
UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Dec 26, 2008 01:11 AM
Msg. 106 of 247
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Dec 26, 2008 09:45 AM
Msg. 107 of 247
Quote: --- Original message by: jimmyQuote: --- Original message by: vmt we shoudl also make ti so the level it self is more h2/h3 style no? i mean you can cleary tell the graphics ar h1 and weapons arnt it would be better if everything was newer looking I think the graphics look very good in the a30 pics, I like how the phantoms troops are just set up to be hit with the mounted machine gun. The only thing that needs a graphic change is that white assault rifle, it just looks strange. But anyway, its a mod and it looks like the final version of it will be looking very well. Jolly good old fellow. Well young fellow, or whatever you are, I'm still on the edge after drinking that 6-hour energy...and that jolt....and that monster....and that........ I'm sure Brain appreciated the compliment for the phantom; it's a good fix, just needs to be situated correctly so the AI spawn from within it and not outside of it. In a30, the original dropships hit the ground and let troops off, so when the phantom tries it it spawns the AI outside of the ship. The White AR is just a pic of a battle, nothing more. We're using the AR in all other pics. The textures will only really change in the Library, if even that. I wanted the mod to be "what would it be like if it had this sky, weapon, vehicle, and AI?"
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jimmy
Joined: Jul 3, 2008
You can cure a derp, but not the herps.
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Posted: Dec 26, 2008 05:29 PM
Msg. 108 of 247
Yah that could be a problem all right. If the troops spawned outside of the phantom you would need to put some grunts on the other side of the structure to get your attention away from the phantom that drops troops 15ft away from its sides.
Just one question to ask you. How big of a file will this be?(sorry if this has already been discussed)
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Dec 26, 2008 06:53 PM
Msg. 109 of 247
Quote: --- Original message by: jimmy Yah that could be a problem all right. If the troops spawned outside of the phantom you would need to put some grunts on the other side of the structure to get your attention away from the phantom that drops troops 15ft away from its sides.
Just one question to ask you. How big of a file will this be?(sorry if this has already been discussed) I'll probably look at where the Phantom stops and goes down to deploy troops and edit to where it is high enough where it doesn't have troops randomly spawning from its top. If I can't do that, then I'll use the original and edit it or something. It's multiple different files. It should be at least one gig. Edited by DarkHalo003 on Dec 26, 2008 at 06:53 PM
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jimmy
Joined: Jul 3, 2008
You can cure a derp, but not the herps.
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Posted: Dec 26, 2008 08:49 PM
Msg. 110 of 247
Quote: It's multiple different files. It should be at least one gig. I think if its that big, I'll download 1 mapfile at a time, and when I beat it, I'll just put that one in a holding file and download the next.
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Dec 26, 2008 09:47 PM
Msg. 111 of 247
The thing is, the c_dropship's in Halo 1 (PC/CE) are meant to drop units off on the ground VERY CLOSELY. In Halo 2, this was not needed, as the Phantom dropped the Covenant through a small gravity hole, from a moderate height. This is different to Halo 1, as seen.
The reason why the enemies pop out "15ft in the air" is because the phantom isnt designed for dropping units off so close. It requires being a moderate air level. Meaning, it needs to be a little bit higher. If you leave it the way the c_dropships were meant to, they will collide with the ground, causing the said effect. However, by raising the Z coordinates by at least 3 to 5, it would not hit the ground. You have to test multiple times to see which height is right, sometimes 3 to 5 is too high, or sometimes its too low. Figure out which one works for you.
The phantom is currently being reworked, so if you want to use it, be my guest. But if its going to hold this project further, dont wait for me to finish it. :D
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Dec 26, 2008 10:30 PM
Msg. 112 of 247
Quote: --- Original message by: Codebrain The thing is, the c_dropship's in Halo 1 (PC/CE) are meant to drop units off on the ground VERY CLOSELY. In Halo 2, this was not needed, as the Phantom dropped the Covenant through a small gravity hole, from a moderate height. This is different to Halo 1, as seen.
The reason why the enemies pop out "15ft in the air" is because the phantom isnt designed for dropping units off so close. It requires being a moderate air level. Meaning, it needs to be a little bit higher. If you leave it the way the c_dropships were meant to, they will collide with the ground, causing the said effect. However, by raising the Z coordinates by at least 3 to 5, it would not hit the ground. You have to test multiple times to see which height is right, sometimes 3 to 5 is too high, or sometimes its too low. Figure out which one works for you.
The phantom is currently being reworked, so if you want to use it, be my guest. But if its going to hold this project further, dont wait for me to finish it. :D Don't worry, I've figured out what to do for the phantom, so there won't be any need to hold back the project and for it to finish. After I finish this, I'm going to focus on getting the AI to drive warthogs and new command lists. Then I'll probably work on larger outdoor encounters as a whole. After those three things are done, I'll look into extra stuff, such as new textures for the Library, new Flood Bipeds, new types of encounters, extra changes of scenery, and placement of skulls and engineers. The mod is far closer to being done. The outside of a50 is hardly noticeable now. It gives a very different feel.
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Dec 26, 2008 10:59 PM
Msg. 113 of 247
Hurr. Incase you do not notice, I made a separatist variation of the phantom.
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 26, 2008 11:12 PM
Msg. 114 of 247
Shaders are meh, separatists phantoms have a light green hull. And the Halo 3 phantoms are now blue.
I will improve the shaders, just finish what you need to do and pm me link or xfire me advancebo Edited by Advancebo on Dec 26, 2008 at 11:15 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 26, 2008 11:14 PM
Msg. 115 of 247
Is it just me, my eyes, my LCD monitor, or is that green more of a green-blue blend?
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pwner5889
Joined: Jun 13, 2008
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Posted: Dec 26, 2008 11:18 PM
Msg. 116 of 247
if you guys need any halo 2 textures i can give them to you if you guys want.
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 26, 2008 11:50 PM
Msg. 117 of 247
Quote: --- Original message by: pwner5889 if you guys need any halo 2 textures i can give them to you if you guys want. nah, were okay
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Auxor
Joined: Sep 5, 2008
Ever drunk Baileys out of a shoe?
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Posted: Dec 27, 2008 05:47 AM
Msg. 118 of 247
The Seperatist Phantom is a bluey/green so that is quite accurate. What would the point be in having them though?
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Dec 27, 2008 08:55 AM
Msg. 119 of 247
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Codebrain The thing is, the c_dropship's in Halo 1 (PC/CE) are meant to drop units off on the ground VERY CLOSELY. In Halo 2, this was not needed, as the Phantom dropped the Covenant through a small gravity hole, from a moderate height. This is different to Halo 1, as seen.
The reason why the enemies pop out "15ft in the air" is because the phantom isnt designed for dropping units off so close. It requires being a moderate air level. Meaning, it needs to be a little bit higher. If you leave it the way the c_dropships were meant to, they will collide with the ground, causing the said effect. However, by raising the Z coordinates by at least 3 to 5, it would not hit the ground. You have to test multiple times to see which height is right, sometimes 3 to 5 is too high, or sometimes its too low. Figure out which one works for you.
The phantom is currently being reworked, so if you want to use it, be my guest. But if its going to hold this project further, dont wait for me to finish it. :D Don't worry, I've figured out what to do for the phantom, so there won't be any need to hold back the project and for it to finish. After I finish this, I'm going to focus on getting the AI to drive warthogs and new command lists. Then I'll probably work on larger outdoor encounters as a whole. After those three things are done, I'll look into extra stuff, such as new textures for the Library, new Flood Bipeds, new types of encounters, extra changes of scenery, and placement of skulls and engineers. The mod is far closer to being done. The outside of a50 is hardly noticeable now. It gives a very different feel. I like the bolded. People know how to do this, but I have never seen it implemented...
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Dec 27, 2008 09:26 AM
Msg. 120 of 247
Quote: --- Original message by: Auxor The Seperatist Phantom is a bluey/green so that is quite accurate. What would the point be in having them though? People asked for it, so I made it. Advance, ill be giving you a link soon
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 27, 2008 10:05 AM
Msg. 121 of 247
Quote: --- Original message by: DarkHalo003 getting the AI to drive warthogs I've tried that in my map, and I've set them to be able to drive, which I did a long time ago, but the AI just refuse to execute the command lists. Maybe you have better luck Edited by Gamma927 on Dec 27, 2008 at 10:05 AM
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black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
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Posted: Dec 27, 2008 10:12 AM
Msg. 122 of 247
the AI are probaly following there orginal command list instead of the new one.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 27, 2008 10:42 AM
Msg. 123 of 247
Quote: --- Original message by: black doom the AI are probaly following there orginal command list instead of the new one. I didn't give them a command list. Instead, I used the ai_command_list script
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Tuaha
Joined: Aug 1, 2008
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Posted: Dec 27, 2008 11:24 AM
Msg. 124 of 247
Quote: --- Original message by: Codebrain Hurr. Incase you do not notice, I made a separatist variation of the phantom. Awesome.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 27, 2008 04:33 PM
Msg. 125 of 247
Yea, I read the tutorial and I know how to do this. The problem is, they won't. However, when I tell them to get out of the vehicle, they run the whole distance. At first, I thought I didn't set the vehicle properly, but I replaced it with one, that the AI will drive correctly, but it still didn't work.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Dec 27, 2008 05:22 PM
Msg. 126 of 247
There is this awesome command list on AotCR where you reach the downed pelican and one of the AI drivers is supposed to drive the Warthog through the cave and make a jump over the cliff with the turrets in the next area. Unfortunately, trying to get A hog placed for the command list caused my scenario to exception and all of this other sucky stuff. I'll try to do this command list next time I get the scenario to work. I had so much done on it too. =/
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Dec 27, 2008 05:59 PM
Msg. 127 of 247
Quote: --- Original message by: L0d3x Chances are, even if you get it to "work", that the warthog will not follow the path very accurately. In the best case it will approximate the path, but it will never exactly follow the path, due to the nature of the terrain.
That tutorial was made on a place with flat ground, that's the only reason it could follow the path so accurately. If you made the exact same route on a map with slightly bumpy terrain, the hog will get err "knocked" a bit off of his trajectory.
It reminds me a bit of one of the algorithms that I saw to approximate a derivative numericaly. Can't remember the name of it though... Well the path was placed by Bungie for the most part, and the bumpy terrain is really just a flat rising curve through a cave, then a swoop down and back up over a cliff. Not as bumpy as you think, but I get your point. Definitely something cool to have though. I'm either going to have the AI drive the hog or the tank. Haven't honestly decided yet.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Dec 27, 2008 06:31 PM
Msg. 128 of 247
Quote: --- Original message by: L0d3x I wish you luck, but I fear getting that to work could provide much more difficult then you'd hope. Believe me, I've done extensive testing with this stuff.
I recommend using the vehicles in relatively "straight" sections, there their movement will seem more natural. Do you recommend I have them drive a scorpion or warthog? I fear the warthog would be TOO fast and that the scorpion would allow the mto drive more accurately and steadily along a path.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Dec 27, 2008 06:49 PM
Msg. 129 of 247
Quote: --- Original message by: L0d3x As far as I've seen, it won't make much of a difference. They both use the same "steering mechanism". Experiment a bit and see which works best in your case.
Alternatively, you could just have marines drive a few ghosts off that area. They drive those very accurately. Same goes for the wraith. Alright, I'll try that, I think they may even do it already sometimes, although I see them flying through the areas with those ghosts all of the time, so I can't be too sure.lol.
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jimmy
Joined: Jul 3, 2008
You can cure a derp, but not the herps.
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Posted: Dec 31, 2008 03:31 PM
Msg. 130 of 247
This is in need of a bumping(that probably won't work)
whoever posts first gets a cookie! Edited by jimmy on Dec 31, 2008 at 03:33 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Dec 31, 2008 04:00 PM
Msg. 131 of 247
Thank you for allowing me the chance to post an update on the situation at hand. The mod is still undergoing several changes, such as a50. No pics for this update.
-A50 is now a rainy level, representing the remnants of the Hurricane that you came through from the second level. Credit for the sky goes to the creators of Cliffedge.
-The Carbine Jackals are being placed into the mod more now. A50 currently has some of the turrets replaced on the first part by Jackal Snipers, mainly in places where turrets are extraneous or seem TOO setup, as if they knew you were going to show up.
-Hunters are no longer conquerable via headshot. I'll get the sniper up to par to do more damage to the hulks.
-ODSTs are no longer invincible ghosts, however, they're health will be larger in comparison to standard marines. If anyone can help me take care of the weapons the ODSTs have the first part, where they are dropped off, that would be very helpful.
-Honor Guards and a new "boss" are in the bridge now. You'll see Honor Guards where there are places of extreme interest or control, such as the bridge and when you get closer to the Control Room.
-Weapons are being tuned to perfection. The Needler will no longer be a wild spread of needles, but instead a closer collection of single-file needles, although not exactly.
-Still need a new Plasma Pistol, which can perform headshots now, btw.
-Still thinking about whether to keep the GPR or not. It's mainly due to the green skin being weird. If anyone could help with that, that'd be great as well.
-I'm still tossing around ideas for the dropship. I may just create a mix between Phantom and Spirit dropships; Spirits being the ones that carry in vehicles and Phantoms being the troop deployment.
-Working on Turret variation as well. More news on that depending on some stuff.
Edited by DarkHalo003 on Jan 1, 2009 at 03:11 PM
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Flash44x
Joined: Jan 3, 2007
What would you have your arbiter do?
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Posted: Jan 1, 2009 06:56 AM
Msg. 132 of 247
sounds good
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 1, 2009 03:23 PM
Msg. 133 of 247
Bugs right now: -Starting cutscenes don't activate for a30 (I think it's due to me screwing with the phantoms a bit.lol.) and b40, screwing up the rest of the level. I'm going to have to redo the scenarios ALL over again for those. I hope c40 doesn't turn out the same way.
-a50 won't compile because there is a tagspace violation, even though I took away more than I put in. Can someone reiterate on the situation? I removed several turrets, replaced those grunt turretmen with Jackal Snipers, and removed a ton of scenery. I remember someone saying that was due to scripting? If someone could please explain to me why that's the case, then that'd be awesome. I think it's due to new scenery replacing old scenery in some areas. I'll look into that.
-a10 is still refuses to compile. It looks like I'll have to only have marines on that level and no ODSTs, since the ODSTs carry the most diverse amount of weaponry. ODSTs will be on all other levels until c10 though. Don't worry about THAT.
A lot of other stuff is doing good though. The mod is much closer to completion now that I figured out how to take care of a10 and soon a50.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 1, 2009 05:25 PM
Msg. 134 of 247
If you can't compile a10 due to size, use tool pro
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megahalofan12
Joined: May 21, 2008
Xbox Live/Xfire is: matthewdratt
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Posted: Jan 1, 2009 05:56 PM
Msg. 135 of 247
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jimmy
Joined: Jul 3, 2008
You can cure a derp, but not the herps.
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Posted: Jan 2, 2009 11:17 PM
Msg. 136 of 247
Well DarkHalo003 you now have a cookie! Get it? When you click on something and then it turns purple to tell you that you have been there???Lame joke...
Anyways....Here is your cookie (:)
And when you say single fire needles, do you mean that they will be the same old weak needles? Or will they be stronger?i R 08$$3D wI7 Ur Pr0J3C7!!1 i7 r 1337!!!!!!!!
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 2, 2009 11:27 PM
Msg. 137 of 247
They'll be faster. The needler's strength in Halo3 is it's speed. Individual needles are pointless to be concerned about. The speed and accuracy will be a lot better than Halo1's.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 2, 2009 11:42 PM
Msg. 138 of 247
Quote: --- Original message by: Gamma927 If you can't compile a10 due to size, use tool pro What makes you think that will help. oh wait, you don't know.
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Auxor
Joined: Sep 5, 2008
Ever drunk Baileys out of a shoe?
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Posted: Jan 3, 2009 07:36 AM
Msg. 139 of 247
Take your head out of your arse. Please.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 3, 2009 09:26 AM
Msg. 140 of 247
Quote: --- Original message by: Masters1337Quote: --- Original message by: Gamma927 If you can't compile a10 due to size, use tool pro What makes you think that will help. oh wait, you don't know. A10 compiled pretty successfully until It exceptioned in-game from what I believe was an AI spawning error, like I have in 343 GS. A50 didn't start right for some reason, so I guess I'll have compile it again. That's the real problem I'm having with these maps. -_-
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