
BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Feb 21, 2015 08:19 AM
Msg. 7351 of 9951
Quote: --- Original message by: DaLodeQuote: --- Original message by: Mootjuh Cliffs look too flat. Post is too low on useful information. user is too low on relevant information Edited by BKTiel on Feb 21, 2015 at 08:20 AM
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Feb 21, 2015 10:43 AM
Msg. 7352 of 9951
Quote: --- Original message by: BKTielQuote: --- Original message by: DaLodeQuote: --- Original message by: Mootjuh Cliffs look too flat. Post is too low on useful information. user is too low on relevant information Edited by BKTiel on Feb 21, 2015 at 08:20 AM User failed to provide sensical comment.
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Feb 21, 2015 11:03 AM
Msg. 7353 of 9951
Quote: --- Original message by: DaLodeQuote: --- Original message by: BKTielQuote: --- Original message by: DaLodeQuote: --- Original message by: Mootjuh Cliffs look too flat. Post is too low on useful information. user is too low on relevant information Edited by BKTiel on Feb 21, 2015 at 08:20 AM User failed to provide sensical comment. ditto
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Feb 21, 2015 06:27 PM
Msg. 7354 of 9951
Quote: --- Original message by: BKTielQuote: --- Original message by: DaLodeQuote: --- Original message by: BKTielQuote: --- Original message by: DaLodeQuote: --- Original message by: Mootjuh Cliffs look too flat. Post is too low on useful information. user is too low on relevant information Edited by BKTiel on Feb 21, 2015 at 08:20 AM User failed to provide sensical comment. ditto User posted "ditto".
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Feb 22, 2015 05:47 PM
Msg. 7355 of 9951
Oh no plz no deth threts (this is really old, thanks AI for getting all the pieces together for me because the files are a mess and my PC is oh so slowly dying) gee that was fast, ripping this trash already?Edited by MEGASEAN2812 on Feb 22, 2015 at 05:49 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Feb 22, 2015 06:32 PM
Msg. 7356 of 9951
Rip teh guns. "No Land Beyond" pls.
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Feb 22, 2015 10:22 PM
Msg. 7357 of 9951
Is that...like, did you make that? I don't recognize it.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Feb 22, 2015 10:26 PM
Msg. 7358 of 9951
Quote: --- Original message by: BKTiel Is that...like, did you make that? I don't recognize it. It's a Titan from Destiny.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Feb 23, 2015 05:17 PM
Msg. 7359 of 9951
Quote: --- Original message by: Mootjuh Could you get me the Thunderlord model and textures if possible? I can only get the model, but sure. I'll pm you it.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Feb 27, 2015 04:51 AM
Msg. 7360 of 9951
This is why you don't have friends.
I don't mean a copy of the series.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 27, 2015 09:57 AM
Msg. 7361 of 9951
Quote: --- Original message by: Jesse This is why you don't have friends.
I don't mean a copy of the series. /\ /\ /\ /\ x2
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sshers4
Joined: Apr 28, 2013
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Posted: Feb 27, 2015 01:23 PM
Msg. 7362 of 9951
Going to start working on the animation now. Edited by sshers4 on Feb 27, 2015 at 01:23 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 27, 2015 01:48 PM
Msg. 7363 of 9951
Are they carnivorous in nature?
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Feb 27, 2015 01:58 PM
Msg. 7364 of 9951
Quote: --- Original message by: SS Flanker Are they carnivorous in nature? I've always thought of them as herbivores, creatures that grazed in herds, and the spikes seem like something that would be used to help defend against predators. But they do seem to have some carnivorous features, so... maybe they're omnivorous? Edited by Echo77 on Feb 27, 2015 at 02:02 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 27, 2015 02:02 PM
Msg. 7365 of 9951
Quote: --- Original message by: Echo77Quote: --- Original message by: SS Flanker Are they carnivorous in nature? I've always thought of them as herbivores, creatures that grazed in herds. But they do seem to have some carnivorous features, so... maybe they're omnivores? Perhaps, apparently brute food too. http://halo.wikia.com/wiki/Thorn_Beast
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Feb 27, 2015 03:00 PM
Msg. 7366 of 9951
Quote: --- Original message by: SS FlankerQuote: --- Original message by: Echo77Quote: --- Original message by: SS Flanker Are they carnivorous in nature? I've always thought of them as herbivores, creatures that grazed in herds. But they do seem to have some carnivorous features, so... maybe they're omnivores? Perhaps, apparently brute food too. http://halo.wikia.com/wiki/Thorn_Beast temper issues? In Halo Wars, the Thorn Beast was mentioned in the Halo Wars Timeline. It involves a Jiralhanae complaining about his Thorn Beast being underdone and his dipping sauce not being made correctly, resulting in a couple of Grunts being killed in his fury
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 28, 2015 07:17 AM
Msg. 7367 of 9951
Quote: --- Original message by: lockeownsThey look good. How come it doesnt look like the one from the high poly? U should add normal maps to them. Normal maps are only for OS Halo.
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sshers4
Joined: Apr 28, 2013
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Posted: Feb 28, 2015 07:17 AM
Msg. 7368 of 9951
Quote: --- Original message by: lockeownsThey look good. How come it doesnt look like the one from the high poly? U should add normal maps to them. Yes indeed but that's going to be right at the end so that means once I finish up everything then I will have to do OS normal maps. Edited by sshers4 on Feb 28, 2015 at 07:18 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 28, 2015 07:23 AM
Msg. 7369 of 9951
One way I guess you could "technically" implant a normal map into standard halo would be to take said normal map and add a 48% grey fill over the whole texture.
It would then be transformed into an okay'ish bump map.
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sshers4
Joined: Apr 28, 2013
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Posted: Feb 28, 2015 07:27 AM
Msg. 7370 of 9951
Quote: --- Original message by: SS Flanker One way I guess you could "technically" implant a normal map into standard halo would be to take said normal map and add a 48% grey fill over the whole texture.
It would then be transformed into an okay'ish bump map. Yes. Some of the tutorials of normal maps are a bit complex but I was wondering if someone made tutorial for it that relates to halo ce.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 28, 2015 07:37 AM
Msg. 7371 of 9951
Quote: --- Original message by: sshers4Quote: --- Original message by: SS Flanker One way I guess you could "technically" implant a normal map into standard halo would be to take said normal map and add a 48% grey fill over the whole texture.
It would then be transformed into an okay'ish bump map. Yes. Some of the tutorials of normal maps are a bit complex but I was wondering if someone made tutorial for it that relates to halo ce. Halo treats normal maps pretty much the same, I just plugin my normal map into the normal map slot and it works fine for me. Creating or "baking" a normal map is probably the hardest out of the two. Edited by SS Flanker on Feb 28, 2015 at 07:49 AM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Feb 28, 2015 07:46 AM
Msg. 7372 of 9951
If you want to bake the bump into the diffuse, just copy the green and red channels into separate layers on the diffuse bitmap, blend each of those two as an overlay.
Take the blue channel and blend it as 'multiply'
This should add the bump map details to the diffuse without significantly altering the coloring (minus simulated shadows and whatnot)
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JDBlack
Joined: Mar 3, 2015
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Posted: Mar 7, 2015 10:00 PM
Msg. 7373 of 9951
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 8, 2015 12:30 AM
Msg. 7374 of 9951
I cracked up at the sound in 0:53.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 8, 2015 10:53 AM
Msg. 7375 of 9951
Quote: --- Original message by: Jesse I cracked up at the sound in 0:53. RIP ears. Jeez.
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Atomic117
Joined: Jun 29, 2009
Bring me another!
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Posted: Mar 9, 2015 03:31 PM
Msg. 7376 of 9951
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Mar 9, 2015 05:27 PM
Msg. 7377 of 9951
that innate british/irish voice is so odd coming out of an ODST
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 10, 2015 07:35 AM
Msg. 7378 of 9951
I actually found it comforting. But perhaps that's because I am a royalist.
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sshers4
Joined: Apr 28, 2013
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Posted: Mar 12, 2015 11:37 AM
Msg. 7379 of 9951
Okay I got the running animation and standing animation fixed
Now I got to focus on attacking animation.
One question guys, can someone explain to me how to make a collision for the biped? I kinda forgot but I do know I need to add a box.
Thanks. Edited by sshers4 on Mar 12, 2015 at 01:57 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 13, 2015 11:47 AM
Msg. 7380 of 9951
Quote: --- Original message by: sshers4
Okay I got the running animation and standing animation fixed
Now I got to focus on attacking animation.
One question guys, can someone explain to me how to make a collision for the biped? I kinda forgot but I do know I need to add a box.
Thanks. Edited by sshers4 on Mar 12, 2015 at 01:57 PM The common misconception with collision meshes is that they all must be boxes and non of the can touch. (For fear of tarnishing ones celibacy perhaps?) Whilst the second part rings true the first does not. Infact if you want a near realistic collision all you need to do is make a simplified version of your current model. (upto 500 polys max) This will insure that your collision reflects what you may incur in the real world and it will also reduce tax load on the engine. But remember all collision models must be sealed! \/ https://www.youtube.com/watch?v=GnDIwR-uSaY This tutorial glosses over the implementation of collision obj's for scenery.
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sshers4
Joined: Apr 28, 2013
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Posted: Mar 13, 2015 01:31 PM
Msg. 7381 of 9951
Quote: --- Original message by: SS FlankerQuote: --- Original message by: sshers4
Okay I got the running animation and standing animation fixed
Now I got to focus on attacking animation.
One question guys, can someone explain to me how to make a collision for the biped? I kinda forgot but I do know I need to add a box.
Thanks. Edited by sshers4 on Mar 12, 2015 at 01:57 PM The common misconception with collision meshes is that they all must be boxes and non of the can touch. (For fear of tarnishing ones celibacy perhaps?) Whilst the second part rings true the first does not. Infact if you want a near realistic collision all you need to do is make a simplified version of your current model. (upto 500 polys max) This will insure that your collision reflects what you may incur in the real world and it will also reduce tax load on the engine. But remember all collision models must be sealed! \/ https://www.youtube.com/watch?v=GnDIwR-uSaY This tutorial glosses over the implementation of collision obj's for scenery. I compiled it but it shows me error. I linked the biped to the box and I named the box frame. I don't think it works with biped.
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not giraffe
Joined: Jul 17, 2014
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Posted: Mar 19, 2015 06:44 PM
Msg. 7382 of 9951
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Mar 20, 2015 06:06 AM
Msg. 7383 of 9951
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Mar 20, 2015 12:47 PM
Msg. 7384 of 9951
Wow lol, that is indeed amazing.
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not giraffe
Joined: Jul 17, 2014
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Posted: Mar 20, 2015 10:08 PM
Msg. 7385 of 9951
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