
SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 27, 2013 10:18 PM
Msg. 3921 of 4332
Quote: --- Original message by: ELVEVERXQuote: --- Original message by: savinpvtmike Yes I am going to do covi ships as well I will do all of the reach space tags. yay Ultra heavy air support they need it so that it takes at least 2 people to pilot, one to fly and one to shoot the covvy ships are too big for the dive-bomb type attacks, and aiming them is a pain in the [REDACTED]
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Mar 31, 2013 09:31 AM
Msg. 3922 of 4332
Quote: --- Original message by: hobbet360its just a ghost, imported to Gmax, added another driver marker (called #driver01) and turned the marker around to he boards G-driver backwards. in guerila added an extra seat that's "not valid without driver", I did something else but I forgot. for mulitplayer: you can board, but you just can't kick them out. for SP and no AI: you can just jump on but not board. for SP and AI: you can jump on and they hop out, but you cant take their seat. for SP, AI and my script: you can jump on, kick them out and take their seat. (you take their seat automatically, but you jump on by pressing "E", or your custom button.) the script just kills them and makes you jump into their seat. NO OPEN SAUCE NEEDED!    How did you work around enemies not being able to enter the same vehicle? Great work, by the way.
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: Apr 9, 2013 09:02 AM
Msg. 3923 of 4332
Ever saw an entire armada get eradicated by being rammed by one giant frigate? Also, that thing needs more inertia. Something that massive is not allowed to turn on a dime like that. -Zekilk
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Apr 9, 2013 10:43 AM
Msg. 3924 of 4332
I am trying to fix up every thing wrong with it and I am all most dun. The problem is the bitmaps tho sins my pc is be gay on me when I grab sertian pic files like tiffs and tgas they are kind of invisable so the way I fix them just f's it up but I am trying my best to fix it. PS= any one have a working .weapon Mac cannon? Edited by savinpvtmike on Apr 9, 2013 at 10:45 AM
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Nickster5000
Joined: Dec 11, 2010
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Posted: Apr 9, 2013 12:46 PM
Msg. 3925 of 4332
Quote: --- Original message by: savinpvtmike
I am trying to fix up every thing wrong with it and I am all most dun. The problem is the bitmaps tho sins my pc is be gay on me when I grab sertian pic files like tiffs and tgas they are kind of invisable so the way I fix them just f's it up but I am trying my best to fix it. PS= any one have a working .weapon Mac cannon? Edited by savinpvtmike on Apr 9, 2013 at 10:45 AM Please learn how to spell. Quote: --- Original message by: savinpvtmike
I am trying to fix up everything and I am almost done. The problem is the bitmaps since my PC is stupid when I grab certain file extensions like .TIFs and .TGAs they are kind of invisible. But, the way I fix them just f's it up and I am trying my best to fix it. PS= any one have a working .weapon Mac cannon? Edited by savinpvtmike on Apr 9, 2013 at 10:45 AM Also, just use the mythos .weapon. If you want something better, use it as a placeholder :P
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Apr 9, 2013 12:52 PM
Msg. 3926 of 4332
I'm on my phone and it sucks!!!
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 19, 2013 05:40 AM
Msg. 3927 of 4332
1969 COBRA
I have been sitting on this tag for nearly 7 years. she's been parked I rely Need to find a good mechanic to work on her. The thing is she is no ordinary 1969 cobra This tag was org made in 2004 by Aaron, Aka The one! from sonic maping team. same Aaron who uploaded the device machine door tutorial. He was only 11 at the time. And very talented at animation for his age. we where working on this tag together and all of a sudden he broke his hand. then in 2005 I lost all my tags. Due to Hard Drive Crash. 2 months ago. I found 3 different backups 1 on a cd and 2 more somewhere I forget where. and constructed this puppy back together. The cool part about this car is that It's Has a hover conversion system on it like the delorean time machine. If you honk the horn the car's wheals change and fold in and the physics change. This physics are what makes this car so simply amazing.. It lands tricks Perfectly. The speed Is just about 40Mph faster than the warthog. And actually drives best with a custom biped I no longer have that was the marine, Johnson & mc. all in one. Done with Permutations. also the car changes 8 different colors so that this is rely the only car you need In your map. I'm guessing the original sgt.johnson biped Would be the best driver for this car because His mass and weight. mixed with the cars physics are a perfect match. It's sad I'm still missing final parts of the tags that we finished Sense I reconstructed this one. I also fixed her up with some new shaders but she's unfinished =( physics errors and animation and model error keep me from a working tag, I have plans to use this v on a forerunner city one day. It has a spoiler fin that comes out when it flys. The animations for mc are custom but his arm looks gay.

.Edited by jackrabbit on Apr 19, 2013 at 06:15 AM
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Dark Neon
Joined: Jun 8, 2009
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Posted: Apr 19, 2013 08:24 AM
Msg. 3928 of 4332
Quote: --- Original message by: jackrabbit -snip- How do you turn this on?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Apr 19, 2013 09:57 AM
Msg. 3929 of 4332
Quote: --- Original message by: Dark NeonQuote: --- Original message by: jackrabbit -snip- How do you turn this on? You type "howdoyouturnthison"
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 19, 2013 01:21 PM
Msg. 3930 of 4332
Quote: --- Original message by: Dark NeonQuote: --- Original message by: jackrabbit -snip- How do you turn this on? torpedo2
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baconatorCE
Joined: Jun 15, 2012
I'm a curse and I'm a sound
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Posted: May 2, 2013 08:34 PM
Msg. 3931 of 4332
Quote: --- Original message by: Dark NeonQuote: --- Original message by: jackrabbit -snip- How do you turn this on? Can the Cobra shoot machine guns?
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: May 7, 2013 10:10 PM
Msg. 3932 of 4332
Quote: --- Original message by: baconatorCE
Can the Cobra shoot machine guns? Why do I get an image of the game Streets of SimCity when you said that? That is...if anyone knows that old game. Either way I agree, Nice ride dude! Edited by videoman on May 7, 2013 at 10:11 PM
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Ranger Silver 6
Joined: May 6, 2013
are you sure you're serious?
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Posted: May 7, 2013 10:24 PM
Msg. 3933 of 4332
while I don't like the model of the vehicle, it is well crafted. You did great work given the source material
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: May 7, 2013 11:30 PM
Msg. 3934 of 4332
Quote: --- Original message by: Ranger Silver 6 while I don't like the model of the vehicle, it is well crafted. You did great work given the source material Well crafted for the time it was made in, to say so the least.
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Ranger Silver 6
Joined: May 6, 2013
are you sure you're serious?
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Posted: May 8, 2013 09:22 PM
Msg. 3935 of 4332
I gotta learn how to do this kind of stuff. wouldn't mind importing my Impala into the game
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ELVEVERX
Joined: Oct 5, 2012
For the great journey
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Posted: May 12, 2013 04:40 AM
Msg. 3936 of 4332
Quote: --- Original message by: flyingpenguin117I think it would be cool to have a device you can use to call in this beast to sweep the map and bombard enemy forces (SP) for just a few minutes. That would be awesome in something like A30 or B30. did this get released
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: May 12, 2013 06:51 AM
Msg. 3937 of 4332
Quote: --- Original message by: grunt_eaterHow did you work around enemies not being able to enter the same vehicle? Great work, by the way. thankssir! 2 ways of doing this that I found, good way first (which is the way it will be when it's done). 1. 2 vehicles joined together. one with (theoretically) no geometry, the other being the ghosty. the ghost is modified to have 2 seats in the same spot (one being unsit-in-able), that unsit-in-able has no entry animation (practically). An invisible control pannel attaches and detaches constantly. when that control is triggered, the 2nd (invisible vehicle) detaches for 3 ticks, enough time for the player to be "loaded" into the vehicle (which has the boarding animations). the vehicle re-attaches. the driver exits, the vehicle detaches again for 6 ticks, the player exits, then gets "loaded" into the unsit-in-able seat. vehicle 2 attaches again. all good (unless I missed something, as this is off the top of meh krayniyum). when the player exits the unsit-in-able seat, he/she/it can re-enter via the normal way (with the normal animations). 2. the way in the video, I screwed UP!!!
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 12, 2013 11:53 PM
Msg. 3938 of 4332
Can you show the collision model for that please? (Also, some of your textures are in the wrong place)
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: May 13, 2013 08:41 AM
Msg. 3939 of 4332
I'm still working on it but there is no collision yet and thx for pointing out the texture problem I never noticed.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 16, 2013 11:44 PM
Msg. 3940 of 4332
Quote: --- Original message by: grunt_eaterQuote: --- Original message by: hobbet360its just a ghost, imported to Gmax, added another driver marker (called #driver01) and turned the marker around to he boards G-driver backwards. in guerila added an extra seat that's "not valid without driver", I did something else but I forgot. for mulitplayer: you can board, but you just can't kick them out. for SP and no AI: you can just jump on but not board. for SP and AI: you can jump on and they hop out, but you cant take their seat. for SP, AI and my script: you can jump on, kick them out and take their seat. (you take their seat automatically, but you jump on by pressing "E", or your custom button.) the script just kills them and makes you jump into their seat. NO OPEN SAUCE NEEDED!    How did you work around enemies not being able to enter the same vehicle? Great work, by the way.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 21, 2013 10:39 AM
Msg. 3941 of 4332
so after letting this project collect dust due to an excess of issues with physics i decided to bring it back out of the shadows and dust it off again... (old pics, really old pics...)  (damn i sucked at shaders then....) all that was previously here is now null and void.... i got the physics working now...
Release time= soonEdited by killzone64 on May 22, 2013 at 09:34 PM
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: May 21, 2013 11:14 PM
Msg. 3942 of 4332
Quote: --- Original message by: grunt_eaterQuote: --- Original message by: grunt_eaterQuote: --- Original message by: hobbet360-snip- (bad explaination.)NO OPEN SAUCE NEEDED!    How did you work around enemies not being able to enter the same vehicle? Great work, by the way. Quote: ----- Hobbet360
2 vehicles joined together. one with (theoretically) no geometry, the other being the ghosty. the ghost is modified to have 2 seats in the same spot (one being unsit-in-able), that unsit-in-able has no entry animation (practically). An invisible control pannel attaches and detaches constantly. when that control is triggered, the 2nd (invisible vehicle) detaches for 3 ticks, enough time for the player to be "loaded" into the vehicle (which has the boarding animations). the vehicle re-attaches. the driver exits, the vehicle detaches again for 6 ticks, the player exits, then gets "loaded" into the unsit-in-able seat. vehicle 2 attaches again. all good (unless I missed something, as this is off the top of meh krayniyum). when the player exits the unsit-in-able seat, he/she/it can re-enter via the normal way (with the normal animations). Edited by hobbet360 on May 21, 2013 at 11:15 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 21, 2013 11:21 PM
Msg. 3943 of 4332
Quote: --- Original message by: hobbet360Quote: --- Original message by: grunt_eaterQuote: --- Original message by: grunt_eaterQuote: --- Original message by: hobbet360-snip- (bad explaination.)NO OPEN SAUCE NEEDED!    How did you work around enemies not being able to enter the same vehicle? Great work, by the way. Quote: ----- Hobbet360
2 vehicles joined together. one with (theoretically) no geometry, the other being the ghosty. the ghost is modified to have 2 seats in the same spot (one being unsit-in-able), that unsit-in-able has no entry animation (practically). An invisible control pannel attaches and detaches constantly. when that control is triggered, the 2nd (invisible vehicle) detaches for 3 ticks, enough time for the player to be "loaded" into the vehicle (which has the boarding animations). the vehicle re-attaches. the driver exits, the vehicle detaches again for 6 ticks, the player exits, then gets "loaded" into the unsit-in-able seat. vehicle 2 attaches again. all good (unless I missed something, as this is off the top of meh krayniyum). when the player exits the unsit-in-able seat, he/she/it can re-enter via the normal way (with the normal animations). Edited by hobbet360 on May 21, 2013 at 11:15 PM Oh, well thank you :3
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: May 22, 2013 05:34 AM
Msg. 3944 of 4332
ill release it when it's PERFECTO! :)
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Jul 3, 2013 10:32 AM
Msg. 3945 of 4332
after a few months haitus from halomaps, i am back, and i bring great news. my prowler is ingame and working, but i have some issues that need fixing. http://youtu.be/yKsOCpUUP0c is this^ related to physics or the collision model. for one its sinking onto the frame, and two i cant get near it without it killing me. i would like to have this finished soon so if anyone could correct me on this it would be much appreciated.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jul 3, 2013 10:43 AM
Msg. 3946 of 4332
That must be collision model issue. I think I could fix it if I had that the collision model. I hope you will make suspension animations for it to avoid that clipping into the ground.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Jul 3, 2013 10:44 AM
Msg. 3947 of 4332
the animations are there it just sinks itself into the ground, ill send you the data files. in a pm
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sshers4
Joined: Apr 28, 2013
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Posted: Jul 3, 2013 12:02 PM
Msg. 3948 of 4332
Quote: --- Original message by: killzone64 the animations are there it just sinks itself into the ground, ill send you the data files. in a pm Hay killzone I rememberd you posted halo reach pelican pics and it looks cool. Your working on it still? Am sorry for asking just that I am curiouse.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Jul 3, 2013 01:45 PM
Msg. 3949 of 4332
yes i am, its an early wip but i haven't touched it since i took a break. i just got back today. i plan to finish my reach stuff that i have and release it sometime soon.
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jul 3, 2013 03:08 PM
Msg. 3950 of 4332
No clue why it's happening, but welcome back, Killzone!
-by the way... Why's your test map on Lumoria? o.O
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jul 3, 2013 04:45 PM
Msg. 3951 of 4332
I fixed the errors, trying to get animations to work now.
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Jul 4, 2013 06:10 AM
Msg. 3952 of 4332
how is this going, sir? I have been anticipating ways to get it working alongside a falcon. (:< (for SP)
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 4, 2013 01:33 PM
Msg. 3953 of 4332
Why not MP? Take both the turret and the falcon into max, line them up correctly, add a marker at the base where it connects named "#attach", save once with the name "falcon" then save again with the name "turret" while you still have the turret one opened delete all of the falcons' stuff and attach the marker to the turret's base node, export, compile and use as new model for turret vehicle. Then go back to the one you named falcon, open it and delete all the turrets stuff and attach the marker to the falcon, export, compile and use as new model for falcon vehicle. Now that we have a marker in the exact same place so that when we attach them it's in the same place. Now place one turret in sapien named "turret1" and one falcon named "falcon1" then run this script. (script continuous turret (objects_attach falcon1 "attach" turret1 "attach") (objects_detach falcon1 turret1) ;;these two commands constantly move the turret to where the falcon is so that it will fallow it around, if we just attach it then it won't be enterable. ) (script continuous sleepytime (sleep_until (vehicle_test_seat_list turret1 "gunner" (unit (list_get (players))))) ;;wait until a player is in the turret. (sleep 30 turret) (objects_attach falcon1 "attach" turret1 "attach") ;;just attach it to the falcon so that it fallows it around more smoothly. ) And the other turret can be controlled by the gunners seat of the falcon. Now we have two gunners for the falcon working. tah duh? Edited by grunt_eater on Jul 4, 2013 at 01:36 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jul 4, 2013 05:07 PM
Msg. 3954 of 4332
Does anyone have a good Halo 3 Elephant in-game (besides the one on Halomaps), or the civilian model from Halo 3: ODST?
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Jul 4, 2013 06:40 PM
Msg. 3955 of 4332
Quote: --- Original message by: grunt_eaterWhy not MP? Take both the turret and the falcon into max, line them up correctly, add a marker at the base where it connects named "#attach", save once with the name "falcon" then save again with the name "turret" while you still have the turret one opened delete all of the falcons' stuff and attach the marker to the turret's base node, export, compile and use as new model for turret vehicle. Then go back to the one you named falcon, open it and delete all the turrets stuff and attach the marker to the falcon, export, compile and use as new model for falcon vehicle. Now that we have a marker in the exact same place so that when we attach them it's in the same place. Now place one turret in sapien named "turret1" and one falcon named "falcon1" then run this script. (script continuous turret (objects_attach falcon1 "attach" turret1 "attach") (objects_detach falcon1 turret1) ;;these two commands constantly move the turret to where the falcon is so that it will fallow it around, if we just attach it then it won't be enterable. ) (script continuous sleepytime (sleep_until (vehicle_test_seat_list turret1 "gunner" (unit (list_get (players))))) ;;wait until a player is in the turret. (sleep 30 turret) (objects_attach falcon1 "attach" turret1 "attach") ;;just attach it to the falcon so that it fallows it around more smoothly. ) And the other turret can be controlled by the gunners seat of the falcon. Now we have two gunners for the falcon working. tah duh? Edited by grunt_eater on Jul 4, 2013 at 01:36 PM That was how I started with the vehicle boarding.... So much glitchy glitchy lagness. Even if you minimize the (sleep 30) command. Hmmm...*thinking* Edited by hobbet360 on Jul 4, 2013 at 06:40 PM
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