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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 347 of 371)
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Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 2, 2014 08:32 AM    Msg. 12111 of 12975       
Quote: --- Original message by: Mystryb0y
Quote: --- Original message by: ASCENDANTJUSTICE
Someone should make a optimizing script.

Which deletes the faces of the gun which are not seen by the player.


But what happens when they ARE seen?
Dissatisfaction, that's what.


You only ever see 2/4 of a gun model at best.

The script, would render the faces when they come into contact with the fp view camera and delete them when they are hidden by other parts of geometry.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 2, 2014 09:32 AM    Msg. 12112 of 12975       
Towards the end it feels just a little too smooth.

I think making the animation (as the hand pulls the charging handle back) more snappy would give a more realistic feel and also give the player a sense of urgency.

Other wise good.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 2, 2014 10:08 AM    Msg. 12113 of 12975       
Quote: --- Original message by: Mystryb0y
Quote: --- Original message by: ASCENDANTJUSTICE
Towards the end it feels just a little too smooth.

I think making the animation (as the hand pulls the charging handle back) more snappy would give a more realistic feel and also give the player a sense of urgency.

Other wise good.

Noted.
I don't really agree though so I'll keep it until other opinions pop up


Just my personal preference, I like snappy reloads. It really gives the bolt a realistic dynamic.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jul 2, 2014 11:50 AM    Msg. 12114 of 12975       
Not bad but you and I both know you can do better.

I think you could speed up the pull slightly and have the AK rotate slightly upward (or any other direction you prefer).
Edited by Dumb AI on Jul 2, 2014 at 11:51 AM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 3, 2014 03:53 AM    Msg. 12115 of 12975       
Hey that's a good start if it's one of your first times animating !
you should just add a little quick movement at the end of the biggest manipulations, like putting a key and amplifing the movement on 2-3 frames before going back to the initial place of the movement.
Not sure if I made myself clear


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 5, 2014 03:41 AM    Msg. 12116 of 12975       
No way to use regular scripts to not render faces on a model.

The best thing you can do is play your animation, modifying your model and deleting faces that you don't notice are gone during your animations.

Basically, play your reload over and over as you delete faces, this way you can delete those tat are never seen anyway.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jul 5, 2014 11:03 AM    Msg. 12117 of 12975       
Just out of curiosity: Why don't people use the same model for first and third person? I mean, with LoD's it shouldn't lag the game with extra poly's and you'd think the map would have a lower file size because you're not using two separate models. Does that make sense, or am i just babbling again?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Jul 5, 2014 11:16 AM    Msg. 12118 of 12975       
You can't have lods on fp model.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jul 5, 2014 01:15 PM    Msg. 12119 of 12975       
Quote: --- Original message by: altis94
You can't have lods on fp model.

Does that mean LODs won't work in FP, or does that mean LODs won't work at all?

If they work in the third person but not in first, that's perfectly fine for we do here.
Edited by Dumb AI on Jul 5, 2014 at 01:18 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Jul 5, 2014 01:19 PM    Msg. 12120 of 12975       
Lods make the weapon invisible in fp.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jul 5, 2014 05:02 PM    Msg. 12121 of 12975       
i see. So if you used the same model there'd be no way of using a reduced version for the third person. So either too much detail in third or too little in first. Or find a balance in between where it only affects both an even amount.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jul 6, 2014 02:49 AM    Msg. 12122 of 12975       
Is that the bf4 model?


Also dude wtf i had an ak 12 then i lost it in a hard drive crash ;(

it was even a custom model by me. And probably my best.
Edited by MEGASEAN2812 on Jul 6, 2014 at 02:50 AM

EDIT:



I was going for a bf4 style with anims.
Edited by MEGASEAN2812 on Jul 6, 2014 at 02:55 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 6, 2014 06:19 AM    Msg. 12123 of 12975       
Quote: --- Original message by: Mystryb0y
It's not the BF4 model, although I do have that.

I didn't know you had an AK-12 in the works but that looks terrible.
Right off the bat, I notice that the Upper Receiver has the detach button on it. The AK-12 does NOT have this. Then, I see the iron sights - a fair attempt indeed, however the AK-12's sights are wider and shorter, the rear sight has adjustment screws on it and there is an indent. Pic from BF4 because it's the most accurate model to date http://img1.wikia.nocookie.net/__cb20131127174036/battlefield/images/d/d7/AK-12_iron_sights_BF4.png
Also, if you were going for BF4 style animations you definitely did the origin wrong. It would need to be higher up and more to the right as well as closer to the camera a bit.


I sorta have to agree here, mysterboys model is very good. And so are the textures.

What the hell, I gave it to mysteryboy and he liked it, so here is the first weapon I ever made.

It has custom fp animations e.t.c http://www.mediafire.com/download/391upwkl5a646zq/supatrol.map

I know the texture, the ffx, and the model are beyond crap. But the fp anims are pretty good.

And btw, jump on xfire, supa I got your fx done. (1st draft)
Edited by ASCENDANTJUSTICE on Jul 6, 2014 at 06:22 AM


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Jul 6, 2014 02:39 PM    Msg. 12124 of 12975       
http://tf3dm.com/3d-model/cod-ghosts-ak-12-with-animation-94963.html
If this helps you guys, it uses blender. I didn't touch this, just found it.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jul 6, 2014 02:46 PM    Msg. 12125 of 12975       
Yeah, the model i did sux. Its really old.
Edited by MEGASEAN2812 on Jul 6, 2014 at 02:46 PM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 6, 2014 07:13 PM    Msg. 12126 of 12975       
They are both alright, and not terrible, you just gotta focus on the shape of the guns silhouette. Some stuff though, should not be modeled in the in game model because of normal maps. If you look at the bf4 model, you can see the boxy rail with fake cuved lighting and indents on the irons sights. Keep ing it simple here will help a lot for optimizations. Megasean, I think you need yo take the top two certs of gun and scale them in to look like a trapezium.

Just offering crit to advoid a flame war lol.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jul 7, 2014 01:17 AM    Msg. 12127 of 12975       
Quote: --- Original message by: Mystryb0y
Like that LMG you made?
























il rek u sckrub



Lumoris 4 leeker.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 8, 2014 05:33 AM    Msg. 12128 of 12975       
Quote: --- Original message by: Cheddars
They are both alright, and not terrible, you just gotta focus on the shape of the guns silhouette. Some stuff though, should not be modeled in the in game model because of normal maps. If you look at the bf4 model, you can see the boxy rail with fake cuved lighting and indents on the irons sights. Keep ing it simple here will help a lot for optimizations. Megasean, I think you need yo take the top two certs of gun and scale them in to look like a trapezium.

Just offering crit to advoid a flame war lol.



Cheddars!

I seriously need your help with teh mac 10, I can't unwrap the godforsaken Flexi stock rail folding thing at the back of the gun. You mind spilling the beans on how you did it?

Purrleease?


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 8, 2014 06:50 AM    Msg. 12129 of 12975       
Yeah it was really hard to do lol, and my methods was terrible.
I remember doing it two ways, but forgot which one I used :p.

One way I did it was planar mapping on the z axis and creating a seam on the very front edges so it wouldn't be seen in fp. I ended up relaxing it a tiny bit and scaled it so it had square tiles.

Again, not the best way but max 2011 kept screwing up and didn't gave tools like the other ones. Relaxing would also screw it up.

The other way was pelt mapping and relaxing it a tiny bit (think I did this)


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 8, 2014 06:55 AM    Msg. 12130 of 12975       
Pelt mapping I tried. I even tried using 3rd party unwrap tools.

Ugh, stuck with this xD


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 8, 2014 08:07 AM    Msg. 12131 of 12975       
Yeah, I guess you remake it if you can't do it. I saw a way recently where you could model a plane, convert it into a splines and then lathe which would leave a perfectly straight unwrap, but I'll have a look at my file for you tommorrow if you want lol. So much effort for an uncessary piece xp.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 8, 2014 09:08 AM    Msg. 12132 of 12975       
Quote: --- Original message by: Cheddars
Yeah, I guess you remake it if you can't do it. I saw a way recently where you could model a plane, convert it into a splines and then lathe which would leave a perfectly straight unwrap, but I'll have a look at my file for you tommorrow if you want lol. So much effort for an uncessary piece xp.


It would be really helpful if you did. BTW I made that flexi piece out of a spline anyway. But I added a turbo smooth , then removed that turbo smooth and converted everything to triangles.

I'd appreciate if you could look at your file :D


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 11, 2014 04:51 AM    Msg. 12133 of 12975       
Hey man, sorry it took so lon but I did the pelt mapping method and relaxed it a tiny :p.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jul 11, 2014 09:46 AM    Msg. 12134 of 12975       
If you do not already use it, get textools script for easy and good unwrapping.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 11, 2014 01:39 PM    Msg. 12135 of 12975       
Some progress on what is supposed to be the future bigass rocket launcher, highpoly.




Honestly I don't know what I'm doing.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 11, 2014 02:29 PM    Msg. 12136 of 12975       
Quote: --- Original message by: bourrin33
Honestly I don't know what I'm doing.


Since it fires homing rockets, the G4H-DuSH could be something to look at. It'd be a nice change from the almost exclusively double-barreled rockets we see in Halo (although you could make a double-barreled variant of it if you wanted to go that route). There was also a single-barreled anti-aircraft rocket launcher in the early, pre-Xbox builds of Halo that you could use as a source of inspiration for your guided rocket.

But if you want to stick more closely to Halo's traditional approach to rocket launchers, I'd suggest more closely imitating the optics and grip setup found on the other launchers in the franchise. The scope setup you have at the moment seems more bulky and complex than it needs to be, and the screen is too high to be of much use. I'd suggest losing the screen entirely and just having the scope smart-linked to the HUD, because there's not really a good place to mount a monitor on a launcher with a setup like this.

You'd probably also need a support along the underside for that big purple cylinder that holds the tubes together at the back.
Edited by Echo77 on Jul 11, 2014 at 02:33 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 12, 2014 12:23 PM    Msg. 12137 of 12975       


Looks very very very, vewy good, bt I'm not sure what that piece of railing is for beneath the loading port.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 12, 2014 12:45 PM    Msg. 12138 of 12975       
I wanted to have a sort of moveable metal arm to link the scopI'm not sure how to do it yet.

@Echo the main model design will stay as it is, i'm not going to scrap it completely...


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 13, 2014 12:01 AM    Msg. 12139 of 12975       
Quote: --- Original message by: bourrin33
I wanted to have a sort of moveable metal arm to link the scopI'm not sure how to do it yet.

You generally don't want to have the scope mounted on something that can shift around, like a moving arm, because that'd make it harder to keep zeroed in.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 13, 2014 03:59 PM    Msg. 12140 of 12975       
Oops I was talking about the screen. The scope is fixed to the top part.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 13, 2014 04:07 PM    Msg. 12141 of 12975       
Quote: --- Original message by: bourrin33
Oops I was talking about the screen. The scope is fixed to the top part.

Ah, you could do that, then, but it does sound a bit overly complex.


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Jul 21, 2014 06:45 PM    Msg. 12142 of 12975       
Halo 4 assault rifle, with predator diffuse. Not final product, it will uses news animations, but I have got this right now :



Edit (fixed shaders, animations, LODs and collision)


Edited by darksoldier on Jul 21, 2014 at 08:08 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 21, 2014 08:13 PM    Msg. 12143 of 12975       
I think it could look cool if you gave it a green camo scheme instead of a blue one.


ReconNinja117
Joined: Nov 11, 2011


Posted: Jul 21, 2014 09:00 PM    Msg. 12144 of 12975       
Quote: --- Original message by: Echo77
I think it could look cool if you gave it a green camo scheme instead of a blue one.

That's one of the weapon skins for it that comes with Halo 4.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 21, 2014 10:00 PM    Msg. 12145 of 12975       
Quote: --- Original message by: ReconNinja117
Quote: --- Original message by: Echo77
I think it could look cool if you gave it a green camo scheme instead of a blue one.

That's one of the weapon skins for it that comes with Halo 4.
http://img4.wikia.nocookie.net/__cb20120816072603/halo/images/archive/1/16/20131104222623!H4_MA5DSkin_Predator.png

Yes, and I think it could look cool if it had a green camo scheme instead of a blue one.

 
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