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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Aug 18, 2012 09:38 AM
Msg. 141 of 148
Quote: --- Original message by: waffles tehlag did some halo magic on the cmt hunters to scale them up, and get the stock animations working, he did however make a new collision model from what i can tell. Making a new model_collision_geometry still sounds easier than making a new model_animation u.u
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Aug 19, 2012 12:17 AM
Msg. 142 of 148
Quote: --- Original message by: SOI_7Quote: --- Original message by: waffles tehlag did some halo magic on the cmt hunters to scale them up, and get the stock animations working, he did however make a new collision model from what i can tell. Making a new model_collision_geometry still sounds easier than making a new model_animation u.u It's actually not. Scaling the hunters is simple. You make an overlay animation of the scaled hunter, export it, import it into the animation graph, set an output and input, and boom.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Aug 19, 2012 09:15 AM
Msg. 143 of 148
Quote: --- Original message by: Ki11erFTWQuote: --- Original message by: SOI_7Quote: --- Original message by: waffles tehlag did some halo magic on the cmt hunters to scale them up, and get the stock animations working, he did however make a new collision model from what i can tell. Making a new model_collision_geometry still sounds easier than making a new model_animation u.u It's actually not. Scaling the hunters is simple. You make an overlay animation of the scaled hunter, export it, import it into the animation graph, set an output and input, and boom. So... basically the easiest way is to rig the model with Elite Combat Form boneset, then scaling the model, making an overlay animation, exporting, setting output etc. and then it should be done. And the model_collision_geometry? Is it possible to scale the original one? Because we have the solution now Edited by SOI_7 on Aug 19, 2012 at 09:16 AM
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teh lag
Joined: May 6, 2008
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Posted: Aug 19, 2012 12:38 PM
Msg. 144 of 148
While making an overlay animation that just scales up the unit should work (it should also scale collision correctly - though Halo has always been a little picky with scaling animations), for the CMT Hunter I re-scaled everything manually in 3ds max (the model and animations) and re-created the collision (since I didn't have any collision model import tools). I did this so that I could build the rest of the hunter's stuff (new animations, model edits, collision edits, etc) with the new scale taken into account. I also did it so that the scale changes would be reflected in the physical movements of the Hunter's animations, and all of the root-node positions would be scaled accordingly as well (remember that for AI units, unit movement in animations like running, melee, throw-grenade etc are defined by the movement of the root node in the animation). A few things can start to look strange if that isn't accounted for.
To do this I first imported the original Hunter's model and all of its animations. I then linked the root node in each scene to a dummy object at the origin (0,0,0) and scaled up the root node by the desired amount - in the case of the CMT Hunter it was at 120% scale. This allows the entire model and its hierarchy to be scaled up uniformly from the same point - so no worries about fixing weird offsets based on where the root was. It also allows the bones of the model to have their "scale" be reported as unchanged for the purposes of exporting, even though everything was at 120% scale. This is desirable because it means that Halo does not interpret the scaled-up animations as containing any scale data - rather, it just reads the scaled-up data as the default. If that isn't done, really weird stuff can happen like the re-scaling being applied multiple times over (once for the model's inherent scale, and again for the animation being scaled). Halo's exporters ignored the dummy and so everything was exported and compiled "correctly".
Of course, since everything had been re-scaled like that it also meant I had to re-create the collision model as the stock one would not pick up my scale changes (again, because the animations were exported/compiled as if the re-scaled data was the default and had no scale information). That's pretty easy though.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Aug 19, 2012 01:42 PM
Msg. 145 of 148
Quote: --- Original message by: waffles Dont ever recall being able to scale an existing collision mesh, i doubt lag would have made a new one for no reason. Collision models imo arent very hard to make, especially for stock tags. Besides, why would you use the collision detection from an elite for a completely different model? The head collision would be off by alot, and some things might even fly right through the model lol. The Juggernaut has his own collisions. The problem is that it is as tall as an Elite and was rigged with carrier form animations. That's why we have to scale and rig it with Elite Combat Form animations. I'm also really intersted in Teh Lags's method... but the juggernaut should have a 200% scale :/ I'd like to make it by myself, but for some strange reason Gmax has always an excuse to not export the JMS -.-
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creator843
Joined: Jul 10, 2012
I LOVE HALO!
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Posted: Aug 20, 2012 09:40 AM
Msg. 146 of 148
http://www.youtube.com/watch?v=LmMfcYSk9
http://www.youtube.com/watch?v=UmAR4CMu3zg
http://www.youtube.com/watch?v=76QTdEhLaBk
you can learn more about the flood juggernaut flood with videos :D xD
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Aug 23, 2012 01:00 PM
Msg. 147 of 148
If someone finishes the Juggernaut, please post the download link 
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creator843
Joined: Jul 10, 2012
I LOVE HALO!
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Posted: Sep 20, 2012 07:39 PM
Msg. 148 of 148
will be this release someday?
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