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Author Topic: Vehicles - Works in Process thread [WIP] (4332 messages, Page 101 of 124)
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killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 24, 2012 01:41 PM    Msg. 3501 of 4332       




grey medium cubemap



plasma rifle cubemap



personally i think that there is to much gloss when i use that cubemap, does anyone have one in between the grey medium and the plasma rifle. crit is appreciated


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 24, 2012 03:10 PM    Msg. 3502 of 4332       
I like the plasma rifle reflection. but I think you should try the elite "cubemap dark grey", like on my h3 hunters, it might be a good balance between grey medium and the reflection


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 24, 2012 04:16 PM    Msg. 3503 of 4332       
aha thanks for the help it looks way better now




the reflections look great now

i did a ghost as well


i think i nailed it on the first try but crit is always good

eeh now that im really looking at it it needs a bit more shine, maybe ill use that cubemap again because this is without one


Edited by killzone64 on Jul 24, 2012 at 04:18 PM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 24, 2012 04:51 PM    Msg. 3504 of 4332       
yea ill go back and redo the falcon, and add some sauce as well


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 24, 2012 05:47 PM    Msg. 3505 of 4332       
nah thats fine i already had them

btw i found my backup and tweaked it a bit

and i sauced the falcon



it fly's OK at the moment, i got it to go straight without diving except now it drastically loses altitude in a hard turn

BTW what did you use to make the forward thrust? is is all in physics or did you do something else. i think that adding a few weak powered mass points will help it, the pelican suffered from the same problems if i can remember correctly

any ideas on how to fix this anyone

Edited by killzone64 on Jul 24, 2012 at 06:58 PM
Edited by killzone64 on Jul 24, 2012 at 07:00 PM

aha fixed part of the issue by deleting wing and body antigrav and lightening it
Edited by killzone64 on Jul 24, 2012 at 08:24 PM

i fixed the loos of altitude while cornering, im getting closer

Edited by killzone64 on Jul 24, 2012 at 08:36 PM

hey altis did you make this physics file or did you copy it
Edited by killzone64 on Jul 24, 2012 at 08:53 PM


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Jul 25, 2012 01:11 AM    Msg. 3506 of 4332       
A concept you might be interested in implementing for the falcon is the following.

Basically you use Ghost physics, except you alter the height to which it ascends when you get in to a decent flying height. Also add a marker near the top of the Falcon and implement a function that when you press the "crouch" key ejects a damage effect...which pushes the Falcon down.

This way you get strafing and all that good stuff, and can still control the height via the "crouch" key.

I did this method for a Hornet once and it was very cool. Only downside is that if you have passengers, they will like "bleed" when you use the damage effect.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 25, 2012 10:50 AM    Msg. 3507 of 4332       
Quote: --- Original message by: TM_updates
A concept you might be interested in implementing for the falcon is the following.

Basically you use Ghost physics, except you alter the height to which it ascends when you get in to a decent flying height. Also add a marker near the top of the Falcon and implement a function that when you press the "crouch" key ejects a damage effect...which pushes the Falcon down.

This way you get strafing and all that good stuff, and can still control the height via the "crouch" key.

I did this method for a Hornet once and it was very cool. Only downside is that if you have passengers, they will like "bleed" when you use the damage effect.

you want the antigravity strength to be identical to the weight as well, don't forget that. (Also, when have you done that? I never remember you making one *shrug*)
http://www.xfire.com/video/410650/


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Jul 25, 2012 11:21 AM    Msg. 3508 of 4332       
I don't always show off or release my work :-) *shrug*


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 25, 2012 02:23 PM    Msg. 3509 of 4332       
i agree if someone else can set up the ghost physics then go ahead, i will keep working with the human plane physics and maybe if i feel like it ill add a side turret, BTW is is possible to have a hatch animation for a passenger seat


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 25, 2012 02:34 PM    Msg. 3510 of 4332       
K ill be gone all weekend so i probably wont get any work done so i will start on all this on Monday or Tuesday


Glenn Z
Joined: Nov 13, 2009

Evolve: modglenn


Posted: Jul 25, 2012 10:54 PM    Msg. 3511 of 4332       
Uploading obj packs, if you want objects to work on before they get posted add me to xfire or email me.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Jul 26, 2012 01:03 PM    Msg. 3512 of 4332       
Quote: --- Original message by: aLTis
Quote: --- Original message by: TM_updates
A concept you might be interested in implementing for the falcon is the following.

Basically you use Ghost physics, except you alter the height to which it ascends when you get in to a decent flying height. Also add a marker near the top of the Falcon and implement a function that when you press the "crouch" key ejects a damage effect...which pushes the Falcon down.

This way you get strafing and all that good stuff, and can still control the height via the "crouch" key.

I did this method for a Hornet once and it was very cool. Only downside is that if you have passengers, they will like "bleed" when you use the damage effect.

grunt eater was trying to make ghost physics but he failed. Well if anyone can do it then do it. do it nao


I had the hornet in an old testmap about a year ago. I sent it out to a few people to demonstrate, I'll ask around if they still have it (as the cliché goes I lost the file on my previous laptop which had a hardware failure :p )


Glenn Z
Joined: Nov 13, 2009

Evolve: modglenn


Posted: Jul 27, 2012 12:01 AM    Msg. 3513 of 4332       
Uploaded all of my obj files, almost 1 gig of stuff uncompressed. Will start working on getting objects from currently Daz only items (i can put them in obj format although it takes a lot of time.)


DFagent007
Joined: Nov 11, 2010

Project Operation Secret Mision XD


Posted: Jul 28, 2012 02:27 PM    Msg. 3514 of 4332       
Nice the M1A2 Abram is my favorite tank


Glenn Z
Joined: Nov 13, 2009

Evolve: modglenn


Posted: Jul 29, 2012 12:39 PM    Msg. 3515 of 4332       
There should be an M1A2 in one of the first vehicle packs, got more tanks if they will convert right from daz.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 30, 2012 12:05 AM    Msg. 3516 of 4332       
I'll just leave these here

multi-turret.mp4
standonvehicleAlpha.mp4
walkonvehicleBETA.mp4

(Don't ask me why I gave you their file names, I don't know. The turret video actually was titled that before today when I set it to public, so mb that's it *shrug*)
(PS, don't look at the upload dates. Chances are you'll be upset that I hadn't set the last 2 to public earlier)


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 30, 2012 01:57 AM    Msg. 3517 of 4332       
Quote: --- Original message by: kirby_422
I'll just leave these here

multi-turret.mp4

(Don't ask me why I gave you their file names, I don't know. The turret video actually was titled that before today when I set it to public, so mb that's it *shrug*)
(PS, don't look at the upload dates. Chances are you'll be upset that I hadn't set the last 2 to public earlier)

The Falcon... I can just see it happening right now.
:L


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jul 30, 2012 05:41 PM    Msg. 3518 of 4332       
Quote: --- Original message by: kirby_422
I'll just leave these here

multi-turret.mp4
standonvehicleAlpha.mp4
walkonvehicleBETA.mp4

(Don't ask me why I gave you their file names, I don't know. The turret video actually was titled that before today when I set it to public, so mb that's it *shrug*)
(PS, don't look at the upload dates. Chances are you'll be upset that I hadn't set the last 2 to public earlier)


you should test that vehicle standing and movement method on the halo 2 scarab lying around somewhere on halomaps (cause I'd be interested to see how well combat works while walking on vehicles, but considering you can't place movement points or firing positions on vehicles, I'm guessing the ai would run right off the vehicle, correct?).

also if the driver's a gunner in the vehicle can you still use the multi turret method? like for example the halo 3 scorpion. I don't really understand how much of these concepts work and probably never will so you'll have to forgive my lack of knowledge on these systems
Edited by Delicon20 on Jul 30, 2012 at 05:47 PM


olly12345
Joined: Jul 30, 2008


Posted: Jul 30, 2012 05:58 PM    Msg. 3519 of 4332       
The Multi Turret script, plus the Star-Wars space battles map could be insane.

Main driver controls one turret with a laser, and however many more people control missile or other laser turrets.

Or give say a Y-Wing a secondary gunner that drops bombs, and let the primary gunner just use the laser.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 30, 2012 08:17 PM    Msg. 3520 of 4332       
Quote: --- Original message by: Delicon20
you should test that vehicle standing and movement method on the halo 2 scarab lying around somewhere on halomaps (cause I'd be interested to see how well combat works while walking on vehicles, but considering you can't place movement points or firing positions on vehicles, I'm guessing the ai would run right off the vehicle, correct?).

So, spent the few hours getting one of those scarabs mostly rigged up. When AI are on top of it, they are far less responsive to the world around them... I had to get 5 feet from the sniper marines before they could notice me. idk why they where doing, but they'd rocket themselves off at points(Ima go with the diving away from vehicles stuff). After they suicide dive off the vehicle, they now function normally and can shoot things where ever in the map (because I had sentinels around that they were meant to fight as we walked past)

I was gonna upload a video.. but that doesn't look appealing having marines diving/rocketing off the sides randomly... Stupid marines....

Quote: --- Original message by: Delicon20
also if the driver's a gunner in the vehicle can you still use the multi turret method? like for example the halo 3 scorpion. I don't really understand how much of these concepts work and probably never will so you'll have to forgive my lack of knowledge on these systems

Watch the video again; the rockets are coming from my lifepod (its basically a banshee clone lol; machine gun and rockets)


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 30, 2012 08:27 PM    Msg. 3521 of 4332       
Quote: --- Original message by: Delicon20

Quote: --- Original message by: kirby_422
I'll just leave these here

multi-turret.mp4
standonvehicleAlpha.mp4
walkonvehicleBETA.mp4

(Don't ask me why I gave you their file names, I don't know. The turret video actually was titled that before today when I set it to public, so mb that's it *shrug*)
(PS, don't look at the upload dates. Chances are you'll be upset that I hadn't set the last 2 to public earlier)


you should test that vehicle standing and movement method on the halo 2 scarab lying around somewhere on halomaps


Would this and the multi-turret work in multiplayer? Could we get a Scarab that players can walk around on, with a second gunner for the tail turret?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 30, 2012 09:38 PM    Msg. 3522 of 4332       
the walking on vehicles in the current state will not just because of how its setup. I could setup a global variable to store some info, and have a startup script that allows the client to get hooks into the hosts objects.

Multi-Turrets is fine for multiplayer.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jul 30, 2012 09:45 PM    Msg. 3523 of 4332       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: Delicon20
you should test that vehicle standing and movement method on the halo 2 scarab lying around somewhere on halomaps (cause I'd be interested to see how well combat works while walking on vehicles, but considering you can't place movement points or firing positions on vehicles, I'm guessing the ai would run right off the vehicle, correct?).

So, spent the few hours getting one of those scarabs mostly rigged up. When AI are on top of it, they are far less responsive to the world around them... I had to get 5 feet from the sniper marines before they could notice me. idk why they where doing, but they'd rocket themselves off at points(Ima go with the diving away from vehicles stuff). After they suicide dive off the vehicle, they now function normally and can shoot things where ever in the map (because I had sentinels around that they were meant to fight as we walked past)

I was gonna upload a video.. but that doesn't look appealing having marines diving/rocketing off the sides randomly... Stupid marines....

Quote: --- Original message by: Delicon20
also if the driver's a gunner in the vehicle can you still use the multi turret method? like for example the halo 3 scorpion. I don't really understand how much of these concepts work and probably never will so you'll have to forgive my lack of knowledge on these systems

Watch the video again; the rockets are coming from my lifepod (its basically a banshee clone lol; machine gun and rockets)


Did you try disabling their ability to dive into cover and away from vehicles? just curious
Or change the danger perception abilities for them, so they won't perceive the "threat" of the scarab.
also is their looking/hearing/firing distance far enough to detect the sentinels?

Also just curious what would happen if you put two ai factions (ex. covenant/human) on the interior of a moving scarab? since they could dive off due to being inside it. Or can they dive through the walls?
Edited by Delicon20 on Jul 30, 2012 at 09:47 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 30, 2012 11:21 PM    Msg. 3524 of 4332       
K, they no longer avoid danger. The legs which can flatten people now slaughter them at random (if you pay attention, the times everyone feels pain are relative to the legs positions... even though the legs aren't even close to them, fffff) And whenever recording, I keep freaking forgetting that I set zoom button as a shortcut to inside the scarab (which happens place me inbetween the main gun and the scarab.. fff))

And yes, they can hear and see the sentinels. They fight them from farther away when they are on the ground (I drive them right up to the sentinels, and they wont fight when a few feet away, yet they'll fight from a mile away on the ground)

Scarab Edition (lol, I should troll you guys and leave the video as private..)



EDIT: Here, have a video that ill set to unlisted rather than private
www.youtube.com/watch?v=rPXcWfk-8t0
The thing that was slaughtering everyone was part of the walking/vehicle movement animation, so that animation is disabled in this video.
Edited by kirby_422 on Jul 31, 2012 at 12:57 AM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Aug 1, 2012 09:25 PM    Msg. 3525 of 4332       
Working with Kirby, Walking on Vehicles :O
http://www.youtube.com/watch?v=lH2KNjDgSOA
http://www.youtube.com/watch?v=YkqsXof6oIY
Edited by R93_Sniper on Aug 1, 2012 at 09:25 PM


Nne Ya Tano
Joined: Dec 24, 2011

Rebirth (2%)


Posted: Aug 1, 2012 11:44 PM    Msg. 3526 of 4332       
Dat player position updating. Looking good otherwise. I can see some solid practicality out of this. 8 player clown-car warthogs anyone?

Also, that Scarab isn't looking too bad. The early Halo-ish textures seem pretty fitting in CE compared to the Halo 3 ones. Someone should make an original Halo-style skin for that beast.
Edited by DarkHalcyon on Aug 1, 2012 at 11:45 PM


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Aug 2, 2012 03:15 PM    Msg. 3527 of 4332       
That's very awesome job kirby 422 and R93 Sniper. Can't wait to see more. ;)


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Aug 2, 2012 04:10 PM    Msg. 3528 of 4332       
M16/R93 (Why cant he pick one name, rawr) has only recorded so far. He has promised to give me some other textured scarab model that apparently looks better, so that will be his contribution (I don't really see whats wrong with this one though.. Only reason I stopped using the H2 one was because the lack of doors; the tacked on ladders only did so much)


Anyways, the vehicle tags are based off of this H2 Scarab
Model is basically this scarab. (It's missing part of the front, and a little at the bottom. Lazily filled it in.)
Textures are from the H2 level, Midship.
I did the animations from scratch as lazily as I could (the whole 2 of them on the scarab, and the one aiming on the turret.. (So, nothing really lol))

So, R93/M16 will be replacing the model and texturing part in the future (And ill probably have to re-animate at that point, as well as re-tag all the walk-on stuff..)



Anyways, don't be so excited about the multiplayer part yet.. there is a reason deathless was on; every time someone spawns, they go through a quick process (Actually, I have it at 2 seconds just to make sure at the moment) of re-affirming they have a handle to the scarab so they can run scripts on their side. Doing it with one vehicle appears to work fine (videos are proof), but doing it with more than 1, we have to worry more about timing that the client is filling in the correct hook data. The reason the client seems like like the host isn't it syncing, but rather the client using his scripted hooks to mirror the host's scripts correctly.
I need to do a lot more tests to make sure I can get the hooks working efficiently as quickly as possible.

I can improve the turret with hooks as well, but it only looked that bad in M16/r93's video because he was utilizing his internet for other things
Quote: (6:11:05 PM) M16 Assault.weapon: i was uploading 16 videos
(6:11:06 PM) M16 Assault.weapon: so
(6:11:08 PM) M16 Assault.weapon: it could have been that
(6:11:54 PM) アニメ: when I was testing on a dedi, the turret was still partially over the nubby that it connects to.

The main problem for the turret, is the speed the scarab moves.. If it was slow, you wouldnt even notice the server telling the client where it is. (Darn halo update rate.. There is globals for update rate, and they apparently update every half a second. but I saw no changes editing those globals either. Although if I told it to use an older sync system, everything got worse... lol. So I can only make it worse, not better)


Various comments in YELLOW. (I really should put more structure into my posts... oh well)



tl;dr :: Summery:
Anyways, the thing to work on is HOOKS! (Then it would be fine for general use MP) Doing it the way I am, (which is a horrible way, but it looks better than anything else I've tried (DARN YOU MATH! Y U NO WORK)) turning is always gonna be a difficulty. And M16 is supplying his prefered model and textures at some point.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Aug 5, 2012 03:56 PM    Msg. 3529 of 4332       
So does it require Open Sauce? And is there any more progress yet? Lol. Also, is it a script, or tag based only?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Aug 5, 2012 05:22 PM    Msg. 3530 of 4332       
MP will absolutely require OS, because of the hooks: (player_data_get_object <number> nearest_object). SP, I should be able to make a variant that is sauce free, but that is not the goal at the moment (in reality, what do you need walking on vehicles for in SP? If AI are controlling it, make it a device_machine, etc. The random movements are nice and all, but really, what do you need it for in SP? lol)

SP is minor scripts and minor tags. MP is all the hooking scripts, then running the SP version on everyone's PC after the clients can access the host's objects.


I'm working on the hooking right now, I should have a hook test map (not scarab) out today or tomorrow (depends on whether I keep working on it or not lol) Current test copy I've compiled, the clients don't capture any of the hooks, I think I need to increase the time given to them to hook (I may end up giving them 1 second per vehicle.. In the scarab video, I gave them 2 seconds to grab onto the scarab. Right now i've been trying with 1/3rd a second per vehicle)



EDIT: People who care about walking on vehicles in MP, gather your friends, play this .yelo
www.mediafire.com/?l2acl0o7ct0nkt3
If you can see 4 warthogs after your first spawn as a client (NOT HOST, host will be able to see them regardless), good. If you do not, try killing yourself. If you had to kill yourself, note how many times you had to before they showed up. Repeat a few times, etc. Report back. If I don't get enough test results, etc, then hooking will be considered a failure, and walking on vehicles wont happen in MP.

Was gonna have the hooking location better, but the marker was ignored by halo (3dsmax shows it correctly when I import the gbx, so oh well. Its a test map, I can worry about that later)
Edited by kirby_422 on Aug 5, 2012 at 06:27 PM


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Aug 6, 2012 02:44 AM    Msg. 3531 of 4332       
I can help you with the halo 3 scarab


OHunterO
Joined: May 24, 2012

.


Posted: Aug 6, 2012 07:19 AM    Msg. 3532 of 4332       
Best not be some ripped crap ^

And whats wrong with my H3 version apart from the missing turret?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Aug 6, 2012 11:48 AM    Msg. 3533 of 4332       
Quote: --- Original message by: ELEVERX
Quote: --- Original message by: OHunterO
Best not be some ripped crap ^

And whats wrong with my H3 version apart from the missing turret?


its got no turret :O

no but really whats wrong with ripping. it just means the quality of the model is awsome possimXD


I approve of rips.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Aug 6, 2012 03:18 PM    Msg. 3534 of 4332       
Since more people are having issues with the scarab than M16, I seriously want to know whats wrong with it. I agree with hunter, I see no issue with it. Besides, it does everything I want out of my 'walk on vehicles' testing vehicle (large surfaces that are separated from the moving parts)
Quote: --- Original message by: ELEVERX
no but really whats wrong with ripping. it just means the quality of the model is awsome possimXD

Oh yes, because CMT should just rip H1, and then they'll have the highest quality models EVARRR. All that custom stuff is useless, and H1 rips for ALLLLLL... srs? What in the world makes you think rips are high quality by default? You can ALWAYS make something better, it just depends on whether you're willing to spend the time and effort. If people employed your ideals, then we would stay with our current cars, "because they are in production, they must be the best." And then we would never get more advanced, better cars.



So, nobody testing that one map online then? Nobody cares about MP?..... (I can tell you, if I do not have the hooking, you WONT even see the scarab body in MP as a client. All you'll see is legs, main cannon, and a flying turret. I think that's a larger issue than whatever you dislike about this scarab)


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Aug 6, 2012 03:27 PM    Msg. 3535 of 4332       
Nvm, I guess there's already a Halo 3 scarab being worked on.
Edited by Sergeant 1337 on Aug 6, 2012 at 03:31 PM

 
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