
Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 23, 2012 07:02 PM
Msg. 3256 of 4332
Actually finish the pelican this time plox? Engines are looking good. How do you model the circles in?
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Mar 23, 2012 09:57 PM
Msg. 3257 of 4332
-I made them out of cylinders,
-put them in the right position
-cloned it
-booleaned clone into engine
-attacthed other clone to engine
-then welded vertices
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 24, 2012 09:56 AM
Msg. 3258 of 4332
Hey. I need help fixing a problem i can only explain as sticky wheels. I don't know what caused it but with my vehicle every time i go to turn, no matter how sharp of a turn it is, it does it automatically. I go from driving one direction, at full speed, to driving another in a split second. It's got to much traction so no matter what it doesn't slide at all, and that makes it speed up Way to fast. Does anyone know how to help fix this?
Also:The tires don't seem to want to touch the ground, like they're floating above it 8 inches, can someone tell me how to fix that, as well?
And last but not least: I need a good vehicle collision tutorial. I've done collisions for scenery before, but vehicles are much more complicated and i can't figure out how to make one that will actually compile, let alone mach the vehicles model and animations. So that would be great to have too.
Sorry for so many things at once, and for being such a noob at basic things, but i really would love to be able to make my own vehicles. Thank you for any advice/solutions in advance and i hope to hear back soon.
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Mar 24, 2012 10:28 AM
Msg. 3259 of 4332
Quote: --- Original message by: aLTis I've already tried ascension with halo reach beta but there is no falcon. Maybe someone could do it for me? Cuz i don't want to waste time downloading maps and everything... http://www.mediafire.com/?nx2tm6cl8fy5sw4 Edited by Petera275 on Mar 24, 2012 at 10:28 AM
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Mar 24, 2012 11:42 AM
Msg. 3260 of 4332
I like. I like very much. However, I'm a little worried about the ingame stage. The best shown was this: http://beta.xfire.com/videos/3a9964 A theory was developed for how there could be two guns on it though: One would be a normal turret, using object_attach. However, the CE engine only allows 1 turret per vehicle. "The second "turret" I believe can be done, for player usage via scripting forcing them to pickup a 3rd weapon (and making the seat FP), + view restrictions. It would also require a script to force them to drop the weapon too. I don't know if this is possible, but it might be. The second turret would be a forced pickup weapon rather than an attached object, so the Engine will allow it."* *quote from Amazingcuziam in reply to a scripting theory of mine on the topic. I know, I quoted this like twice last year. But so what? Edited by Petera275 on Mar 24, 2012 at 11:48 AM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 24, 2012 01:59 PM
Msg. 3261 of 4332
No, the best way t go about doing it would be one of the turret as part of the falcon vehicle. The other would be done by making a second vehicle that is only the turret and putting a marker on each of them and using an objects attach script to attach the "turret only" vehicle to the "falcon with one turret" vehicle. this would make it so one of the turrets would be part of the falcon and the other would be a separate vehicle that is attached where the other turret is supposed to be. Edited by grunt_eater on Mar 24, 2012 at 02:00 PM
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Mar 24, 2012 02:31 PM
Msg. 3262 of 4332
Quote: --- Original message by: grunt_eater
No, the best way t go about doing it would be one of the turret as part of the falcon vehicle. The other would be done by making a second vehicle that is only the turret and putting a marker on each of them and using an objects attach script to attach the "turret only" vehicle to the "falcon with one turret" vehicle. this would make it so one of the turrets would be part of the falcon and the other would be a separate vehicle that is attached where the other turret is supposed to be. Edited by grunt_eater on Mar 24, 2012 at 02:00 PM Or that. Yeah, second thoughts, listen to grunt_eater. 
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 24, 2012 02:40 PM
Msg. 3263 of 4332
Finely someone will :P. Lol. Speaking of which, could someone help me with my problems from a couple of posts ago?.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 24, 2012 03:31 PM
Msg. 3264 of 4332
Quote: --- Original message by: aLTis
I think i will not even make those turrets on the sides, I will just use the one in front. I like this idea. Those side seats would be good for passengers to use whatever weapons they happen to be holding at the time. Like rocket launchers...
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Mar 24, 2012 03:41 PM
Msg. 3265 of 4332
Quote: --- Original message by: aLTisI think i will not even make those turrets on the sides, I will just use the one in front. After release someone could make those guns if he wants, but i think its not worth working on them so much... More progress: http://img198.imageshack.us/img198/5743/unwrap6.jpg Edited by aLTis on Mar 24, 2012 at 03:19 PM That unwrap looks great ! Keep it up. I'd like you to still keep a model with the turrets on the side, so you can make it work like the turrets of the "c_dropship" (spirit)
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 24, 2012 03:42 PM
Msg. 3266 of 4332
'cause assault rifles are so accurate from 100 feet up, yeah no. I'll make the turret seats once it's released, and only take credit for tagging them. Edited by grunt_eater on Mar 24, 2012 at 03:44 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 24, 2012 04:01 PM
Msg. 3267 of 4332
Quote: --- Original message by: grunt_eater
'cause assault rifles are so accurate from 100 feet up, yeah no. I'll make the turret seats once it's released, and only take credit for tagging them. Edited by grunt_eater on Mar 24, 2012 at 03:44 PM Um. That's why I said rockets. But yeah, turrets are cool too, I guess. ...Especially rocket turrets... Edited by Echo77 on Mar 24, 2012 at 04:01 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 24, 2012 04:03 PM
Msg. 3268 of 4332
Nice unwrap progress!
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 24, 2012 04:23 PM
Msg. 3269 of 4332
Lol, but what i meant was for all of the people who don't have a rocket launcher. The ones who didn't get to it in time, and it's between respawns. The would really be no way for anyone to have power weapons all the time. And if they did the game wouldn't be any fun.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Mar 25, 2012 11:19 PM
Msg. 3270 of 4332
Just thought I'd throw this out there. This is my current progress witht the Halo Reach pelican if anyone was curious. 
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General Okar
Joined: Aug 29, 2011
I hate this place
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Posted: Mar 26, 2012 02:57 AM
Msg. 3271 of 4332
Lookin' good keep it up
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 26, 2012 05:44 AM
Msg. 3272 of 4332
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Mar 26, 2012 06:03 PM
Msg. 3273 of 4332
Lol, I had this for a while actually, I just didn't show it when I was showing the engines.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 28, 2012 02:34 PM
Msg. 3274 of 4332
Hey, when you're done, you planning on releasing?
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Mar 28, 2012 02:54 PM
Msg. 3275 of 4332
Looks tasty! Is it unwrapped to the Reach bitmaps?
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Mar 28, 2012 04:31 PM
Msg. 3276 of 4332
Yeah. Looks amay-zehhhh!
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 29, 2012 09:21 AM
Msg. 3277 of 4332
Can anyone tell me why my mongooses wheels will never touch the ground?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 29, 2012 10:28 AM
Msg. 3278 of 4332
Physics probably. It's just the mongoose that you're using, some others have better ones that are fixed and touch the ground.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 29, 2012 10:41 AM
Msg. 3279 of 4332
No, when i got it they did. I know it's the physics because that's what i edited when i got it, i'm trying to get it to act more like halo 3, I've got it working like halo 3 now, besides a couple things i'm trying to work out here.
What i meant to ask was: What part of the physics do i edit to get the tires to touch the ground again?
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Mar 30, 2012 11:39 PM
Msg. 3280 of 4332
whoa wait guys. i thought amazing cuz iams falcon was already unwrapped like that
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Amazingcuziam
Joined: Apr 16, 2010
Sup.
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Posted: Mar 31, 2012 02:53 AM
Msg. 3281 of 4332
Quote: --- Original message by: Cheddars whoa wait guys. i thought amazing cuz iams falcon was already unwrapped like that Nah, I never took the time/effort to get it accurate enough :P. I might in the future, maybe.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Mar 31, 2012 07:51 AM
Msg. 3282 of 4332
Oh ok. Sorry there op,nice unwrapping.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 31, 2012 10:25 AM
Msg. 3283 of 4332
Har Har. I figured out why my mongoose wheels weren't touching the ground and how to fix it: In the animations tag i edited the suspension animation to make it have more give, so the shocks would actually work instead of not moving when you hit a bump so it was like they weren't even there. When i did this i edited the ground depth, compressed and uncompressed. These options tell the game how high or low to put the tires at the point of full extension and full compaction. Now they work perfectly. Just got a little more editing to do and then i'll post my new mongoose physics.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 7, 2012 12:02 PM
Msg. 3284 of 4332
Lookin' nawys. Can't wait to see it done, and i'm sure you can't either.
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Apr 8, 2012 10:43 AM
Msg. 3285 of 4332
Very nice job aLTis. I would love to help you in tagging it, but i can't right now sorry man :(
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Apr 8, 2012 11:08 AM
Msg. 3286 of 4332
It'd be fantastic to have an alternative troop carrier to the pelican in maps.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Apr 8, 2012 11:48 AM
Msg. 3287 of 4332
Well we'd have another one if I could stop procratonating and make that transport for TCK but we all know that's not going to happen. The Falcon looks nice but I have a question about the model. Is that actually custom modeled or is it ripped from Reach? Just wondering.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Apr 8, 2012 11:56 AM
Msg. 3288 of 4332
It looks nice, the only thing that really bugs me is the turret under the nose. I'm not even sure what but somthing just feels wierd about it. I don't know maybe it's just me.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 8, 2012 01:35 PM
Msg. 3289 of 4332
Thats certainly because you scaled your frames or pieces of the object before linking in 3ds max, and it's different in the animation. Make sure everything is at 1:1 scale, and if needed scale the model in the mesh itself, not the object
Inb4Waffles. Edited by bourrin33 on Apr 8, 2012 at 01:37 PM
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Apr 8, 2012 11:20 PM
Msg. 3290 of 4332
Quick request. Since I'm not able to do it, would anyone be willing to rip the Halo Reach pelican texture for me? Would very much appreciate it.
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