11048 of 12975       
you need to fix your DMR origins, badly



killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 6, 2012 12:26 AM    Msg. 11049 of 12975       
@altheros, actually that is a model I ported myself, I just borrowed the animations temporarily in order to get it ingame, I plan to fix the origins after I finish the shaders. One question though, could I change the origins without redoing all the animations? The animations aren't nessecarily bad, just the orgin.


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Dec 6, 2012 12:29 AM    Msg. 11050 of 12975       
Open the model back up in 3ds/gmax. move model to the right. export. compile. bam.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 6, 2012 12:34 AM    Msg. 11051 of 12975       
Ok will do, I'll post back tomorrow as I actually improved the shaders a bit as well, also does anyone have any tips on getting the alpha channels on the decals to work? I'm not quite Shure what to compile them as.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Dec 6, 2012 01:10 AM    Msg. 11052 of 12975       
Quote: --- Original message by: Altheros00
Orly?

Yes, the original DMR nodes has a compatibility to Broke's old animations Sarcasm. Unless you rig it and has the same results with the one leaked on HaloMaps.


actually that one is still too far forward, you shouldn't be able to see the butt of the rifle.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 6, 2012 01:22 AM    Msg. 11053 of 12975       
@altheros

I used the nodes from broke's dmr and rigged them to the dmr I ripped from reach. If you look, the leaked dmr is no where near as highly detailed.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 6, 2012 09:24 AM    Msg. 11054 of 12975       
@ altheros
i was a bit tired and up later that usual so i screwed up my message, the leaked dmr is what i meant.
@all non trolls

i worked a bit more on the shaders and changed the weapon orgin




anyone have any help on the getting the alpha on the decals to work properly?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Dec 6, 2012 09:27 AM    Msg. 11055 of 12975       
how about looking at the rocket launcher decals ?
Change the settings of the bitmap then recompile the bitmaps through tool.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Dec 6, 2012 09:54 AM    Msg. 11056 of 12975       
Is there anyway to tone down the reticule on the glass?

It's not so obvious in the Halo reach version, and the glass is more glossy, and a darker shade.


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Dec 6, 2012 10:58 AM    Msg. 11057 of 12975       
To get alpha maps to work properly open the bitmap tag, change it to compressed with explicit alpha, and recompile the bitmaps. For the windsheild to be less reflective, go to the bottom of the shader tag and set perpendicular brightness and parallel brightness to lower numbers. The gun still needs to go right.
Edited by Invader Veex on Dec 6, 2012 at 10:59 AM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 6, 2012 08:30 PM    Msg. 11058 of 12975       
no because i did not include a node for that yet. though i may in the future it is not in the plans for now.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 6, 2012 10:43 PM    Msg. 11059 of 12975       
Quote: --- Original message by: killzone64
@ altheros http://i1226.photobucket.com/albums/ee401/gokarter64/halo%20pics/proof.png
i was a bit tired and up later that usual so i screwed up my message, the leaked dmr is what i meant.
@all non trolls

i worked a bit more on the shaders and changed the weapon orgin

http://i1226.photobucket.com/albums/ee401/gokarter64/halo%20pics/haloce2012-12-0606-17-16-86.png
http://i1226.photobucket.com/albums/ee401/gokarter64/halo%20pics/haloce2012-12-0606-17-00-43.png
http://i1226.photobucket.com/albums/ee401/gokarter64/halo%20pics/haloce2012-12-0606-16-09-06.png
anyone have any help on the getting the alpha on the decals to work properly?

Please,try to fix the hands.
The thumb isn't in the right place.Only the palms are being used to hold the rifle.
Edited by Dumb AI on Dec 6, 2012 at 10:44 PM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 7, 2012 06:03 PM    Msg. 11060 of 12975       
i have been attempting to fix the hands and move the origin again but ingame it isn't changing. at least i have almost finished the shaders. minus the scope that is
i had the use the ingame os menu to adjust the weapon position for these screens




Edited by killzone64 on Dec 7, 2012 at 06:07 PM

 
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