
Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 17, 2012 10:43 PM
Msg. 3886 of 9951
Recompile .map file? This happens to my weapon models and when I recompile it sometimes works.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Feb 18, 2012 12:07 AM
Msg. 3887 of 9951
I less than 3 that marine.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Feb 18, 2012 01:04 AM
Msg. 3888 of 9951
Jolly good work sir. I will be looking forward to seeing the outcome out of this. Keep of the good work.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 18, 2012 03:01 PM
Msg. 3889 of 9951
Heh. Boning. Ahem. This looks really good. Is it using OS?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 18, 2012 03:01 PM
Msg. 3890 of 9951
Umm, what's wrong with his elbow?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 18, 2012 03:27 PM
Msg. 3891 of 9951
Lol, his elbows look painful.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 18, 2012 03:33 PM
Msg. 3892 of 9951
Quote: --- Original message by: waffles lol if his friggin fingers didnt screw up in the first place theyd be fine, but its a simple fix. just gotta look at the original import, and copy vert weights. it was weird, the original rigging for the arms worked perfectly in max, but ingame it stretched verts from the fingers to the origin of the map. (see a few pictures back) i re-did the skin modifier and it worked fine... THATS EXACTLY HWAT HAPPENED TO MY HATSUNE MIKU INGAME. the fingers go everywhere on the screen. But the animations work fine :)
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Feb 18, 2012 03:50 PM
Msg. 3893 of 9951
Everything here will be released, correct?
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Feb 18, 2012 06:04 PM
Msg. 3894 of 9951
The skin needs a serious look at. It looks more like it was created with pastels than with texture.
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teh lag
Joined: May 6, 2008
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Posted: Feb 18, 2012 06:32 PM
Msg. 3895 of 9951
Quote: --- Original message by: waffles wheres tehlag when you need em? :3 I am right here. Tell me the story of your troubles... What exporting tool(s) are you using? Also note which regions you should have vs. what shows up in the gbxmodel tag (and also which ones appear in your exported .jms file - they're listed just after the markers and shader definitions iirc). Also, note that since regions are based on selection sets in 3ds max, operations on objects that affect selection sets (converting to a different object type mesh to poly for exmaple) remove your region settings. A few other things do that as well but I don't have an exhaustive list. Edited by teh lag on Feb 18, 2012 at 06:37 PM
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teh lag
Joined: May 6, 2008
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Posted: Feb 18, 2012 08:41 PM
Msg. 3896 of 9951
Don't worry about the grip nodes for the hands on the CMT Brutes - they're an artifact of a poorly-thought-out idea that I never bothered to remove due to laziness.
I imagine that there's a limit on the number of bones allowed on a given mesh - many times people have brought it up but I do not know the exact number. This is a very common problem with objects that have a large number of bones (as to be expected in this case since you said it features both fingers and facial animations). If the data is all technically "there" (i.e. reimporting w/ bluestreak gives you the expected weighting on the vertices that otherwise don't work ingame) then all I can say is you are probably hitting this limit and there is not much to be done about it.
As for the issue of the jms exporter: it would help if you could give the actual error that is being spat out rather than just "my bones arent nodes". If you cannot export with regions the traditional way you can also split the model up with one .jms file per region and manually enter the region name into the jms with notepad or similar, and then manually re-set-up permutations correctly in Guerilla once everything is imported (of course, this is also a major drag to do). You probably would be better off figuring out why your scene does not respond well to the exporter script.
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Feb 18, 2012 11:49 PM
Msg. 3897 of 9951
Can someone with the H3 Sniper Rifle tags and OS try out this bitmap for me? I don't have the tags on my new computer >.>
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Bobblehob
Joined: Aug 29, 2010
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Posted: Feb 18, 2012 11:57 PM
Msg. 3898 of 9951
I still don't understand why you put camo on the H3 sniper rifle xP
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Feb 19, 2012 12:11 AM
Msg. 3899 of 9951
Because i wanted too :P I need arctic on it for my map, anyway
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Feb 19, 2012 10:12 AM
Msg. 3900 of 9951
His left arm looks uncomfortable... Stretch it less plz.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 19, 2012 10:03 PM
Msg. 3901 of 9951
The skin on his left arm looks like it's a cylinder, then has the hand glove attached. Could you make that smoother?
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Feb 19, 2012 11:34 PM
Msg. 3902 of 9951
I might be wrong, but I believe that the textures and rig are still works in progress. I'm sure when he's finished with it, it'll look great.
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Wesker
Joined: Jun 8, 2011
Your Future Hinges upon This Fight!!!
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Posted: Feb 20, 2012 01:09 AM
Msg. 3903 of 9951
yeah i was thinking....got better arm texture? the arm is too pink compared to his face, his pants are a bit to light for me (anyone completely finished halo 2 marine?voice,animations,blah) i think the halo 3 marines pants should have a better blend of color, maybe the reason why the pants look bright and white is because of the lighting both pictures i found online ignore captions
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Feb 20, 2012 01:59 AM
Msg. 3904 of 9951
Can I post something related to halo ce and related to modding but not related to halo custom edition?
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 20, 2012 02:12 AM
Msg. 3905 of 9951
How is it related to halo ce but not related to ce?
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Feb 20, 2012 12:01 PM
Msg. 3906 of 9951
Quote: --- Original message by: Spartan314 How is it related to halo ce but not related to ce? he prolly means related to combat evolved but not custom edition
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Nickster5000
Joined: Dec 11, 2010
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Posted: Feb 20, 2012 12:08 PM
Msg. 3907 of 9951
Quote: --- Original message by: ptowery Can I post something related to halo ce and related to modding but not related to halo custom edition? Despite the fact that this is a "Halo Custom Edition" only forum, and despite the fact that there is like 3 locked threads that are Combat evolved mods, and despite Dennis's many warnings of Custom Edition only content, sure you can post your combat evolved mod :D
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Feb 20, 2012 01:25 PM
Msg. 3908 of 9951
Well it's not a Combat Evolved mod, It's a Skyrim mod with Halo Combat Evolved in it. One of the main reasons I made it to show Halomaps but I can't find a relevant topic to post it in, unfortunately. This appears to be the closest thing.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Feb 20, 2012 01:45 PM
Msg. 3909 of 9951
Post it up man. I sometimes post things in this thread that isn't even related to Halo, just cool models or anything else.
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Feb 20, 2012 01:51 PM
Msg. 3910 of 9951
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Nickster5000
Joined: Dec 11, 2010
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Posted: Feb 20, 2012 01:54 PM
Msg. 3911 of 9951
I have to admit that's pretty cool & funny.
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Feb 20, 2012 01:59 PM
Msg. 3912 of 9951
^This. And also, make sure to give it a gargantuan carry weight!
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Feb 20, 2012 02:02 PM
Msg. 3913 of 9951
I lol'ed. You should set it up to explode though. You could use the super-unrealistic fire animations that Bethesda set up, that look more like bombs than fire, and set up plasma nades inside 'Eernor'. ;)
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Feb 20, 2012 02:07 PM
Msg. 3914 of 9951
This is my ingame wife we're talking about.
ha Edited by ptowery on Feb 20, 2012 at 02:24 PM
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Feb 20, 2012 02:45 PM
Msg. 3915 of 9951
you should've used a greatsword
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Feb 20, 2012 03:27 PM
Msg. 3916 of 9951
Quote: --- Original message by: ptowery
This is my ingame wife we're talking about.
ha Edited by ptowery on Feb 20, 2012 at 02:24 PM dat shading
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HaloMemories
Joined: Jan 15, 2012
Spartans never die. Just missing in action.
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Posted: Feb 20, 2012 07:54 PM
Msg. 3917 of 9951
Master Chief render test. Edited by HaloMemories on Feb 20, 2012 at 07:55 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 21, 2012 08:10 AM
Msg. 3918 of 9951
^Maybe reduce a bit the powrness of the lights working on some BSP...
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 21, 2012 08:24 AM
Msg. 3919 of 9951
The box is here to tell me what place should take some structures on the map so I can prepare the terrain around. Since I already have the desert model I need : Edited by bourrin33 on Feb 21, 2012 at 08:25 AM(the orange dots on the crappy render are warthogs.) Edited by bourrin33 on Feb 21, 2012 at 08:29 AM
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Feb 21, 2012 06:06 PM
Msg. 3920 of 9951
Est-ce que c'est pour du SP?
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