
SeanTheLawn
Joined: Sep 4, 2007
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Posted: Oct 15, 2010 06:21 PM
Msg. 2521 of 6707
Is it possible to put these ragdoll animations into Halo? Like, I don't really know much about animations but are they the right format to be converted to Halo-usable animations?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Oct 15, 2010 06:50 PM
Msg. 2522 of 6707
CE engine itself doesn't do ragdoll. But if you made ragdoll anims in max, then saved them as normal death animations, then you'd have ragdoll-looking deaths.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 15, 2010 09:21 PM
Msg. 2523 of 6707
Quote: --- Original message by: abkarch its ok. problem is that when someone dies they dont fall that fast. you act like you know that from experience...
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Enzo03
- Screenshot Guru -
Joined: Aug 3, 2007
I'd rather go without than take what you'd bring.
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Posted: Oct 15, 2010 11:27 PM
Msg. 2524 of 6707
Quote: --- Original message by: Shade117 proQuote: --- Original message by: MoooseGuy Cubemap = Gloss, if you set it right. Just find a really white shiny blurry cubemap and set the brightness to a lower number. IMO, dull cubemap > flat texture. wrong, for real gloss you get that in the engine, you are only making dopey-ass fake gloss which obviously you think looks effective. It DOES look effective. Here is an old example from years ago when I was doing biped shaders like my life depended on it: Ignore the gratuitous engineer. That was when I was trying to make something useful out of it but I forget what. For this I made my own multipurpose and cubemap. The cubemap was similar to this, but it did not have the weird streaks on the sides without the highlight: The end effect was that it made the armor have a matte finish. Obviously there is no way to truly make the engine have varying levels of gloss. The best that can be done is to emulate it with cubemaps such as these, or simply blurry versions of cubemaps meant to be glossy. There's no dopey-ass reason to be so anal about it, so keep your tampon on. Quote: --- Original message by: SlappyThePirate CE engine itself doesn't do ragdoll. But if you made ragdoll anims in max, then saved them as normal death animations, then you'd have ragdoll-looking deaths. Weellll it does do ragdoll, but.. not. You'll notice after a death animation plays, and the dead body comes to rest, its limbs will succumb to gravity and fall a bit. Bungie themselves called it ragdoll in one of their old screenshot gallery posts, and it could probably be considered a primitive form of ragdoll. As for one's body flailing about in realtime, no. The engine doesn't do that.. Although, I've noticed that if for some reason a body is sliding on a surface and comes upon a wall feet first in the "laying down dead" position, the legs will bend in real time. It probably wouldn't have taken much more work to give Halo 1 real ragdoll physics. I don't think the idea of using ragdoll physics to make an entire set of animations for deaths would really do well. They need to have at least some animation before being turned into a ragdoll. Edited by Enzo03 on Oct 15, 2010 at 11:39 PM
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Oct 16, 2010 08:29 PM
Msg. 2525 of 6707
does ANYONE have an animated spartan biped? thats better than the default halo CE one? (max format, not halo CE format) Edited by abkarch on Oct 16, 2010 at 08:29 PM
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Oct 18, 2010 05:04 PM
Msg. 2526 of 6707
im just gonna throw this in here i couldnt get a good pic, but here ya go, just to let you know, that bsp is the crashed POA mah uberhunter is sooo much biger lol the bitmaps need fixing and i cant make a collision (open edge errors *rolleyes*)
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 18, 2010 06:32 PM
Msg. 2527 of 6707
you could just use the default halo 1 collision.
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Oct 18, 2010 06:51 PM
Msg. 2528 of 6707
lol did i mention the size lol.
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 18, 2010 09:37 PM
Msg. 2529 of 6707
Quote: --- Original message by: l283023Quote: --- Original message by: Advancebo you could just use the default halo 1 collision.  u mad? using default collision is much easier, since its already there for you. and if you can't read, he says hes having problem with the collision model. When making collision models, you never want to use the same geometry as the gbxmodel, it can easily cause open edge errors, and also cause more power on your CPU, since there is more colliding. such as having a grenade bounce endlessly in a cage of a model. Custom collision should use simple hit boxes, simplified pieces of geometry that outline the shape of the gbxmodel.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Oct 18, 2010 11:30 PM
Msg. 2530 of 6707
oh my. :)
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 19, 2010 03:26 PM
Msg. 2531 of 6707
Quote: --- Original message by: l283023 Lol. You need to l2read, you tard. You can't scale the 'default collision'. Are you tard? Hes not asking to scale up the collision. Hes making new collision, which is why he has open edges.
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Oct 19, 2010 03:29 PM
Msg. 2532 of 6707
ok im just figuring all this. how should i make this collision? my box didnt work -_-
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 19, 2010 03:34 PM
Msg. 2533 of 6707
Shape a box around each bone and the part of the model, such as a "bip01 head", you would get a box and shape it around the head, adding a few more edges to make it shape better. You do that for every bone.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Oct 19, 2010 04:24 PM
Msg. 2534 of 6707
Quote: --- Original message by: AdvanceboQuote: --- Original message by: l283023 Lol. You need to l2read, you tard. You can't scale the 'default collision'. Are you tard? Hes not asking to scale up the collision. Hes making new collision, which is why he has open edges. LOL, then why did you tell him to use the default one?
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 19, 2010 05:11 PM
Msg. 2535 of 6707
Quote: --- Original message by: Maniac1000Quote: --- Original message by: AdvanceboQuote: --- Original message by: l283023 Lol. You need to l2read, you tard. You can't scale the 'default collision'. Are you tard? Hes not asking to scale up the collision. Hes making new collision, which is why he has open edges. LOL, then why did you tell him to use the default one? i assumed the hunter looked halo 2-ish, and that the large hunter was merely an error.
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Oct 19, 2010 05:39 PM
Msg. 2536 of 6707
oh no its the normal hunter. but do i keep the original model? or do i delete it? sorry lol it looks pretty good ingame and i really want to see this hunter fight. I already have an idea for a better shield bash animation. so how do i know what is biped arm01 or whatever? alsoalso noobish question but what settings should i do for the gbximporter for the collision(i made the model already and i extracted that, so what should i use as reference? all nodes as bones or whatever?)?
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 19, 2010 06:18 PM
Msg. 2537 of 6707
keep the original model, as the new larger hunter should be in a seperate folder on its own (ex: data\characters\hunterxl). the "bip01" is the prefix of the node, similar to "frame". It comes before: head, neck, spine, spine1, pelvis, l/r upperarm, l/r forearm, l/r hand, l/r thigh, l/r calf, l/r, foot; those are just the basic bones needed in a normal biped, such as the cyborg.
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Oct 19, 2010 07:06 PM
Msg. 2538 of 6707
ok so when i make the collision: the folder is data\characters\uberhunter so what i meant was, in 3ds, when im working on the collision (physics\uberhunter.jms) i want to import the gbx model i made for the big hunter. sorry that i dont fully understand that^ what i got: Bip01 is the frame? do i still need the frame? i never read tuts so im just guessing/testing. and i have to somehow attach boxes to the bones so do i delete the gbxmodel i imported or deleted it?
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Co1t3r
Joined: Dec 13, 2008
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Posted: Oct 29, 2010 10:27 AM
Msg. 2539 of 6707
Try rigging it to the human flood?
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 29, 2010 12:22 PM
Msg. 2540 of 6707
they're a bit wide aren't they? Dead people should slim up a bit. Though a fat one with gut rot would be cool.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 29, 2010 06:55 PM
Msg. 2541 of 6707
Get rid of the permutations with the hats, they look out of place, lol.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Oct 29, 2010 09:35 PM
Msg. 2542 of 6707
They are to black and stretched textura's.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 30, 2010 11:46 AM
Msg. 2543 of 6707
zombies just in time for halloween! WOOT!
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Oct 30, 2010 06:58 PM
Msg. 2544 of 6707
I think he means re-texturing the the human flood combat form to the WaW zombie style.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 31, 2010 02:30 PM
Msg. 2545 of 6707
Here's a Mystery box spartan094 gave me long ago. Now all we need are BSPs :D
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 31, 2010 02:40 PM
Msg. 2546 of 6707
is that a missile pod turret I see in the backround? 0_0
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 31, 2010 03:26 PM
Msg. 2547 of 6707
yaaa... uh, i think it would be better to just make custom animations for the Nazi zombie biped instead of rigging it to flood... IMO
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Corey
Joined: Jan 24, 2009
I'm on a break.
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Posted: Nov 1, 2010 05:57 PM
Msg. 2548 of 6707
+1000 intranets to the first one to make an animation of elite yiff.
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Hs_crozzhair
Joined: May 8, 2010
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Posted: Nov 2, 2010 08:01 PM
Msg. 2549 of 6707
Quote: --- Original message by: Advancebo Hes making new collision, go2school
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olly12345
Joined: Jul 30, 2008
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Posted: Nov 3, 2010 05:00 PM
Msg. 2550 of 6707
I'm surprised nobody has made or is making a minecraft biped o.O
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 3, 2010 05:19 PM
Msg. 2551 of 6707
Quote: --- Original message by: Hs_crozzhairQuote: --- Original message by: Advancebo Hes making new collision, go2school Quote: i are as dumb as dis thing :( ironic.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Nov 3, 2010 07:07 PM
Msg. 2552 of 6707
^Ha.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Nov 5, 2010 12:05 AM
Msg. 2553 of 6707
made the spartans for my homecoming campaign today, they look beastly :P i give you: Commander Lance-632 Gunnery Sergeant Zephyr-216 Chief Warrant Officer Saphira-969 and Sergeant Major Grey-440 my personal favorite is grey because of this feature: i added an protoss style warp blade to both of his hands. the one with the swords extended is for cutscenes only. this is what you will see normally: notice that the blue lights on the emitter are inactive on the deactivated version. i found the model on garrysmod.org, originally called the modular energy blade. i had a fun time designing these spartans, and it took me all day to finish them. vote for your favorite :D
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Nov 5, 2010 12:43 AM
Msg. 2554 of 6707
You better not be using my cubemap or else im going to kill you.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Nov 5, 2010 12:45 AM
Msg. 2555 of 6707
um no....
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