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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 38 of 371)
Moderators: Dennis

h3freak13
Joined: Sep 2, 2008


Posted: Apr 10, 2009 05:10 PM    Msg. 1296 of 12975       
Hey i just want to show my progress on my h3 sniper its about 50% done
http://s465.photobucket.com/albums/rr20/halo123freak14/?action=view¤t=sniper.jpg


Advancebo
Joined: Jan 14, 2008


Posted: Apr 10, 2009 05:16 PM    Msg. 1297 of 12975       
Its nice, but model more.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 13, 2009 11:06 PM    Msg. 1298 of 12975       
Rigged the Halo 2 Arbiter hands just to try it:
http://www.youtube.com/watch?v=NWkiBmLnq9I
Then I animated the Carbine. It definately takes some getting used to.
Oh, arms, carbine, textures are ripped from Halo 2. Animations and rig is mine.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Apr 15, 2009 04:47 PM    Msg. 1299 of 12975       
Quote: --- Original message by: UnevenElefant5
Rigged the Halo 2 Arbiter hands just to try it:
http://www.youtube.com/watch?v=NWkiBmLnq9I
Then I animated the Carbine. It definately takes some getting used to.
Oh, arms, carbine, textures are ripped from Halo 2. Animations and rig is mine.

-Arm is coming from chest?
-Come from the side, that position of the arm looks very awkward.
-Work on putting in the carbine reload magazine.
-make the clip longer. =/


Advancebo
Joined: Jan 14, 2008


Posted: Apr 15, 2009 04:50 PM    Msg. 1300 of 12975       
Add a couple of frames for the origin at the beginning and the end so that it doesnt end all of a sudden.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 15, 2009 06:57 PM    Msg. 1301 of 12975       
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: UnevenElefant5
Rigged the Halo 2 Arbiter hands just to try it:
http://www.youtube.com/watch?v=NWkiBmLnq9I
Then I animated the Carbine. It definately takes some getting used to.
Oh, arms, carbine, textures are ripped from Halo 2. Animations and rig is mine.

-Arm is coming from chest?
-Come from the side, that position of the arm looks very awkward.
-Work on putting in the carbine reload magazine.
-make the clip longer. =/

Yeah, I rigged my arms wrong somehow. If I move one arm forward it offsets the whole rig for some reason, so yes the origin is akward. Also, make the clip longer? That clip is ripped from Halo 2.

EDIT: @Bo FFFFFFFFFFFFFF I knew I was forgetting something -_-
Edited by UnevenElefant5 on Apr 15, 2009 at 06:57 PM


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Apr 15, 2009 07:00 PM    Msg. 1302 of 12975       
The clip, as in, the film clip. -_-


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 15, 2009 07:13 PM    Msg. 1303 of 12975       
oooooh lol.


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Apr 23, 2009 01:43 PM    Msg. 1304 of 12975       
hey m8s, watcha trhink of my AMR(advanced marksmen rifle)


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Apr 23, 2009 04:20 PM    Msg. 1305 of 12975       
Quote: --- Original message by: Geared
hey m8s, watcha trhink of my AMR(advanced marksmen rifle)

i get happy every time you post. work on smoothing those edges. the whole gun could be smoother, but this is definitely doing in the right direction


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Apr 23, 2009 04:43 PM    Msg. 1306 of 12975       
if u could edit the image to show me where i should focus on, plz tell me, (btw the whole gun is one object, clip is separate :D, that's how its supposed to be right?) and thanks for ur support :D
also if anyone wants the model tell me :D, first come first serve, as long as the person is really gonna use it and not forget about it lol.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Apr 23, 2009 05:01 PM    Msg. 1307 of 12975       
Quote: --- Original message by: Ultima
Quote: --- Original message by: Geared
hey m8s, watcha trhink of my AMR(advanced marksmen rifle) ]


I like the side reloader and the sight, but my main problem is with the barrel(s). I'm assuming that the one on top is some sort of laser pointer, but typically that sort of thing would be found on the bottom. Aesthetically it's just sort of eye-jarring.

that top barrel is actually used for venting gasses if i remember correctly. also the whole gun being one object is not a good thing when those barrels do not need to be worked into the mesh


h3freak13
Joined: Sep 2, 2008


Posted: Apr 24, 2009 07:38 PM    Msg. 1308 of 12975       


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Apr 24, 2009 08:24 PM    Msg. 1309 of 12975       
Awesome. 12 boxes.


Advancebo
Joined: Jan 14, 2008


Posted: Apr 24, 2009 08:34 PM    Msg. 1310 of 12975       
Actually 13, one in the middle and under.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Apr 24, 2009 08:47 PM    Msg. 1311 of 12975       
Not sure what that was. lol. Doesn't look like a box, but still. Also, is this your new weapon your making? The wooden bridge gun that shoots splinters?


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 24, 2009 11:07 PM    Msg. 1312 of 12975       
I commented.


Dhark
Joined: Feb 2, 2008

I believe in Dennis Powers


Posted: Apr 26, 2009 12:34 AM    Msg. 1313 of 12975       
Quote: --- Original message by: h3freak13
hey again heres another work in progress
http://s465.photobucket.com/albums/rr20/halo123freak14/?action=view¤t=scafolding.jpg


despite what the fools above were stating the obvious in that these objects are primitives; I can see that that is not the point of the render, the point is that youre designing a bridge using planks of wood. It has a nice irregular feel to it and I like it, perhaps you could do it a little more and have the planks vary in size a little more to give a more irregular feeling which can be appealing to the eye


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Apr 26, 2009 02:14 AM    Msg. 1314 of 12975       
oh maybe some warped wood(borekn as well)with holes u know old rotted feel :D


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Apr 26, 2009 02:28 PM    Msg. 1315 of 12975       
Its a object from halo 3, way to fail guys.


Advancebo
Joined: Jan 14, 2008


Posted: Apr 26, 2009 02:40 PM    Msg. 1316 of 12975       
This is what happens when I click the link:

The action that you were trying to perform has failed.








Click here to go back to what you were doing.

http://s465.photobucket.com/albums/rr20/halo123freak14/?action=view%A4t=scafolding.jpg


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Apr 26, 2009 02:42 PM    Msg. 1317 of 12975       
Quote: --- Original message by: Advancebo
This is what happens when I click the link:

The action that you were trying to perform has failed.






Click here to go back to what you were doing.

http://s465.photobucket.com/albums/rr20/halo123freak14/?action=view%A4t=scafolding.jpg
#
click on the non-quoted link.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: May 1, 2009 05:08 PM    Msg. 1318 of 12975       
There, friendly rendered it for him.


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: May 2, 2009 02:57 PM    Msg. 1319 of 12975       
i like it. reminds me of a combat shotgun or very big pistol.


h3freak13
Joined: Sep 2, 2008


Posted: May 3, 2009 11:52 AM    Msg. 1320 of 12975       


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: May 3, 2009 12:30 PM    Msg. 1321 of 12975       
Very well done.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 3, 2009 01:49 PM    Msg. 1322 of 12975       
h3freak, its a little difficult to tell by those shots, but did you use autosmooth or did you make your own smoothing groups? if you know how to do smoothing groups, every side of the barrel geometry should be in the same smoothing group


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: May 3, 2009 02:47 PM    Msg. 1323 of 12975       
latest model:



h3freak13
Joined: Sep 2, 2008


Posted: May 3, 2009 05:12 PM    Msg. 1324 of 12975       
i used auto smooth and i need help does anyone know a good program for gmax that lets you export animations into .jmo to make animations


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: May 3, 2009 09:15 PM    Msg. 1325 of 12975       
Use CAD's animation exporter on this site.


iTails
Joined: Nov 26, 2008

The lot of idiots on this forum are veterans


Posted: May 3, 2009 10:48 PM    Msg. 1326 of 12975       
Quote: --- Original message by: h3freak13
hey i dont know if this goes into vehicles or weapons but im showing it off though,

Its big, its loud its, ...
http://s465.photobucket.com/albums/rr20/halo123freak14/?action=view¤t=turret3.jpg
http://s465.photobucket.com/albums/rr20/halo123freak14/?action=view¤t=turret2.jpg
http://s465.photobucket.com/albums/rr20/halo123freak14/?action=view¤t=turret1.jpg

please leave comments,
Pretty good.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: May 4, 2009 02:27 AM    Msg. 1327 of 12975       
Quote: --- Original message by: Geared
latest model:


I find myself really liking your models =]


h3freak13
Joined: Sep 2, 2008


Posted: May 4, 2009 05:43 PM    Msg. 1328 of 12975       
OK I need help again I got CAD's animation exporter and when i export it i dont know were it goes i checked everywhere please help i want to get this done and send it to you guys, please!!!??!!


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: May 4, 2009 11:41 PM    Msg. 1329 of 12975       
Check "export to original directories" and it will export to the same folder you have you have your max scene in (which should be data\vehicles\vehiclename)
Then make a folder in there called "animations" and follow this tutorial on animating vehicles:


Quote: --- Original message by: Advancebo
Source:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=24629

Quote: --- Original message by: Advancebo
Primary Firing would be if you have barrels.
It would have the same amount of key frames as the number of barrels.
Exported as:
stand fixed fire-1.JMO


Secondary Firing would not be needed unless you plan on having an actual moving object for it.
Depends on what it is, if its a barrel like above or some complex firing mechanism.
Exported as:
stand fixed fire-2.JMO

Hatch opening can be any amount of keyframes you want.
Exported as:
stand opening.JMA - When you are exiting the vehicle
stand closing.JMA - When you are entering the vehicle

The opening and closing is coupled with "stand fixed idle.JMA", which tells what the vehicle is like when unoccupied.

Turning would be 3 frames.
0 - Default
1 - Turning Right
2 - Default
3 - Turning Left
Exported as:
vehicle steering.JMO

Accelerating has 3 main parts:
stand acc-left-right.JMO - What the vehicle does when turning left or right, such as on the Warthog's Chaingun.
stand acc-front-back.JMO - What the vehicle does when moving front or back, such as on the Warthog's Chaingun.
stand acc-up-down.JMO - What the vehicle does when moving up or down, such as on the Warthog's Chaingun.
Each has 3 keyframes, and they are in the order that it says:
0 - Default
1 - left/front/up
2 - Default
3 - right/back/down

Rolling is not needed.

Another animation you may need is "stand fixed aim-still", which defines where the vehicle's weapon can aim. The Warthog's Chaingun demonstrates that, where you can aim 360 degrees, but you cant aim straight up or straight down.
For a full 360 aiming:
0 - Default
1 - Aiming Backwards 180 degrees, and down.
2 - Aiming Right 90 degrees, and down.
3 - Aiming Forward 0 degrees, and down.
4 - Aiming Left 90 degrees, and down.
5 - Aiming Backwards 180 degrees, and down.
6 - Aiming Backwards 180 degrees, at normal.
7 - Aiming Right 90 degrees, at normal.
8 - Aiming Forward 0 degrees, at normal.
9 - Aiming Left 90 degrees, at normal.
10 - Aiming Backwards 180 degrees, at normal.
11 - Aiming Backwards 180 degrees, and up.
12 - Aiming Right 90 degrees, and up.
13 - Aiming Forward 0 degrees, and up.
14 - Aiming Left 90 degrees, and up.
15 - Aiming Backwards 180 degrees, and up.
__________________________________________
For 180 degrees aiming:
0 - Default
1 - Aiming Right degrees, down.
2 - Aiming Forward 0 degrees, down.
3 - Aiming Left , down.
4 - Aiming Right degrees, normal.
5 - Aiming Forward 0 degrees, normal.
6 - Aiming Left , normal.
7 - Aiming Right degrees, up.
8 - Aiming Forward 0 degrees, up.
9 - Aiming Left , up.
Export both as:
stand fixed aim-still.JMO

For the actual landing gear coming out:
Suspension Animations.
Depending on where each suspension is, such as the Warthog and Scorpion has 4, but the Pelican has 3, you name each on differently.
0 - Default
1 - Extended Down
2 - Extended Up
Then you export it for the location each suspension each. You have to make one for each suspension there is, the Warthog has 4 suspension animations, the Pelican has 3.
So export as:
suspension front.JMO - For the wheel
suspension left back.JMO - For the left beam
suspension right back.JMO - For the right beam.


Hope this helps.

Edited by Advancebo on Mar 8, 2009 at 04:24 PM


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: May 5, 2009 05:58 PM    Msg. 1330 of 12975       
Quote: --- Original message by: Geared
latest model:



Link broken.

 
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