
greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Oct 26, 2013 12:32 PM
Msg. 11761 of 12975
could u add the steam logo to the steam skin, because pc gaming?
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Oct 26, 2013 12:49 PM
Msg. 11762 of 12975
um no the skin is from halo 4 its in the dlc its called steam. if you want a custom skin like that i supose I could make it for you but i wont be putng it on my weapons. I had quite a few idias for custom skins actuly.. I really liked this camelflage I made. But im mainly focused just trying to finnish the ports custom skins & shader veriants can be made later.  EDIT: Os'd! LCD'S Properly lit! No lens flares yet! TO DO:!!!!!!! CUSTOM SCOPES! INCORPORATE CONTROL MAPS! MUZZLE FLASHES WAITING ON YODA! TWEEK ANIM! TWEEK PICKUP SOUND! ADD LENS FLARES! FIX RECTICAL FOR WIDE SCREEN! MAYBE SOMETHING ELSE BUT THATS ABOUT IT! STORM BR UP TO 95.2MB Edited by jackrabbit on Oct 26, 2013 at 02:49 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 26, 2013 03:19 PM
Msg. 11763 of 12975
Control maps have the same purpose/function as multipurpose maps... =/ In a way, you have already incorporated control maps. Here's what I got: Edited by Dumb AI on Oct 26, 2013 at 03:48 PM
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Oct 26, 2013 04:08 PM
Msg. 11764 of 12975
New weapon again! This time, the battle rifle. Since I wanted to give it a different use than your standard br, the first version I have features a silencer and iron sights. After messing around a bit, I decided to give my br something different (although some might say I am copying cmt, I actually happened upon this by accident). As you continue to burn through the mag, the display slowly fades out and turns off when you are empty. Once again, thoughts? Criticism?
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OrangeJuice
Joined: Jan 29, 2009
I hand-paint bumpmaps! ❤ desaturate is baad
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Posted: Oct 26, 2013 04:10 PM
Msg. 11765 of 12975
It makes sense! especially if you are storing the weapon in crates and don't want them running out of battery, ya know?
Reminds me of all those cool scifi guns that started popping up in the 1980s Edited by OrangeJuice on Oct 26, 2013 at 04:18 PM
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Oct 26, 2013 05:17 PM
Msg. 11766 of 12975
I love the different attachments you're coming up with, keep it up! :D Any chance you'll work on a grenade launcher or shotgun attachments? Quote: --- Original message by: OrangeJuice (The screen fading out as you use up the mag) makes sense! especially if you are storing the weapon in crates and don't want them running out of battery, ya know? I think the system itself makes sense, but shouldn't it be the other way around? If your mag is completely empty, then yeah, it makes sense for storage reasons that your battery (thus screen) is dead. But it'd make just as much sense to dim the screen when it's full since you'll probably know already that you have a full mag when you just refilled it. What if you make the screen get brighter until it gets down to the last bullet, and the screen fades back off as soon as you have no more bullets in your clip?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 26, 2013 05:23 PM
Msg. 11767 of 12975
Quote: --- Original message by: renegade343I love the different attachments you're coming up with, keep it up! :D Any chance you'll work on a grenade launcher or shotgun attachments? Quote: --- Original message by: OrangeJuice (The screen fading out as you use up the mag) makes sense! especially if you are storing the weapon in crates and don't want them running out of battery, ya know? I think the system itself makes sense, but shouldn't it be the other way around? If your mag is completely empty, then yeah, it makes sense for storage reasons that your battery (thus screen) is dead. But it'd make just as much sense to dim the screen when it's full since you'll probably know already that you have a full mag when you just refilled it. What if you make the screen get brighter until it gets down to the last bullet, and the screen fades back off as soon as you have no more bullets in your clip? What if you are taking it off a rack or a wall? You wouldn't really know if the mag was full or not.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Oct 26, 2013 05:33 PM
Msg. 11768 of 12975
Quote: --- Original message by: Dumb AIQuote: --- Original message by: renegade343I love the different attachments you're coming up with, keep it up! :D Any chance you'll work on a grenade launcher or shotgun attachments? Quote: --- Original message by: OrangeJuice (The screen fading out as you use up the mag) makes sense! especially if you are storing the weapon in crates and don't want them running out of battery, ya know? I think the system itself makes sense, but shouldn't it be the other way around? If your mag is completely empty, then yeah, it makes sense for storage reasons that your battery (thus screen) is dead. But it'd make just as much sense to dim the screen when it's full since you'll probably know already that you have a full mag when you just refilled it. What if you make the screen get brighter until it gets down to the last bullet, and the screen fades back off as soon as you have no more bullets in your clip? What if you are taking it off a rack or a wall? You wouldn't really know if the mag was full or not. If you're taking it off the rack, odds are that you're not in a combat zone. You can afford to take a second or two to check the magazine. I don't think weapons are stored with loaded magazines, though. I don't think the display should dim or increase in brightness. Good batteries can last a decade, and the batteries in some red dot sights can operate the device for ~80,000 hours. If the battle rifle were in storage, the display could be powered off to conserve power. The screen should be easily visible regardless of how much ammunition is in the magazine. It's looking good so far. I like the sights. Edit: Renegade343 mentioned a grenade launcher attachment. If you wanted to do this, you could potentially go the rifle grenade route, which would require very little change to the model of the BR itself. The FAMAS assault rifle would be a good reference for this: •Slide grenade round over muzzle device. • Fire. Edited by Echo77 on Oct 26, 2013 at 05:45 PM
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Oct 26, 2013 06:11 PM
Msg. 11769 of 12975
Yeah, my main reason for keeping the display fade is that it is just a little extra visual cue for when you are low on ammo.
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Oct 26, 2013 06:20 PM
Msg. 11770 of 12975
I think the BR should be a little bit more reflective/shiny.
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Oct 26, 2013 06:45 PM
Msg. 11771 of 12975
can u send me a driect link to the .tif? what am i suposed to do with this? this just looks like a normal map for non os shader to me? im sorry but you are apsolutly wrong on this one! i have not incoporated control maps at all! they do not have the same purpose/function as multipurpose maps ither in halo 4 they are for the most part used as a specular mask. they realy bring out the details! I tryed to use one direcly as a spec mask on a weapon and it was poping with details unfortunatly it made the whole weapon green though =( the weapon alredy has a normal map. so if you just made a new one with layers and included parts form the control map and im suposed to click use alpha then i wlll need the tif with the alph layer. that png u posted is nto gona do it. im so confused as to how to do this proper I dont know where to begin! honistly i wonder how many ports have been relesed so far with none of the amasing detals there suposed to have? Edited by jackrabbit on Oct 26, 2013 at 06:58 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 26, 2013 07:00 PM
Msg. 11772 of 12975
Quote: --- Original message by: jackrabbit can u send me a driect link to the .tif? what am i suposed to do with this?
this just looks like a normal map for non os to me? 1. \http://www.mediafire.com/view/ym6kwuipn7th87u/storm_br_steam_multi.tif 2.Use it as a multipurpose map 3.It's not a normal map. It looks nothing remotely like one. If you want detail, just add a blam!-ing detail map, set the detail mask to reflection mask and add a detail bump map for extra bumpness. A control map can NOT be used properly in Halo CE without converting it to something else, in this case, a multipurpose map. A multipurpose map is used to define where details are, where specular and shine should be applied and self-illumination. Sounds familiar? It should be. Either listen to me or don't. You don't have to if you don't want to. As far as I'm concerned, you are being more stubborn than an immovable object. Edited by Dumb AI on Oct 26, 2013 at 07:09 PM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Oct 26, 2013 07:26 PM
Msg. 11773 of 12975
no your right your also right about me being stubborn but what you just sayed makes perfect sence i will do what you sayed and try and post some results
do i just make with compressed with color-key transparency? or what? Edited by jackrabbit on Oct 26, 2013 at 07:39 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 26, 2013 07:53 PM
Msg. 11774 of 12975
Quote: --- Original message by: jackrabbit
no your right your also right about me being stubborn but what you just sayed makes perfect sence i will do what you sayed and try and post some results
do i just make with compressed with color-key transparency? or what? Edited by jackrabbit on Oct 26, 2013 at 07:39 PM Sorry if I was rude to you. I'm just not really tolerant of stubbornness. Color-key transparency should be good enough, 32-bit if you want the highest quality "evar".
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Oct 26, 2013 08:13 PM
Msg. 11775 of 12975
master noob made me some for multiplayer h4 spartin and teh colors are about the same. diffrence is the parts tha tare black on yours are transperent on his. and his deffenetly have an alpha chanel. BEFORE AFTER I need recomendations for.... detail function detail mask detail map scale detail map detail map v-scale I think it's working I have notesed that the parts tha tare not suposed to be shiny and not shiny anymore. and it seems to me like the texture just looks more solid like it's suposed to look in h4. I could realy use some in game screen shots! I need you to do the fefault one if you can. Edited by jackrabbit on Oct 26, 2013 at 09:13 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 26, 2013 09:59 PM
Msg. 11776 of 12975
I don't see much of a difference...except the gun is more flat and less shiny.
Assuming that you are talking about the multi for the default skin, I already have it in .bitmap form.
Edited by Dumb AI on Oct 26, 2013 at 10:01 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 26, 2013 10:02 PM
Msg. 11777 of 12975
Quote: --- Original message by: MEGAVKNGQuote: --- Original message by: jackrabbit massive post Edited by jackrabbit on Oct 26, 2013 at 09:13 PM Do you have any of the champions bundle armors exported ingame? sick of seeing master chiefs armor. Me too... Edited by Dumb AI on Oct 26, 2013 at 10:03 PM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Oct 27, 2013 01:50 AM
Msg. 11778 of 12975
Blender.
Just set the controls preset to maya. idk what the devs were smoking when they reversed the selection buttons but it had to have been some good stuff considering that they are based in amsterdam.
Honestly i dont like 3ds, max‘s ui whatsoever. Blender makes much more sense to me. Ill have to post a video tutorial for newbies sometime soon. Its a great program and you cant beat the price...
Keep going at it, its a great start. Start adding edge loops (cntrl-R) so that you can flush out more details. When i get back on my pc in the morning ill do a quick tutorial on essential keyboard shortcuts and user settings. Sadly the only program we can use to export is max, cyborxmen was working on a blender plugin but i havent talked to him in a while so i have no clue what the projects status is at this time.
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Bottletopman
Joined: Feb 5, 2011
Blessed are the cheesemakers
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Posted: Oct 27, 2013 02:42 AM
Msg. 11779 of 12975
SAS, regarding your Battle Rifle, I just find it a bit counterintuitive to dim the display as the ammo count drops - numbers are easier to represent ammo instead of a dim display, especially in dark environments where if the display was dim you wouldn't be able to see how many bullets are left.
Just my 2 cents.
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Oct 27, 2013 02:53 AM
Msg. 11780 of 12975
yes need the bitmap. it seems to me like the mettal parts have no sine now and the browen part is pritty much the same it really hard to tell on this pics but if you zoom in you can see a notaceable diffrence in pixels the new one deffenetly looks cleaner.
if anyone can take a look in anjust and tell me what detail maps the br's use that woudl be great! Edited by jackrabbit on Oct 27, 2013 at 03:08 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 27, 2013 09:45 AM
Msg. 11781 of 12975
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Oct 27, 2013 03:13 PM
Msg. 11782 of 12975
@Skidrow925: It looks pretty nice so far, but if it's a railgun, I don't think a muzzle brake would serve much of a purpose. Muzzle brakes redirect the gases released when the gunpowder in a conventional cartridge ignites, whereas a railgun simply uses magnets to accelerate a projectile.
The grip could probably be a bit thicker, more ergonomic, and I don't think such a rifle would have any real need for a red dot sight atop the apparently high-magnification scope. A set of integrated backup iron sights, akin to those found atop AUG scopes and some ACOGS, would probably be better.
What is the cylindrical bit hanging down in front of the trigger guard?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 27, 2013 03:21 PM
Msg. 11783 of 12975
I might have this somewhere between rail-gun and ultra-heavy snipers rifle. A gunpowder kickstart to a magnetic acceleration, to it could potentially shoot farther. The width of the grip is the width reference for the rest of the rifle, as it would be normally used as an emplacement sniper rifle. The multiple optic packages are for acquiring targets and operating at different ranges. The red dot sight would give a rough reference so less time spent in the high-mag scope. An ACOG low power sight with a top mounted open-sight is on the right side of the weapon. In retrospect, that should probably be moved somewhere more useful. That is the round. This loads not unlike most shotguns. I will put a better image of that area later. E: Now is later. Ergonomicised the grip a bit. Edited by Skidrow925 on Oct 27, 2013 at 03:37 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Oct 27, 2013 04:02 PM
Msg. 11784 of 12975
I'm not sure that a gunpowder kickstart would have any noticeable positive effects. Railguns already generate massive amounts of heat due to friction and electricity. Using a conventional gunpowder cartridge would only lessen the lifespan of the barrel and generate additional heat, while adding an additional degree of complexity as there would have to be a means of expelling the spent casing. A large dart composed of a particularly dense metal would be better-suited to such a weapon.
In regards to the multitude of optics, I can see how this might make target acquisition a bit faster. However, you could probably get away with having the primary scope have multiple levels of magnification, negating the need for the additional red dot and ACOG sights (all of which would have to be zeroed individually).
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 27, 2013 04:32 PM
Msg. 11785 of 12975
I see. Gunpowder it shall be. Originally, the idea was for a one-time-use ultra-heavy anti-everything sniper holding 6 rounds, and able to shoot really really far. However, now it loads a single round at a time, no magazine at all. The scope was to be 20-60x or so. Like a telephoto lens (which is actually what is on the end of the scope albeit slightly modified. I made slight optic changes to it. Edited by Skidrow925 on Oct 27, 2013 at 04:33 PM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Oct 27, 2013 07:51 PM
Msg. 11786 of 12975
put it under the scope insted.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 27, 2013 07:59 PM
Msg. 11787 of 12975
The ACOG? Practicality-wise, that wouldn't work without raising the main optical package. Bending ones neck down that far can be difficult, especially with the size of this weapon in particular. The movement of the head to go up from such a low position would also through you off-target.
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Oct 28, 2013 12:17 PM
Msg. 11788 of 12975
deffenetly needs the 3x zoom mod!
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Oct 28, 2013 06:54 PM
Msg. 11789 of 12975
I think if you have a Hybrid-sight of sorts. It might be far more helpful than what you have currently (As in, multiple sights that you can flip in or our to add in various levels of zoom without having to suffer zeroing them all in individually, and still having an option for iron-sights)
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 29, 2013 05:53 PM
Msg. 11790 of 12975
The issue with a rotary sights is that since they have a lot of moving parts, the can be off on the aim by just a little bit. And with a very long range ballistic rifle, a little bit, say maybe a few seconds at 2 miles, can make ya miss by several metres. The main scope does have a detachable section, but that wouldn't be used actively. Also with a rotary sights, ya have to physically move a part of the weapon.
By rotary sight, I mean how ya have like an ACOG and a NVS that is on a hinge and can be flipped up to be in front of the ACOG so ya can see in the night. I think one of the CoD games has something like this.
Having separate sights negates the need for touching the weapon once ya have yer target sighted, and makes it so ya simply move your neck down a bit. This keeps you more or less on target for when ya go to the higher zoom of the scope. Once ya have the target in the scope, ya adjust the zoom level to whatever ya need to best see yer target.
I will consider integrating the Holo RDS into the ACOG as I recently acquired a scope that had this, and I think it was a wonderful idea. A triple optic scope of 4x ACOG, Holo RDS, and a small open sight on the side. I shall see what I can do.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 29, 2013 06:14 PM
Msg. 11791 of 12975
Note: As it appears the post I replied to has been removed, or the poster banned, here is more or less what he said. "What about the adjustment knobs on the side of scopes" Those only work for so much zoom though before they become impractical. That is to say, on the lower end. 10 to 20 zooms is the usual range I believe on high power scopes. Here is what it looks like when the extension is separated. I just noticed I never actually finished the scope rings. I will fix that later. Also, the ring type things on the body of the main scope are for focus and zoom. The extension also has the same, and they link to the regular scope. E: Made scope rings. Will probably detail more later. Edited by Skidrow925 on Oct 29, 2013 at 09:00 PM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Oct 30, 2013 09:16 AM
Msg. 11792 of 12975
I'm curious, what is your poly count on that? Do you intend to try to get it in-game? You need to add windage and elevation knobs.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 30, 2013 09:31 AM
Msg. 11793 of 12975
Poly count is higher than I could conveniently count with tickmarks. Most of it is just extra details layered on though. If anybody really wants, I can bake it into low poly if somebody else want's to see it in-game. Personally, I don't plan to.
Originally, that is what the rotation bits on the scope were for. Might make proper knowbs at some point though.
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OHunterO
Joined: May 24, 2012
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Posted: Oct 31, 2013 11:55 AM
Msg. 11794 of 12975
This scope is the highpoly version right ?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 31, 2013 12:00 PM
Msg. 11795 of 12975
yeah. Most of the model is high-poly. The cheek rest and rails are not. The rials would be impractical, and the cheek rest will have more detail later.
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