
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Sep 3, 2012 02:44 PM
Msg. 3606 of 4332
That's three, that makes it common sense...
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Sep 3, 2012 05:42 PM
Msg. 3607 of 4332
Yes but don't you think a script is a much more effective way?
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I know many people that have screwed there models up from converting to editable mesh and accidentally saving. Example: slappys Valhalla. Edited by Cheddars on Sep 3, 2012 at 06:05 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Sep 3, 2012 07:57 PM
Msg. 3608 of 4332
What do you mean? i mean i know how "freaked up" it was, because i'm re unwrapping it and remodeling it. But i didn't know that that's what caused it...That's why you always have a back up file...Lol.
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OHunterO
Joined: May 24, 2012
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Posted: Sep 4, 2012 08:24 AM
Msg. 3609 of 4332
You just enable statistics in the viewport for heaven sake! Take it from someone with experience as that is the proper way of doing it.
Not converting it to editable mesh, and then undoing. Common sense? no, its a stupid way.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 4, 2012 12:17 PM
Msg. 3610 of 4332
Quote: --- Original message by: XlzQwerty1
Got it to show tris. Thanks anways. :P
(press the + button at the top left of your viewport, go to configure and then make sure triangle count is checked) Edited by XlzQwerty1 on Aug 31, 2012 at 01:40 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Sep 7, 2012 05:36 PM
Msg. 3611 of 4332
Quote: --- Original message by: OHunterO "You just enable statistics in the viewport for heaven sake! Take it from someone with experience as that is the proper way of doing it.
Not converting it to editable mesh, and then undoing. Common sense? no, its a stupid way". ^This is what you said^ Quote: Do it this way: Enable statistics in the veiwport options, my gosh, you're all a bunch of idiots. Take it from me, because i know better then the rest of you, and am better then you. My way's right.
Don't convert it to an editable mesh, that's retarded, like everyone here, so i guess it'd be okay for you guys to. ^this is what you sound like^ Quote: "I would enable statistics, in the viewport option. Take it from someone who's been doing this for quite some time now, it will save you some time and effort later.
As for converting to editable mesh, and then undoing, i disagree with this way, because of the chance for human error" ^this is what you should'v said^ Don't blame me, i didn't sleep last night...So, kirby. any news on walking on vehicles? Edited by grunt_eater on Sep 7, 2012 at 05:37 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Sep 7, 2012 05:58 PM
Msg. 3612 of 4332
Neh, just one of my pet peeves. People acting like they're better then everyone else. Some people need to learn patience. Just because we're less experienced, doesn't mean we're incapable of learning. And Everyone learns better with positive reinforcement, not patronizing. Lol.
Think about how you'd like to be taught: People calling you stupid and insulting your work, or people politely telling you the correct way and letting you choose. No one wants to learn from someone that will treat them as a lesser person. Just my opinion, really. As i said, i'm low on rest and highly disoriented. So don't take it personally if i rant a little. Lol.
But anyway, back to the original topic of discussion.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Sep 7, 2012 06:03 PM
Msg. 3613 of 4332
*claps* I've wanted to see gravity thrones in-gamed for quite some time, it's nice to see that it's finally being done. They would go well with the Prophet bipeds, and might even make a good vehicle for Race.
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OHunterO
Joined: May 24, 2012
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Posted: Sep 11, 2012 02:55 PM
Msg. 3614 of 4332
Quote: --- Original message by: grunt_eaterQuote: --- Original message by: OHunterO "You just enable statistics in the viewport for heaven sake! Take it from someone with experience as that is the proper way of doing it.
Not converting it to editable mesh, and then undoing. Common sense? no, its a stupid way". ^This is what you said^ Quote: Do it this way: Enable statistics in the veiwport options, my gosh, you're all a bunch of idiots. Take it from me, because i know better then the rest of you, and am better then you. My way's right.
Don't convert it to an editable mesh, that's retarded, like everyone here, so i guess it'd be okay for you guys to. ^this is what you sound like^ Quote: "I would enable statistics, in the viewport option. Take it from someone who's been doing this for quite some time now, it will save you some time and effort later.
As for converting to editable mesh, and then undoing, i disagree with this way, because of the chance for human error" ^this is what you should'v said^ Don't blame me, i didn't sleep last night...So, kirby. any news on walking on vehicles? Edited by grunt_eater on Sep 7, 2012 at 05:37 PM Bold: And I said that as even when I do tell people the correct way to do things, they STILL dont. I did not say it to sound better than anyone. Don't like my posts? Don't read them then, I don't really care.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 11, 2012 05:51 PM
Msg. 3615 of 4332
Quote: --- Original message by: OHunterOQuote: --- Original message by: grunt_eaterQuote: --- Original message by: OHunterO "You just enable statistics in the viewport for heaven sake! Take it from someone with experience as that is the proper way of doing it.
Not converting it to editable mesh, and then undoing. Common sense? no, its a stupid way". ^This is what you said^ Quote: Do it this way: Enable statistics in the veiwport options, my gosh, you're all a bunch of idiots. Take it from me, because i know better then the rest of you, and am better then you. My way's right.
Don't convert it to an editable mesh, that's retarded, like everyone here, so i guess it'd be okay for you guys to. ^this is what you sound like^ Quote: "I would enable statistics, in the viewport option. Take it from someone who's been doing this for quite some time now, it will save you some time and effort later.
As for converting to editable mesh, and then undoing, i disagree with this way, because of the chance for human error" ^this is what you should'v said^ Don't blame me, i didn't sleep last night...So, kirby. any news on walking on vehicles? Edited by grunt_eater on Sep 7, 2012 at 05:37 PM Bold: And I said that as even when I do tell people the correct way to do things, they STILL dont. I did not say it to sound better than anyone. Don't like my posts? Don't read them then, I don't really care. Oh of course not, and yet it sounds like you are. Do you always have a bad attitude when explaining things, regardless of who you are referring it to? You can't simply expect people to listen to an egoistical explanation. DOES NOT make you sound professional at all, even when you are explaining the proper methods. Edited by XlzQwerty1 on Sep 11, 2012 at 05:51 PM
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Bobblehob
Joined: Aug 29, 2010
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Posted: Sep 11, 2012 10:56 PM
Msg. 3616 of 4332
I say again
Hunter, instead of being a jerk when ever someone says something that you disagree with, why don't you give a simple and concise post that answers peoples questions and possibly corrects them, and do it in a way that isn't confrontational, or nasty. Then there will be no more confusion and the thread can return to its topic :)
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Sep 11, 2012 11:10 PM
Msg. 3617 of 4332
Quote: --- Original message by: OHunterOQuote: --- Original message by: grunt_eaterQuote: --- Original message by: OHunterO "You just enable statistics in the viewport for heaven sake! Take it from someone with experience as that is the proper way of doing it.
Not converting it to editable mesh, and then undoing. Common sense? no, its a stupid way". ^This is what you said^ Quote: Do it this way: Enable statistics in the veiwport options, my gosh, you're all a bunch of idiots. Take it from me, because i know better then the rest of you, and am better then you. My way's right.
Don't convert it to an editable mesh, that's retarded, like everyone here, so i guess it'd be okay for you guys to. ^this is what you sound like^ Quote: "I would enable statistics, in the viewport option. Take it from someone who's been doing this for quite some time now, it will save you some time and effort later.
As for converting to editable mesh, and then undoing, i disagree with this way, because of the chance for human error" ^this is what you should'v said^ Don't blame me, i didn't sleep last night...So, kirby. any news on walking on vehicles? Edited by grunt_eater on Sep 7, 2012 at 05:37 PM Bold: And I said that as even when I do tell people the correct way to do things, they STILL dont. I did not say it to sound better than anyone. Don't like my posts? Don't read them then, I don't really care. *NOM NOM NOMIN' ON TROLL FOOD*...lol... Anyway. I believe it is, in fact, time to return to the original topic of discussion.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 12, 2012 03:30 AM
Msg. 3618 of 4332
It's going to be quite a while before that becomes a tag...
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The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
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Posted: Sep 12, 2012 05:33 AM
Msg. 3619 of 4332
That's sad "3ds".
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 12, 2012 07:57 AM
Msg. 3620 of 4332
Quote: --- Original message by: ELEVERXQuote: --- Original message by: Spartan314 It's going to be quite a while before that becomes a tag... I will tag and texture i just want the .3ds But before you tag, you must animate, make collision, physics, uvw unwrap, assign materials, optimize stuff, export to halo, compile and more. One does not simply tag with even a .3ds Edited by XlzQwerty1 on Sep 12, 2012 at 07:58 AM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 12, 2012 04:16 PM
Msg. 3621 of 4332
Was making a general list, not necessarily in a specific order.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Sep 12, 2012 05:00 PM
Msg. 3622 of 4332
You're joking, right? So basically you're saying that you can't make a tag with just a .3ds. well if you take the .3ds, you can optimize it, export it, make a collision, physics, animations. And all you'd need to do to unwrap it is get the textures. So basically what i'm saying is, with the model and textures, you can do everything. Lol.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 12, 2012 05:17 PM
Msg. 3623 of 4332
Go read what I said then go read what you said. You can't make a tag with just the bare model, which is why I listed the things that he needed to do with his model before he can "tag" Edited by XlzQwerty1 on Sep 12, 2012 at 05:18 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 12, 2012 08:50 PM
Msg. 3624 of 4332
Well,I think you CAN but it would be the worst thing ever compiled for Halo.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 12, 2012 08:58 PM
Msg. 3625 of 4332
You still have to go through the process of assigning even blank materials and then compiling and setting up a tag afterwards.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 13, 2012 01:55 AM
Msg. 3626 of 4332
Quote: --- Original message by: ELEVERX do you honestly want me to go through the list of the things you have to do to make a vehicle i am just saying i will put it in game with collision and a gbx model and all the good stuff Do you honestly want me to tell you to please use proper grammar so I can understand what you are trying to say?
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 13, 2012 06:46 AM
Msg. 3627 of 4332
Quote: --- Original message by: ELEVERXQuote: --- Original message by: Spartan314Quote: --- Original message by: ELEVERX do you honestly want me to go through the list of the things you have to do to make a vehicle i am just saying i will put it in game with collision and a gbx model and all the good stuff Do you honestly want me to tell you to please use proper grammar so I can understand what you are trying to say? do you honestly want to bring up the whole internet grammar debate? Edited by ELEVERX on Sep 13, 2012 at 06:17 AM Well you tell me. It's an important part of communicating and letting the other side know what you're thinking. It might be just me but I just seriously can't be bothered reading sentences that aren't really comprehendable.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Sep 13, 2012 01:14 PM
Msg. 3628 of 4332
Quote: --- Original message by: grunt_eater So, kirby. any news on walking on vehicles? Edited by grunt_eater on Sep 7, 2012 at 05:37 PM Totally didnt even see this (probably because you edited this post, because I do remember reading the complaints) Nobody reported back hooking feedback here, m16 gathered a few people to do a test, the test didn't go well, etc, and I really didnt feel like continuing because they didnt seem to even want to be there. So, for MP, it will be one vehicle like my online test that ive placed youtube videos up for. SP, you can do as many as you want. I also had remembered why I didn't do the non-os plan for SP earlier; I had tried briefly many a years ago, and it had failed. there is something else I could try to sorta do, but ya... non-os is looking bad (plus, you wouldn't be able to do any in MP without OS anyways) Anyways, what im doing isn't really a secret; its me being lazy (srs. I preferred my original tests where it did it with math. I don't care that those old ones looked bad, those where the manly tests, using math like a real man. The current stuff... shame. I'll probably toss stuff in the scripting thread this weekend to satisfy peoples curiosity, and have them realize just how shameful this stuff is lol)
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creator843
Joined: Jul 10, 2012
I LOVE HALO!
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Posted: Sep 13, 2012 02:27 PM
Msg. 3629 of 4332
how i do the pelican able to lift vehicles, like on coolsnap some script?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 13, 2012 08:10 PM
Msg. 3630 of 4332
Why would you need a model to model?
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G TheFlea
Joined: Sep 19, 2008
CANADIAN
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Posted: Sep 16, 2012 10:11 PM
Msg. 3631 of 4332
Quote: --- Original message by: master noob
yup
in max, the easiest way to check the triangle count is to add an edit mesh modifier to the list after editing. Edited by master noob on Aug 30, 2012 at 07:49 PM easiest way is to press 7
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 16, 2012 10:15 PM
Msg. 3632 of 4332
Quote: --- Original message by: G TheFleaQuote: --- Original message by: master noob
yup
in max, the easiest way to check the triangle count is to add an edit mesh modifier to the list after editing. Edited by master noob on Aug 30, 2012 at 07:49 PM easiest way is to press 7 unless adjusted manually in the preferences, 7 only shows polygons and not triangles
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Oct 13, 2012 11:23 PM
Msg. 3633 of 4332
i believe myself to be the first to do this but i am porting the halo 3 brute prowler. first time i'm going to import a vehicle into halo. i'm hoping it goes well. shouldn't be too bad as i have a good grasp on rigging and animating i just need to learn how to do physics...
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Oct 13, 2012 11:26 PM
Msg. 3634 of 4332
Quote: --- Original message by: killzone64i believe myself to be the first to do this but i am porting the halo 3 brute prowler. http://i1226.photobucket.com/albums/ee401/gokarter64/prowler_zpsf5d92bbe.jpg first time i'm going to import a vehicle into halo. i'm hoping it goes well. shouldn't be too bad as i have a good grasp on rigging and animating i just need to learn how to do physics... When the next Adjutant update comes out you want have to do much work, all the materials are applied automatically and there's no random triangles to fix. Still need to flip some submesh normals tho. Edited by Gravemind on Oct 13, 2012 at 11:26 PM
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The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
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Posted: Oct 13, 2012 11:30 PM
Msg. 3635 of 4332
I did that a long time ago.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Oct 13, 2012 11:36 PM
Msg. 3636 of 4332
pics or it didn't happen XD
nah just messing with you
i would ask for it but i still want to use this as an exercise to learn how to set up vehicles
@gravemind that would be quite nice, would save quite a lot of time, depending on when his happens i may restart again to take advantage of this
Edited by killzone64 on Oct 13, 2012 at 11:39 PM
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Oct 14, 2012 03:24 AM
Msg. 3637 of 4332
It's out now, have fun.
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Oct 14, 2012 04:58 AM
Msg. 3638 of 4332
Quote: --- Original message by: Gravemind It's out now, have fun. A big thanks to you gravemind for your awesome job about ajudant :)
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ELVEVERX
Joined: Oct 5, 2012
For the great journey
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Posted: Oct 14, 2012 06:32 AM
Msg. 3639 of 4332
Quote: --- Original message by: killzone64i believe myself to be the first to do this but i am porting the halo 3 brute prowler. http://i1226.photobucket.com/albums/ee401/gokarter64/prowler_zpsf5d92bbe.jpg first time i'm going to import a vehicle into halo. i'm hoping it goes well. shouldn't be too bad as i have a good grasp on rigging and animating i just need to learn how to do physics... i have been waiting for this so long as wierd as it sounds :) really love brute vehicles
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Oct 14, 2012 09:15 AM
Msg. 3640 of 4332
so when setting up a vehicle for animating i use the skin modifier on the vehicle? i haven't been able to find a good vehicle animation tutorial around here.
aha thanks gravemind. though i have an idea for you next update. could you make the raw-cheese viewer point out what bitmaps the model is referencing, i have been looking for the cockpit bitmaps of the prowler for a while and cant find them Edited by killzone64 on Oct 14, 2012 at 09:23 AM
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