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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 120 of 371)
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Advancebo
Joined: Jan 14, 2008


Posted: Apr 2, 2010 10:32 PM    Msg. 4166 of 12975       
Quote: --- Original message by: Cocaine
The AA-12 fires explosive rounds in real life , but they decided that pellets were the way to go because it'd be too overpowered in the game.


It fires regular rounds and explosive rounds.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 3, 2010 12:18 AM    Msg. 4167 of 12975       
Quote: --- Original message by: Switchblade
Quote: --- Original message by: Gamma927
High Quality: http://www.xfire.com/video/26a5a3/

Lower Quality: http://www.youtube.com/watch?v=vxklbq7C-TA

My first two animations that I think aren't too crappy :D


I liked them; they were very smooth and human like... were those marine arms?

Not exactly. I'd normally use urban camo for the sleeves, but I was messing around with it to see how arctic, desert, and woodland looked.


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Apr 3, 2010 11:08 AM    Msg. 4168 of 12975       
Quote: --- Original message by: Gamma927
High Quality: http://www.xfire.com/video/26a5a3/

Lower Quality: http://www.youtube.com/watch?v=vxklbq7C-TA

My first two animations that I think aren't too crappy :D




The animations are good but I think that the SMG reload, and firing animations should have more gun movement, like more recoil. Overall though, much better than what I can pull off.
Edited by shadowce9 on Apr 3, 2010 at 11:09 AM


Spartan_094
Joined: Jan 8, 2008


Posted: Apr 3, 2010 11:13 AM    Msg. 4169 of 12975       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: Cocaine
The AA-12 fires explosive rounds in real life , but they decided that pellets were the way to go because it'd be too overpowered in the game.


It fires regular rounds and explosive rounds.

It fires all different types of shotgun rounds just not those 2 hurf durf.

Future weapons.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 3, 2010 11:41 AM    Msg. 4170 of 12975       
Quote: --- Original message by: shadowce9

Quote: --- Original message by: Gamma927
High Quality: http://www.xfire.com/video/26a5a3/

Lower Quality: http://www.youtube.com/watch?v=vxklbq7C-TA

My first two animations that I think aren't too crappy :D




The animations are good but I think that the SMG reload, and firing animations should have more gun movement, like more recoil. Overall though, much better than what I can pull off.


I can't do SMG firing animations >>
But thanks for the feedback; I'll try to add more recoil.


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Apr 3, 2010 06:50 PM    Msg. 4171 of 12975       
Oh yeah, I was modeling a weapon for practice, when I remembered a question...errr two.

1) Should I model weapons in Editable Poly or Editable Mesh?

2) Should I model BSPs (for levels) in Editable Poly or Editable Mesh?

Thanks in advance.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 3, 2010 07:08 PM    Msg. 4172 of 12975       
it doesnt matter which one you use. Until you have to export, I only model BSP's (since i suck a$$ at closed models :c) But i use 'Editable Mesh' :)


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Apr 4, 2010 12:34 AM    Msg. 4173 of 12975       
Quote: --- Original message by: shadowce9
Oh yeah, I was modeling a weapon for practice, when I remembered a question...errr two.

1) Should I model weapons in Editable Poly or Editable Mesh?

2) Should I model BSPs (for levels) in Editable Poly or Editable Mesh?

Thanks in advance.


It doesn't matter. Model them however you want. Just be sure to convert to Patch then again to Mesh before exporting. I'd suggest saving beforehand. The reason is to have all the edges visible when exporting, otherwise stuff gets all fubar.
Edited by Marka Haiyana on Apr 4, 2010 at 12:35 AM


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Apr 4, 2010 11:19 AM    Msg. 4174 of 12975       
Alright, thanks for clearing all that up.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Apr 4, 2010 10:58 PM    Msg. 4175 of 12975       
Quote: --- Original message by: Switchblade
Actually, i own the N64 version of the game which only had the explosive shelled alien gun and the Laptop gun to pwn all. But then again, a P90 or any variant may be too much pwnage for a fps game like this unless its range, accuracy, and clip were majorly reduced.

RC-P120 was in the n64 version bro
E: and it IS ridiculously overpowered
Edited by Donut on Apr 4, 2010 at 10:59 PM


eldiablotmh
Joined: Jul 21, 2009


Posted: Apr 5, 2010 06:36 PM    Msg. 4176 of 12975       
After some time I got back on animating something.

http://www.xfire.com/video/26ff5a/

Keep in mind that, as the description says, the quality is pretty bad and (at least on my pc) the frame rate isn't decent. I really should try re-uploading that but I'm off to bed now. Criticism would be appreciated.


iizahsum
Joined: Jun 22, 2008

Lacks enthusiasm


Posted: Apr 5, 2010 08:38 PM    Msg. 4177 of 12975       
I think it may be because of the frame rate, but everything seems slow and stiff.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Apr 6, 2010 01:45 AM    Msg. 4178 of 12975       
No, I think you are right. Some of the return to origins are jerky I think.


eldiablotmh
Joined: Jul 21, 2009


Posted: Apr 6, 2010 05:44 AM    Msg. 4179 of 12975       
I really had to ingame them to get a decent recording. Ah what not having a youtube account and so much laziness can do.

http://www.xfire.com/video/2707b5/

I'm aware of the last part of the reload (from when inserting the new clip) sucking; I will re-do it.
Returns to origins look fine to me; at least they do ingame.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Apr 6, 2010 08:12 AM    Msg. 4180 of 12975       
It looks decent all around. The walking and firing are the best. The melee needs more force put into the butting. The reload looks fine to me.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Apr 6, 2010 09:57 PM    Msg. 4181 of 12975       
..... http://www.xfire.com/video/1f57c0/ what happend to this!


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Apr 6, 2010 10:37 PM    Msg. 4182 of 12975       
Quote: --- Original message by: Hydrogen
..... http://www.xfire.com/video/1f57c0/ what happend to this!


umm... sheer laziness happened to it. I'm sure im not the only one who wonders why the knife crosses the under side of the gun instead of being on the left side by itself. Also... where exactly does the knife go when you reload; it seemed to disappear and reappear to me.


Bokito
Joined: Oct 31, 2007

Playing ODST since 09-21-09


Posted: Apr 7, 2010 09:21 AM    Msg. 4183 of 12975       
Scrap knives like that, knifing a shielded and armored super soldier will probably not kill him, unlike the soldiers from modern warfare 2.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Apr 7, 2010 04:20 PM    Msg. 4184 of 12975       
Quote: --- Original message by: Bokito
Scrap knives like that, knifing a shielded and armored super soldier will probably not kill him, unlike the soldiers from modern warfare 2.


if the bruteshot bayonet won't, a tac knife definitely won't


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Apr 7, 2010 10:46 PM    Msg. 4185 of 12975       
Quote: --- Original message by: Delicon20
Quote: --- Original message by: Bokito
Scrap knives like that, knifing a shielded and armored super soldier will probably not kill him, unlike the soldiers from modern warfare 2.


if the bruteshot bayonet won't, a tac knife definitely won't


Actually... after careful consideration and thought, the tac. knife would work but only if it acted like the knives shown in Halo Reach previews. (ie - combo kills taking the knife and forcing it under the armor in the back near the kidknees, then at the open throat on the front of the target.) But i don't think the engine will fully support this kind of heavily scripted attack in multiplayer due to all the extra variables like: positioning of the other player, the slight chance of them turning around, the chance that an explosive is detonated near where this action is takling place, etc.


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Apr 8, 2010 04:27 AM    Msg. 4186 of 12975       
http://www.youtube.com/watch?v=jw44SsCXI40

http://www.xfire.com/video/273931/

Reach magnum so far, animated and tagged, no custom model, no sounds synced with the animation

and yes I know the return from melee is a bit borked
Edited by Marka Haiyana on Apr 8, 2010 at 04:36 AM


Shockwave
Joined: Apr 7, 2010

Animator / Modeler / VFX


Posted: Apr 8, 2010 07:37 AM    Msg. 4187 of 12975       
Quote: --- Original message by: Marka Haiyana

http://www.youtube.com/watch?v=jw44SsCXI40

http://www.xfire.com/video/273931/

Reach magnum so far, animated and tagged, no custom model, no sounds synced with the animation

and yes I know the return from melee is a bit borked
Edited by Marka Haiyana on Apr 8, 2010 at 04:36 AM


Yes, I don't like the melee animation but it's not bad =D


UnevenElefant5
Joined: May 3, 2008

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


Posted: Apr 8, 2010 02:49 PM    Msg. 4188 of 12975       
The arm is really high on the melee. Unnaturally high imo.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Apr 8, 2010 04:01 PM    Msg. 4189 of 12975       
OK, Halo's overlay system is great if you know how to use it.

You, unfortunately don't and so instead of trying to fix it you just keep whining about it. Don't give me the "I'm a self-taught animator, leave me alone" bull, because you have plenty of tutorials and people (like me) around to ask and easily become a much better animator than taking the stupid way and self-teaching yourself through experience. It won't get you anywhere fast.

The simple, easy solution to your 'deathly' problem is to simply go to Edit>Select All (Ctrl+A). Now press the key button (key frame) for every single frame you have, all the way up to 9 aka the very last one.

Do your gun movements now, export your animation out as a .jmo, and compile it into your animations.

That's it, now please just ask me or someone else next time instead of making a huge stupid deal out of it because it makes you look like a complete moron.

Thank you for your time, please don't take me to be angry, I'm just being forceful and trying to get the point into your head. I still love you Muki.
Edited by ODX on Apr 8, 2010 at 07:08 PM


SwordMa5ster
Joined: Jul 13, 2009

Come get some!!!


Posted: Apr 8, 2010 04:46 PM    Msg. 4190 of 12975       
The reach magnum looks pretty good just remember to add the bloom effect so that its not as accurate as the h1 pistol.


Corvette19
Joined: Feb 27, 2007


Posted: Apr 8, 2010 05:06 PM    Msg. 4191 of 12975       
Nice tac-knife anims.
I was gonna make some origins, but I got lazy, but it was gonna be MGS style.

Also,
Edited by Corvette19 on Apr 8, 2010 at 05:08 PM


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Apr 8, 2010 09:31 PM    Msg. 4192 of 12975       
Quote: --- Original message by: ODX
please don't take me to be angry
Edited by ODX on Apr 8, 2010 at 07:08 PM


Kind of hard when you use words like stupid and moron and use uber bold on your text, and make assumptions that I'm going to make excuses. I'd say work on that, that kind of stuff makes you seem hostile.

As far as the overlays, I know how they work, the individual frames signify how it will look when you're moving/looking. The moving aren't all too bad, I'm sure there's a work around to make the parts of the weapon and hands not clip. Moving everything instead of just the wrists would likely work. The looking however, I absolutely loathe. The way they don't follow the mouse movements properly just bothers me, and compared to other games looks horrible.
Edited by Marka Haiyana on Apr 8, 2010 at 09:53 PM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Apr 8, 2010 10:17 PM    Msg. 4193 of 12975       
It's realistic, it doesn't just switch instantly to where you looking and if you make your overlays right it looks really nice and gives the animations a great feel.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 8, 2010 10:54 PM    Msg. 4194 of 12975       
Quote: --- Original message by: Marka Haiyana

http://www.youtube.com/watch?v=jw44SsCXI40

http://www.xfire.com/video/273931/

Reach magnum so far, animated and tagged, no custom model, no sounds synced with the animation

and yes I know the return from melee is a bit borked

Any chance i may possibly receive a copy? :o


Corvette19
Joined: Feb 27, 2007


Posted: Apr 8, 2010 11:27 PM    Msg. 4195 of 12975       
Tucker, boxy model.
Also, can you send me that Knife model :P


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Apr 9, 2010 01:19 AM    Msg. 4196 of 12975       
Quote: --- Original message by: ODX
It's realistic, it doesn't just switch instantly to where you looking and if you make your overlays right it looks really nice and gives the animations a great feel.


I respect your opinion, but I do not share it. I dislike how they look, they're too slow for my tastes. Then again, I'm into those ridiculously fast-paced arena shooters moreso than I am realism.

Quote: --- Original message by: jesse
Any chance i may possibly receive a copy? :o


For sure. I'll send it to you asap, kinda busy at the moment with the job and all, so it may be tweaked between now and when I send them.


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Apr 9, 2010 05:33 AM    Msg. 4197 of 12975       

My AR reskin. Higher res. 512x512 (default skin), itsnow 1024x1024.
Its not done. The only ACTUAL complete parts of the AR is the top bit with all the scratches. The other green colored areas are just there so i know what im gunna do later on. And also. the Power switch light is Done. the Top Shell of the AR is done. But im thinking of reducing the scratches cos i was a bit bored when i did it. =/


EDIT: feeling generous. so imma gun show some weapon concepts i drew. feel free to do anythin with them.
The image with the writing on it that sounds like some math crap. well it was done in math. While using a visual arts book. I was bored. and i didnt want to do work so i drew.


This one is like a Lightmachinegun version of the AR. I was using pen so i kinda stuffed up. The one on the bottom is the completed one =/


You may have seen this b4, but i might as well do it again, for a dead project from what im aware from.

Edited by Shade117 pro on Apr 9, 2010 at 05:40 AM


olly12345
Joined: Jul 30, 2008


Posted: Apr 9, 2010 05:52 AM    Msg. 4198 of 12975       
why doesn't someone just release a high def version of all the classic weapons? that'd be awesome.


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Apr 9, 2010 06:18 AM    Msg. 4199 of 12975       
Quote: --- Original message by: olly12345
why doesn't someone just release a high def version of all the classic weapons? that'd be awesome.


cos people like CUSTOM content. Not High poly content which is already there but in a simpler form.
And plus, it would be a waste of time to some.


Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Apr 9, 2010 07:22 AM    Msg. 4200 of 12975       
Im pretty sure the Hi-def version of the classic weapons were in Halo 3 , with damage and range tweaks.

 
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