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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Bipeds - Work in Process thread [WIP]

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Author Topic: Bipeds - Work in Process thread [WIP] (6707 messages, Page 151 of 192)
Moderators: Dennis

Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 4, 2012 09:08 PM    Msg. 5251 of 6707       
Stupidty meter:Over 9000


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Dec 4, 2012 09:24 PM    Msg. 5252 of 6707       
SilentJacket and Dumb AI you are off topic and making matters worse. Stay on topic.
Please review this thread:

Important: Forum Posting Guidelines for New and Old Members


  • Be civil. Personal differences should be handled through email or IM and not through posts displayed to everyone. Do not make personal attacks or call someone names.

  • Do Not troll which means do not post messages specifically designed to start arguments or controversy.

  • Stay on the topic of the thread.



Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 4, 2012 09:45 PM    Msg. 5253 of 6707       
Thank you very much.


master 37
Joined: Dec 1, 2012

kills in new gbasa. nuked in contrll kast.


Posted: Dec 7, 2012 02:57 AM    Msg. 5254 of 6707       
i made a bunch of biped does some one want to sse?
Edited by master 37 on Dec 7, 2012 at 02:57 AM


ERNIE
Joined: Dec 19, 2011


Posted: Dec 7, 2012 06:42 AM    Msg. 5255 of 6707       
Quote: --- Original message by: master 37

i made a bunch of biped does some one want to sse?
Edited by master 37 on Dec 7, 2012 at 02:57 AM


No


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 7, 2012 10:51 AM    Msg. 5256 of 6707       
so i decidedly started porting some reach marines and grunts to practice my rigging skills. i just have one question, when the object has multiple parts do i just rig them to the specified bones or can i link them together. also would i link link the model to bip01 pelvis or do i make a frame node and export it that way?

grunts are ingame rigged and with collision. now onto shaders





Edited by killzone64 on Dec 7, 2012 at 11:50 AM

how did i manage to miss the fact that shadowslayer beat me to it XD. ah well ill just finish them anyways ill post reach marines later, i got started but never finished hopefully tonight ill be done with getting them ingame and on to shaders. i wont have time today for all the perms but at least i can get the basic marines ingame
Edited by killzone64 on Dec 7, 2012 at 02:51 PM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 7, 2012 07:02 PM    Msg. 5257 of 6707       
i just rigged the base mesh of the grunt, i then linked the backpack and the facemask to the nearest nodes. in this case the backpack to spine 1 and the facemask to head. it works just fine and doesn't mess up the rig. though that gives me an idea would it be possible to script the backpack shooting off since its separate from the rest of the model. then have the grunt fly all over like in reach? though it would probably look terrible because there are no ragdolls in ce. just an idea


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 7, 2012 07:19 PM    Msg. 5258 of 6707       
that's what i am doing for the marines, it saves a tooonnnnn of time. i only custom rigged the grunts as a practice in rigging in 3ds max.Btw weight painting in max suuucks. its way better in blender.
on the other hand i will try to get the damage perms working but i don't think it is exactly necessary , thanks for the tips though.

it looks like schoolwork is getting in the way of finishing the marines tonight, i will try to finish them but i don't think i will have the time.


ERNIE
Joined: Dec 19, 2011


Posted: Dec 8, 2012 08:32 AM    Msg. 5259 of 6707       
Quote: --- Original message by: goldkilla88

Quote: --- Original message by: master 34
nice grunts cant wait to see a green and orange and red one :D

Thats done through multi-purpose maps. You don't make a whole new everything for it. (That is worded exactly how I wanted it :)




Edited by goldkilla88 on Dec 7, 2012 at 11:56 PM


I think he meant the different armor perms for the different ranks.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 8, 2012 12:36 PM    Msg. 5260 of 6707       
i just happen to have the perms. though not having played the reach campaign i'm not sure which colors go to what grunt. i think that the green grunts are still gunners or did that change. orange is minor and red is major? i cant remember XD. now i have one question a bout the color change maps. what do i do to get them to work for ce. and i have one last thing i'm trying to do. i would like to have the fan spinning in the grunts backpack i need to know if i set this up right:


and as proof that i have the perms set up




Edited by killzone64 on Dec 8, 2012 at 02:55 PM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 8, 2012 02:52 PM    Msg. 5261 of 6707       
ok thanks again waffles, and i have one more question. is it possible to have a specified permutation attached to the actor variant, for example the standard grunt pack for a minor variant.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 8, 2012 03:08 PM    Msg. 5262 of 6707       
ok thanks. now i just need to get the moving bitmap for the fan. i am trying to get it to spin constantly i would like to know if i set up my tags properly in the photo's above.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Dec 8, 2012 03:17 PM    Msg. 5263 of 6707       
Well, you would want to set the A in function in the biped tag to alive. Assuming you have everything else in the shader set up correctly.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Dec 8, 2012 04:28 PM    Msg. 5264 of 6707       
Quote: --- Original message by: waffles
CC is probably the simplest thing to do in halo.

Make sure your cc map is in your multipurpose's alpha channel, and compile with "interpolated alpha" (if you compile as a 32-bit uncompressed bitmap i will hunt you down and hurt you >:[)


Locate your shaders affected by the cc, ex: chest armor/backpack. Set the cc channel in the shader to A for AI characters, This references the colors from the actor_varient tag rather than the biped itself, however you still want to go into the biped and make sure that you have the A channel added, otherwise nothings gunna work.

Finally make your AI and set the color values at the very bottom of the actor_varient tag.


Let's fight biatchhhhhh


Goldy De Wise
Joined: Dec 24, 2011

GTA Halo PR guy


Posted: Dec 8, 2012 04:38 PM    Msg. 5265 of 6707       
Those Grunts are neat.


Soul Viruz
Joined: Aug 1, 2012

I will destroy the halo! once and for all!


Posted: Dec 8, 2012 08:26 PM    Msg. 5266 of 6707       
Wow really cool grunts are the halo 3 brutes up next?


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 8, 2012 10:22 PM    Msg. 5267 of 6707       
Quote: --- Original message by: Soul Viruz
Wow really cool grunts are the halo 3 brutes up next?


not ATM since i still cant extract all the pieces. but oddly i can for the reach brutes so they will come next i hope.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 9, 2012 01:15 AM    Msg. 5268 of 6707       
all the brute were ugly but reach ones were uglier.

OK so instead of borrowing the original grunt collision i decided to not be lazy and do a custom collision model as well. any tips on a good way to set them up. i have a feeling hey need to be skinned and the textures need to be set up correctly.
Edited by killzone64 on Dec 9, 2012 at 09:06 AM


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Dec 9, 2012 04:01 PM    Msg. 5269 of 6707       
You would just make a very low-poly model. Each piece linked to each node. No rigging. Pretty much just boxes edited to fit the outline of the model. They don't have to be skinned. But the arms/legs/head/torso should have their individual materials.


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Dec 10, 2012 10:22 AM    Msg. 5270 of 6707       
Ahahaha, took me a while to see it.


xKRONNiKx
Joined: Nov 15, 2011

Turkey Farm.


Posted: Dec 10, 2012 02:54 PM    Msg. 5271 of 6707       
Quote: --- Original message by: Altheros00
http://screenshot.xfire.com/s/126522792-4.jpg

WAT!?


Best biped evarr


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Dec 10, 2012 04:00 PM    Msg. 5272 of 6707       
lmao


iHalo
Joined: Dec 5, 2009

Modeling ::Royal Carribean's Oasis of the Seas::


Posted: Dec 10, 2012 04:29 PM    Msg. 5273 of 6707       
Quote: --- Original message by: ㅤㅤㅤㅤㅤㅤㅤ
ㅤㅤㅤㅤㅤㅤㅤ


ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 10, 2012 06:15 PM    Msg. 5274 of 6707       
Quote: --- Original message by: iHalo
Quote: --- Original message by: ㅤㅤㅤㅤㅤㅤㅤ
ㅤㅤㅤㅤㅤㅤㅤ


ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

An empty quote filled with HTML entities. Odd.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 10, 2012 06:36 PM    Msg. 5275 of 6707       
for me its just empty odd


ReconNinja117
Joined: Nov 11, 2011


Posted: Dec 10, 2012 09:53 PM    Msg. 5276 of 6707       
zomg it r teh bezt bipedz evvaar releese plox :)
[/cancer-inducing text]


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 11, 2012 01:54 AM    Msg. 5277 of 6707       
Quote: --- Original message by: killzone64
for me its just empty odd

Hit quote on it, it's full of html entities that don't display.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 11, 2012 07:37 PM    Msg. 5278 of 6707       
Quote: --- Original message by: waffles
Quote: --- Original message by: mastur cheef
Atleast it isn't very hard to headshot that thing.

Thats all collision, no harder to hit it than the normal cyborg, he would have to make an entirely new collision model.

Which isn't very hard to do either.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 11, 2012 08:05 PM    Msg. 5279 of 6707       
Quote: --- Original message by: Altheros00
Quote: --- Original message by: Spartan314
Quote: --- Original message by: waffles
Quote: --- Original message by: mastur cheef
Atleast it isn't very hard to headshot that thing.

Thats all collision, no harder to hit it than the normal cyborg, he would have to make an entirely new collision model.

Which isn't very hard to do either.


lol you don't even know how to compile bitmaps with change color maps.

You run them through tool. Its not hard.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 11, 2012 08:37 PM    Msg. 5280 of 6707       


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Dec 11, 2012 09:27 PM    Msg. 5281 of 6707       
Yeah...

Pray tell, why post something as irrelevant as a spartan with a dinosaur head, unless you're going to do a very creepy jurassic park mission. And I mean very creepy.

Or do you just enjoy posting random nonsense with no value whatsoever and then lash back violently at people who have a different opinion than you?

Anway... Reach grunt is good. Looks very Reachy.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Dec 11, 2012 09:58 PM    Msg. 5282 of 6707       
Quote: --- Original message by: grey knight
SHUT UP ALTHEROS YOU TROLL YOU TROLL TO MANY


And for the third time:

Tada!


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 11, 2012 10:13 PM    Msg. 5283 of 6707       
H3 Grunt is here to give everyone Grunt cancer.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Dec 11, 2012 10:23 PM    Msg. 5284 of 6707       
Quote: --- Original message by: Altheros00
It's Halo Reach you blind faggot, shaders are dull like Reach. Great job!


Do you actually feel the need to get banned?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 11, 2012 10:58 PM    Msg. 5285 of 6707       
I can't really tell from that picture.
Side-view would be better.
Way to be helpful,you rude prick.

 
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