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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 110 of 305)
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KingFisher
Joined: Jun 10, 2011

Creativity is the main element of level design.


Posted: Dec 29, 2012 03:07 PM    Msg. 3816 of 10646       
Quote: --- Original message by: Masters1337
yeah, there's lots of gravity altering goodies in A10. It also takes advantage of some lightmap switching functions that lets us flicker the ships power on and off.


Is the same procedure going to be done with the Maw? In terms of the ship shaking/going out of control when the player blows up the fusion reactors.


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Dec 29, 2012 04:07 PM    Msg. 3817 of 10646       
How about something where if you break a window, all movable objects fly out in the direction of said window into the vacuum of space (I imagine this could be achieved through damage effects unless gravity can be made to act horizontally as well).


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Dec 29, 2012 04:15 PM    Msg. 3818 of 10646       
Quote: --- Original message by: WWLinkMasterX
How about something where if you break a window, all movable objects fly out in the direction of said window into the vacuum of space (I imagine this could be achieved through damage effects unless gravity can be made to act horizontally as well).



Like this?

(Please?)


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 29, 2012 04:18 PM    Msg. 3819 of 10646       
Set the velocity via OS.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 29, 2012 05:40 PM    Msg. 3820 of 10646       
Quote: --- Original message by: WWLinkMasterX
How about something where if you break a window, all movable objects fly out in the direction of said window into the vacuum of space (I imagine this could be achieved through damage effects unless gravity can be made to act horizontally as well).

While that would be an interesting feature, I would imagine starship windows to be rather resilient to small arms. If one were to be broken, however, that section of the ship would have to be locked down in order to prevent depressurization of the entire ship; you would be unable to complete the mission.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Dec 29, 2012 05:47 PM    Msg. 3821 of 10646       
or it could deploy emergency bulkheads, like in Deadspace3


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 29, 2012 05:52 PM    Msg. 3822 of 10646       
Quote: --- Original message by: SilentJacket
or it could deploy emergency bulkheads, like in Deadspace3


Or force fields, like the boarding craft the covenant use in Halo 4 for the firstish encounter.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 29, 2012 06:07 PM    Msg. 3823 of 10646       
I don't see any good way to do whats being described with the current functions in OS. Even if we could, all the scenery objects would still stay stationary. Which is lame.


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 29, 2012 06:26 PM    Msg. 3824 of 10646       
Quote: --- Original message by: Masters1337
I don't see any good way to do whats being described with the current functions in OS. Even if we could, all the scenery objects would still stay stationary. Which is lame.

Give the scenery object names, set their velocity via an OS script. If I'm not mistaken, that works on scenery too.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 29, 2012 07:04 PM    Msg. 3825 of 10646       
It would still look pretty bad and unrealistic. plus we're out of object names in A10.


olly12345
Joined: Jul 30, 2008


Posted: Dec 29, 2012 09:50 PM    Msg. 3826 of 10646       
You could always do it in a room with pretty much just warthogs, like a vehicle bay or something.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 29, 2012 11:31 PM    Msg. 3827 of 10646       
Quote: --- Original message by: Masters1337
I don't see any good way to do whats being described with the current functions in OS. Even if we could, all the scenery objects would still stay stationary. Which is lame.


I could do it without OS. How about a cinematic? First person cutscene? Make the cutscene animations like they did in c20 where they're animated to the BSP. Add the letterbox and no player control like they did in the beginning of b30. Make sure all the scenery, the player, ect is in the animation. Now say that the covenant are opening fire on the ship, they hit a window, cutscene enabled.

Total result: When you enter a trigger volume, it activates the cutscene. The covenant open fire on the ship, like they opened fire on the escape pods, and manages to break a window. The depressurization causes objects to go flying out the window, the player can't move as his body is controlled during the cutscene. Say an object hits you on it's way out and takes out your shields, and almost takes you out with it. The hatch closes, and the cutscene ends.

PS: animating now, as a demonstration.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 30, 2012 12:18 AM    Msg. 3828 of 10646       
Quote: --- Original message by: vampire_girl
^^
I kinda like this, in fact, in a SP project I'm helping with, the first mission ends with something like that... but yeah, off topic! It may be a pain to get working with no real benefit for the mission, but hey, it's still cool right?


Just finished setting up the scene, animations in progress :)


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 30, 2012 12:26 AM    Msg. 3829 of 10646       
If you can actually pull this off well, then this should be a really epic cutscene! :D
Looking forward to your demo, Grunt Eater!


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 30, 2012 12:41 AM    Msg. 3830 of 10646       
Isn't that a bit overused for sci-fi media?


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 30, 2012 01:22 AM    Msg. 3831 of 10646       
Oh, don't worry, it'll be new. And different then most.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 30, 2012 01:23 AM    Msg. 3832 of 10646       
Instead of having others bust up your ship and causing stuff to get dragged into space,maybe the player should do it to the enemy.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 30, 2012 01:31 AM    Msg. 3833 of 10646       
But covies have energy windows...And if your on the ship i don't see how you could blow a huge hole in it, and then it wouldn't be sealable. Idk, i just like this idea better.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 30, 2012 01:38 AM    Msg. 3834 of 10646       
I'm not in cmt :/ which now brings to sight that i feel like i'm thread jacking...I'll just shut up now, and post the video later...
Edited by grunt_eater on Dec 30, 2012 at 01:38 AM


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 30, 2012 01:46 AM    Msg. 3835 of 10646       
lol it's fine, I don't think you need to worry about that...
You're making this suggestion for CMT's use... I think that justifies your thread-jacking :P


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Dec 30, 2012 02:54 AM    Msg. 3836 of 10646       
Damage effects, weapons, bipeds, crates as vehicles. No OS necessary :3
Edited by WWLinkMasterX on Dec 30, 2012 at 02:55 AM


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Dec 30, 2012 08:53 AM    Msg. 3837 of 10646       
Quote: --- Original message by: Masters1337
It would still look pretty bad and unrealistic. plus we're out of object names in A10.


If I'm not mistaken, OS 3.1 now supports video cinematics. Couldn't you prerender a cinematic and show Masterchief attempting to navigate a corridor through flying scenery?


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 30, 2012 09:06 AM    Msg. 3838 of 10646       
I wonder why people never think of the halo one cutscenes when they ask for stuff like this... I mean, if mastershief can be lifted into a covenant ship, catch a dead marines body and drag it across the floor, and be teleported by guilty spark, how hard would it be to make an animation? Lol.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 30, 2012 09:31 AM    Msg. 3839 of 10646       
Quote: --- Original message by: Jaz
Quote: --- Original message by: Masters1337
It would still look pretty bad and unrealistic. plus we're out of object names in A10.


If I'm not mistaken, OS 3.1 now supports video cinematics. Couldn't you prerender a cinematic and show Masterchief attempting to navigate a corridor through flying scenery?


Why would you ever do something like this. It's like teasing the player during the middle of a game with something that he can't interact with but can only see. A game's immersion is about interacting with the world, not about watching a movie.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 30, 2012 09:42 AM    Msg. 3840 of 10646       
Quote: --- Original message by: Higuy
Quote: --- Original message by: Jaz
Quote: --- Original message by: Masters1337
It would still look pretty bad and unrealistic. plus we're out of object names in A10.


If I'm not mistaken, OS 3.1 now supports video cinematics. Couldn't you prerender a cinematic and show Masterchief attempting to navigate a corridor through flying scenery?


Why would you ever do something like this. It's like teasing the player during the middle of a game with something that he can't interact with but can only see. A game's immersion is about interacting with the world, not about watching a movie.


Which is why i'd pre-decided that the player would play a part in the custcene. You'll have a job to do when this happens, trust me.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 30, 2012 12:41 PM    Msg. 3841 of 10646       
Which probably involves mashing the action key to prevent being sucked into space...
Not a problem for a Spartan,as long as he/she doesn't go too far.
Edited by Dumb AI on Dec 30, 2012 at 12:42 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 30, 2012 01:36 PM    Msg. 3842 of 10646       
Quote: --- Original message by: grunt_eater
Quote: --- Original message by: Higuy
Quote: --- Original message by: Jaz
Quote: --- Original message by: Masters1337
It would still look pretty bad and unrealistic. plus we're out of object names in A10.


If I'm not mistaken, OS 3.1 now supports video cinematics. Couldn't you prerender a cinematic and show Masterchief attempting to navigate a corridor through flying scenery?


Why would you ever do something like this. It's like teasing the player during the middle of a game with something that he can't interact with but can only see. A game's immersion is about interacting with the world, not about watching a movie.


Which is why i'd pre-decided that the player would play a part in the custcene. You'll have a job to do when this happens, trust me.


Mashing 'E' or another key during a cutscene doesn't count as being interactive.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 30, 2012 01:46 PM    Msg. 3843 of 10646       
Is that even a possible/acceptable command in HCE to begin with?


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 30, 2012 01:47 PM    Msg. 3844 of 10646       
Quote: --- Original message by: renegade343
Is that even a possible/acceptable command in HCE to begin with?

Yep. Bind 'E' to flashlight, check if flashlight is turning on and off.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 30, 2012 02:00 PM    Msg. 3845 of 10646       
Quote: --- Original message by: Dumb AI

Which probably involves mashing the action key to prevent being sucked into space...
Not a problem for a Spartan,as long as he/she doesn't go too far.
Edited by Dumb AI on Dec 30, 2012 at 12:42 PM


Wrong again, you guys are bad at this. You'll have to use your shooting skills, under pressure. The only "button mashing" you'll do is to dislodge something by pressing melee, two whole times, and hold "W" for 3 seconds.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Dec 30, 2012 02:22 PM    Msg. 3846 of 10646       
Quote: --- Original message by: Higuy
Quote: --- Original message by: Jaz
Quote: --- Original message by: Masters1337
It would still look pretty bad and unrealistic. plus we're out of object names in A10.


If I'm not mistaken, OS 3.1 now supports video cinematics. Couldn't you prerender a cinematic and show Masterchief attempting to navigate a corridor through flying scenery?


Why would you ever do something like this. It's like teasing the player during the middle of a game with something that he can't interact with but can only see. A game's immersion is about interacting with the world, not about watching a movie.


Agreed. I would not make this sequence even a scripted cinematic. It could all be done via animated scenery/damage effects/effects. That'd be the best bet. However I do support the BIK cut scenes, although I don't support them if someone is gonna render it in max or something. Would just take to much work to perfect and would probably look bad.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 30, 2012 02:34 PM    Msg. 3847 of 10646       
As far as pre-rendered cut-scenes, a lot of games do that. However, rather then turn gravity sideways, why not just rotate everything else? I would think that would have basically the same effect.

On cinematics, button mashing sucks.

However, as to what grunt_eater said, sounds kind of short. Could be made interesting if you use a custom melee for that. I haven't used OS pretty much at all but what I would think is like a weapon switch, with a special melee then switch-back to other gun. Assuming Halo/OS can track your current weapon (I think this can already be done anyway) and ammo (not so sure). And I am guessing there are other ways to do this as well.

As to how to put a hole in a ship, why not have a RL? Then when glass breaks some blast doors automagically close over the window.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 30, 2012 02:48 PM    Msg. 3848 of 10646       
Quote: --- Original message by: Ki11erFTW
Quote: --- Original message by: Higuy
Quote: --- Original message by: Jaz
Quote: --- Original message by: Masters1337
It would still look pretty bad and unrealistic. plus we're out of object names in A10.


If I'm not mistaken, OS 3.1 now supports video cinematics. Couldn't you prerender a cinematic and show Masterchief attempting to navigate a corridor through flying scenery?


Why would you ever do something like this. It's like teasing the player during the middle of a game with something that he can't interact with but can only see. A game's immersion is about interacting with the world, not about watching a movie.


Agreed. I would not make this sequence even a scripted cinematic. It could all be done via animated scenery/damage effects/effects.


The beginning will be a cinematic. Heck i'll just give the basic idea here and now. First, the custscene will be first person. I've already tested it and it works. The window gets blasted, objects\particles go flying into the opened space. The player is pulled too but catches themselves on a barricade that is bolted to the floor. An object hits you and takes out your shields, but you still hold on. You are then loaded into a vehicle seat, much like the passenger seat of the warthog, that you can aim with your weapon. There is a switch that you have to shoot, while damage effects are shaking your screen rapidly to simulate the power of the vacuum of space. Once shot, the hatch starts to close. But it gets jammed by an object that you have to go and dislodge, this is where you melee to break it free, and the animation is you kicking it out. Once you do that you almost get sucked out, this is when you hold "W" key to climb back in. The hatch closes, cutscene over.

Quote: Could be made interesting if you use a custom melee


Using a script to check if the melee key has been struck, you tell the game to play the kicking animation, and the animation that moves the object you're kicking when it is. The wait till it is again and finish kicking the object out, tah dah...
Edited by grunt_eater on Dec 30, 2012 at 02:51 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 30, 2012 03:20 PM    Msg. 3849 of 10646       
Could be even more interesting if you do get sucked out and you have find a way back in.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 30, 2012 03:48 PM    Msg. 3850 of 10646       
Quote: --- Original message by: Dumb AI
Could be even more interesting if you do get sucked out and you have find a way back in.


Meh, i think that would be too distracting from the actual level. But whatever. I'm just doing the first plan for now, maybe something else later.

 
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