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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 336 of 371)
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bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 26, 2013 10:36 AM    Msg. 11726 of 12975       


Scope not done yet because I don't know how I'm going to do it.
help ?


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Sep 26, 2013 01:56 PM    Msg. 11727 of 12975       


The handle looks rather uncomfortable, but other than that its looking good. It might look cool if you make the scope look basically like a Trijicon ACOG.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 27, 2013 04:17 PM    Msg. 11728 of 12975       
Sorry but I didn't like your scope :3



If anyone wants to give a try at texturing it, send me a message, or even improve the current design. I'm also open to any suggestion that could make it look better, and details that could be added in the bitmap


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Sep 27, 2013 04:45 PM    Msg. 11729 of 12975       
Quote: --- Original message by: bourrin33
Sorry but I didn't like your scope :3
https://lh5.googleusercontent.com/-5m8pfY3HnnM/UkXn4shlFkI/AAAAAAAABd8/2712Nes_7jI/s1280/render%2520WIP%25205%2520front.jpg
https://lh6.googleusercontent.com/-L5oRnYF8Hlc/UkXn1ddb85I/AAAAAAAABd4/uYZEzuBn8D4/s1280/render%2520WIP%25205%2520back.jpg

If anyone wants to give a try at texturing it, send me a message, or even improve the current design. I'm also open to any suggestion that could make it look better, and details that could be added in the bitmap

Probably a stupid question, but wheres the bolt?

Anyways, my only suggestion would be to round out the handle a bit more.


1337
Joined: Dec 2, 2011

Don't be daft. wrap your shaft


Posted: Oct 16, 2013 02:28 AM    Msg. 11730 of 12975       
RELEASE: HALO 4 BATTLE RIFLE (INCOMPLETE).

Hi everyone.

If anyone remembers, I was working on a recreation of the Battle Rifle from Halo 4 a while before release of the game. I no longer have the time or will to complete it, so I will be uploading it. It's not great, and has WAY too many polygons, but maybe someone here would want to use it for something.

Link: Halo 4 BR.zip (2.88 MB)

Pictures, for everyone who is (rightly) skeptical of random mediafire links:






Additionally, older pictures may be found at this imgur gallery: Halo 4 Battle Rifle

Halo 4 BR.zip (2.88 MB) Contains:

Model Files:
Halo 4 battle rifle.ipt - Source Autodesk: Inventor 2012 Project File
Halo 4 battle rifle.idw - Saved File which can be imported into MAX

PDF Files:
2dviews.pdf - Front, right and top views of the model, with edged faces.
frontview.pdf - Render of the front side of the model.
Halo 4 battle rifle.pdf - Isometric render from Autodesk: Inventor 2012
sideview.pdf - Render of the left side of the model.
topview.pdf - Render of the top side of the model
Wireframe.pdf - A Wireframe render of the left side of the model. Please note n-gons and circular faces will be converted into triangles upon import to max.

Bitmap Files:
2dviews.bmp - See 2dviews.pdf
frontview.bmp - See frontview.pdf
topview.bmp - see topview.pdf
wireframe.bmp - see wireframe.pdf

PNG Image Files:
reference.png - the ONLY reference picture available at time of creation. There are now better reference pictures available.

---------------------


I realize the model is unfinished, badly optimised and may not be accurate to the retail version of Halo 4. The renders are also bad quality, because I rendered in inventor, not 3DS Max. Make of them what you will. If you decide to use this (lol why), credit is not really necessary, but notification of the use would be appreciated :). Good luck to you all in your weapon modelling pursuits.
Edited by 1337 on Oct 16, 2013 at 02:59 AM


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Oct 24, 2013 06:05 PM    Msg. 11731 of 12975       
It's been a while, and this probably isn't really the greatest way to restart the thread, but I'm working on a version of the smg. Here's what I've got so far:





Places to improve? Criticism of any (hopefully helpful) kind?


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Oct 24, 2013 06:24 PM    Msg. 11732 of 12975       
make the scope reflection more orangey red and make the for grip straight down that grip isnt angled.
Edited by savinpvtmike on Oct 24, 2013 at 06:25 PM


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Oct 24, 2013 06:59 PM    Msg. 11733 of 12975       
Quote: --- Original message by: savinpvtmike

make the scope reflection more orangey red and make the for grip straight down that grip isnt angled.
Edited by savinpvtmike on Oct 24, 2013 at 06:25 PM

Wait, do you mean that specific grip isn't angled or the foregrip on the standard smg isn't angled?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 24, 2013 10:50 PM    Msg. 11734 of 12975       
Quote: --- Original message by: SAS
Quote: --- Original message by: savinpvtmike

make the scope reflection more orangey red and make the for grip straight down that grip isnt angled.
Edited by savinpvtmike on Oct 24, 2013 at 06:25 PM

Wait, do you mean that specific grip isn't angled or the foregrip on the standard smg isn't angled?

I think he's referring to the foregrip.

Note: The grip on the M7 SMG can be adjusted so that it can be angled or not not angled.
Dunno why savinpvtmike says that it's supposed to be straight. I mean, just look at these pictures of the SMG, from ODST and the H4 concept.




As you can see for yourselves, both grips are angled.
Edited by Dumb AI on Oct 24, 2013 at 10:57 PM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 24, 2013 10:54 PM    Msg. 11735 of 12975       
I think he is saying that on the standard SMG it is not angled and so you should not angle it but I disagree with him. I like the angle you added to the grip, you should leave it how it is.

The scope should definitely have a slight color to the reflection. If you ever look at real firearm optics you can look at the lens at about a 45 degree angle and see a very bright distinctive color (usually purple on the optics I've used and seen, but sometimes green or orange/red). The color is caused by a coating that they add to the lenses to capture more light and prevent glare. Most games exaggerate the color and it looks stupid, but if you just add a hint of color it should look great.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 24, 2013 10:58 PM    Msg. 11736 of 12975       
Quote: --- Original message by: Yoda
I think he is saying that on the standard SMG it is not angled and so you should not angle it but I disagree with him. I like the angle you added to the grip, you should leave it how it is.

The scope should definitely have a slight color to the reflection. If you ever look at real firearm optics you can look at the lens at about a 45 degree angle and see a very bright distinctive color (usually purple on the optics I've used and seen, but sometimes green or orange/red). The color is caused by a coating that they add to the lenses to capture more light and prevent glare. Most games exaggerate the color and it looks stupid, but if you just add a hint of color it should look great.

What if the lenses were actually tinted?


Bottletopman
Joined: Feb 5, 2011

Blessed are the cheesemakers


Posted: Oct 25, 2013 12:18 AM    Msg. 11737 of 12975       
The foregrip is indeed angled, it makes sense when you think about it - going into an alert carry stance, your hand holding the foregrip would be in a pretty uncomfortable position if it were straight. You can also see that the foregrip looks like it's able to be folded up for compactness, and to me, the picatinny rail for the foregrip seems a bit funny-looking, considering that the handle can already be adjusted on the standard variant, but seeing as this is your SMG, it's your call.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 25, 2013 09:02 AM    Msg. 11738 of 12975       
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: Yoda
I think he is saying that on the standard SMG it is not angled and so you should not angle it but I disagree with him. I like the angle you added to the grip, you should leave it how it is.

The scope should definitely have a slight color to the reflection. If you ever look at real firearm optics you can look at the lens at about a 45 degree angle and see a very bright distinctive color (usually purple on the optics I've used and seen, but sometimes green or orange/red). The color is caused by a coating that they add to the lenses to capture more light and prevent glare. Most games exaggerate the color and it looks stupid, but if you just add a hint of color it should look great.

What if the lenses were actually tinted?


Tinting either of the outer lenses would be an extremely bad idea.

The ocular lens (the one you look into) should not be tinted because that would just make it harder for you to see through it.

And the objective lens (the one on the front) must allow as much light into the scope as possible in order to get a clear sight picture. Tinted glass reflects more light rather than capturing more light and so would be a very bad idea.


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Oct 25, 2013 09:40 AM    Msg. 11739 of 12975       
I'll probably end up bringing down the color a bit, but these are two of the colors I have tried on the lens so far. Thoughts?


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 25, 2013 10:03 AM    Msg. 11740 of 12975       
Quote: --- Original message by: SAS
I'll probably end up bringing down the color a bit, but these are two of the colors I have tried on the lens so far. Thoughts?
http://i.imgur.com/Esb8bCY.jpg


Looks pretty good. In this case I think the orange looks better.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 25, 2013 10:05 AM    Msg. 11741 of 12975       
Quote: --- Original message by: Yoda
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: Yoda
I think he is saying that on the standard SMG it is not angled and so you should not angle it but I disagree with him. I like the angle you added to the grip, you should leave it how it is.

The scope should definitely have a slight color to the reflection. If you ever look at real firearm optics you can look at the lens at about a 45 degree angle and see a very bright distinctive color (usually purple on the optics I've used and seen, but sometimes green or orange/red). The color is caused by a coating that they add to the lenses to capture more light and prevent glare. Most games exaggerate the color and it looks stupid, but if you just add a hint of color it should look great.

What if the lenses were actually tinted?


Tinting either of the outer lenses would be an extremely bad idea.

The ocular lens (the one you look into) should not be tinted because that would just make it harder for you to see through it.

And the objective lens (the one on the front) must allow as much light into the scope as possible in order to get a clear sight picture. Tinted glass reflects more light rather than capturing more light and so would be a very bad idea.

Tinted lenses in Black Ops=fail [CONFIRMED]

Always thought that was weird.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 25, 2013 11:21 AM    Msg. 11742 of 12975       
Games and movies always have certain little details that are meant to look/sound cool and give everything a certain feel. Unfortunately most of these little details are entirely unrealistic.


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Oct 25, 2013 01:34 PM    Msg. 11743 of 12975       
Quote: --- Original message by: SAS
I'll probably end up bringing down the color a bit, but these are two of the colors I have tried on the lens so far. Thoughts?
http://i.imgur.com/Esb8bCY.jpg

If you don't mind, I kind of want to see the scope green.


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Oct 25, 2013 01:50 PM    Msg. 11744 of 12975       
No, problem!

I actually had already made a green lens and a red lens, though I still prefer the orange one.


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Oct 25, 2013 02:00 PM    Msg. 11745 of 12975       
the green looks better then what i said and disregard about what i said about the grip it would look ugly the way i said it. so never mind that.


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Oct 25, 2013 02:23 PM    Msg. 11746 of 12975       
I actually did try it straight originally, and it didn't really look bad but it just didn't really fit the smg's look. As for the scope, the only reason I like the orange more is because it fits better with the red laser. I might try making the laser green and see how that looks.


ReconNinja117
Joined: Nov 11, 2011


Posted: Oct 25, 2013 05:17 PM    Msg. 11747 of 12975       
The weapon's suppressor isn't modeled to look like it should accept anything underneath it, and the way you have it set up you'd either have to stop using the light if you wanted to take the suppressor off (since there's nowhere to put it on the gun with the other accessories you have on there) or leave the light on the suppressor and detach them both at once. Either way, you can't use the light if the operator wanted to remove the suppressor. Instead of having a tactical light attached to the suppressor, it would make more sense to use a foregrip-taclight combo.

Edited by ReconNinja117 on Oct 25, 2013 at 05:20 PM


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Oct 25, 2013 07:06 PM    Msg. 11748 of 12975       
I actually tried that too. For some reason, it just didn't look as good.

edit: Let's talk function. I want to give it something that makes it special. At this point, I have a few ideas.
1. I'm thinking of making the LAM have a toggle on/off. Right now, I'm trying to make it so that turning the flashlight on turns the LAM off. If that doesn't work, I can always use the ADS animation method at the expense of grenades.
2. Burst fire? Like, a controlled burst of 6? Probably not, sounds a little unnecessary.
Edited by SAS on Oct 25, 2013 at 07:12 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 25, 2013 07:14 PM    Msg. 11749 of 12975       
Quote: --- Original message by: SAS

I actually tried that too. For some reason, it just didn't look as good.

edit: Let's talk function. I want to give it something that makes it special. At this point, I have a few ideas.
1. I'm thinking of making the LAM have a toggle on/off. Right now, I'm trying to make it so that turning the flashlight on turns the LAM off. If that doesn't work, I can always use the ADS animation method at the expense of grenades.
2. Burst fire? Like, a controlled burst of 6? Probably not, sounds a little unnecessary.
Edited by SAS on Oct 25, 2013 at 07:12 PM

I think being able to toggle the laser aiming module would be the best of those choices. I don't think 6-round burst would have any practical applications. Submachine guns are for close-quarters, where rate of fire matters more than range and accuracy.

I'm really liking the aesthetic. It looks like Halo, but with practical, realistic aspects. I'd very much like to see your take on other weapons using this style.

Edit: Perhaps the SMG could have no reticle in first-person, unless the LAM is turned on or the optics are being utilized, but switching on the LAM would cast a beam that is visible to other players?
Edited by Echo77 on Oct 25, 2013 at 07:24 PM


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Oct 25, 2013 08:31 PM    Msg. 11750 of 12975       
Yes, the laser is visible to other players. As for the reticle appearing when the LAM is turned on, I'm not sure that can be done.

And thanks! I've been thinking of some things I could do to the battle rifle, though the changes would not be as big.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 25, 2013 08:56 PM    Msg. 11751 of 12975       
Quote: --- Original message by: SAS
Yes, the laser is visible to other players. As for the reticle appearing when the LAM is turned on, I'm not sure that can be done.

And thanks! I've been thinking of some things I could do to the battle rifle, though the changes would not be as big.

Not a reticle appearing when the LAM turns on, but the laser being used to aim in spite of a non-existant reticle.

You could probably do a few variants of the Battle Rifle, if you wanted. An assault variant without a scope, a counter-sniper variant with a more powerful optic and bipod, a covert variant, etc.


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Oct 25, 2013 10:00 PM    Msg. 11752 of 12975       
Quote: --- Original message by: Echo77
Quote: --- Original message by: SAS
Yes, the laser is visible to other players. As for the reticle appearing when the LAM is turned on, I'm not sure that can be done.

And thanks! I've been thinking of some things I could do to the battle rifle, though the changes would not be as big.

Not a reticle appearing when the LAM turns on, but the laser being used to aim in spite of a non-existant reticle.

You could probably do a few variants of the Battle Rifle, if you wanted. An assault variant without a scope, a counter-sniper variant with a more powerful optic and bipod, a covert variant, etc.

I think I'll just keep the reticle, just because I don't want to have a tagset where some weapons have reticles and some don't (plus, the laser goes out of the render distance before it reaches the middle).

And yeah, at first I was thinking of doing multiple variants of the br. But it seems like the roles you described are already filled by other weapons (I might make a variant of the one I am working on that is just iron sights, but the counter-sniper one just sounds like the dmr).

Quote: --- Original message by: MEGAVKNG
Quote: --- Original message by: SAS
I'll probably end up bringing down the color a bit, but these are two of the colors I have tried on the lens so far. Thoughts?
http://i.imgur.com/Esb8bCY.jpg

is the sight yours or did you find it online?

I used one from online as a base and edited from there.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 25, 2013 10:12 PM    Msg. 11753 of 12975       
Make a LMG, using another weapon's shape as the base.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 25, 2013 10:30 PM    Msg. 11754 of 12975       
Quote: --- Original message by: SAS
Quote: --- Original message by: Echo77
Quote: --- Original message by: SAS
Yes, the laser is visible to other players. As for the reticle appearing when the LAM is turned on, I'm not sure that can be done.

And thanks! I've been thinking of some things I could do to the battle rifle, though the changes would not be as big.

Not a reticle appearing when the LAM turns on, but the laser being used to aim in spite of a non-existant reticle.

You could probably do a few variants of the Battle Rifle, if you wanted. An assault variant without a scope, a counter-sniper variant with a more powerful optic and bipod, a covert variant, etc.


And yeah, at first I was thinking of doing multiple variants of the br. But it seems like the roles you described are already filled by other weapons (I might make a variant of the one I am working on that is just iron sights, but the counter-sniper one just sounds like the dmr).

While it's true that other weapons could fill the roles, assault and/or battle rifles are often available in a variety of configurations, allowing them to perform adequately in a different role, albeit sometimes inferior to a purpose-built weapon made for the same role. An example of this would be the Colt Model 655, a sniper variant of the M16 utilized in an era where the United States also had the M21 and the M40.

Of course, this isn't to say that the tagset of a single map should reflect the logistics of a military superpower; I just like a bit of variety when it comes to these things. Sort of an "I'd rather have it and not need it than need it and not have it," mindset. Having multiple variants of the Battle Rifle would allow maps sticking to a particular tagset (for example, Halo 2 or 3) to introduce weapons that fit the general style and also fill roles that were previously unavailable due to the limitations of the current tagset (such as Halo 2 and 3's lack of a DMR). But, as I'm not the one putting any effort into creating these assets, I may be a bit biased towards the "moar variants!" side of things.
Edited by Echo77 on Oct 25, 2013 at 10:31 PM


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Oct 26, 2013 03:21 AM    Msg. 11755 of 12975       
I think the scopes color should be between the green and orange IMO.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Oct 26, 2013 05:59 AM    Msg. 11756 of 12975       
macblast
rEMOVED
steam
rEMOVED
frogman
rEMOVED
Edited by jackrabbit on Oct 26, 2013 at 02:45 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 26, 2013 10:06 AM    Msg. 11757 of 12975       

Frogman looks like DS Puker acid slapped onto the gun.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Oct 26, 2013 10:24 AM    Msg. 11758 of 12975       
I am up to about 100mb of br tags and i have put alot of workin on all of the skins and shaders for os.
& although there ingame working with custom lcd's and os textures i am still not finnished.

i need to make custom scopes and geting lcd's lit proper and adding lensflares is a whole another ball game. i dont have to do this but i want to.

but there is one thing that i am alittle stumped on and i have had this explaned to be acouple times alredy and i still dont realy see an easy way to make this work right.

the steam skin is the only skin with custom normals and to be quite honist the small detail upgrades in the steam normals realy shows me how much better they would look with proper bumps.

however incorporateing the control maps is where the realy hard part comes in.
i know people say o just put that thing in the blue chanel of the normals or whatever

but there is no easy explanation or tutorial or step buy step method to incorporate the control maps so it leaves me with a 90% compleated project!

I could realy use some help with this part! I really want them done right!

I know my self and quite a few other have worked very hard on these ports!


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 26, 2013 10:39 AM    Msg. 11759 of 12975       
Quote: --- Original message by: jackrabbit
I am up to about 100mb of br tags and i have put alot of workin on all of the skins and shaders for os.
& although there ingame working with custom lcd's and os textures i am still not finnished.

i need to make custom scopes and geting lcd's lit proper and adding lensflares is a whole another ball game. i dont have to do this but i want to.

but there is one thing that i am alittle stumped on and i have had this explaned to be acouple times alredy and i still dont realy see an easy way to make this work right.

the steam skin is the only skin with custom normals and to be quite honist the small detail upgrades in the steam normals realy shows me how much better they would look with proper bumps.

however incorporateing the control maps is where the realy hard part comes in.
i know people say o just put that thing in the blue chanel of the normals or whatever

but there is no easy explanation or tutorial or step buy step method to incorporate the control maps so it leaves me with a 90% compleated project!

I could realy use some help with this part! I really want them done right!

I know my self and quite a few other have worked very hard on these ports!

Don't use lens flares, for the love of Halo.

As for the control bitmaps, just try your best to apply what's in this tutorial:
http://hce.halomaps.org/index.cfm?fid=6222
Sometimes, you will just have to guess on which bitmaps go where in the channels.

If not, I could help you with control bitmaps.
Edited by Dumb AI on Oct 26, 2013 at 10:40 AM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Oct 26, 2013 11:25 AM    Msg. 11760 of 12975       
the lens flare will be so barly notesable that you wont mind it.

as for the tut i dont see how its going to help with this.
i will give you the steam bitmaps and let you see what you can do with them,
if you give me something back thats meraculusly better than no control then maybe fixing the rest will be super easy.


I beleave part of the control go's in the blue channel of the mulipourpus
but to my understanding that only works for non os and these are for os
& dont quote me on that!

hear's the tif's
pmed
Edited by jackrabbit on Oct 26, 2013 at 11:39 AM

 
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