
Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 8, 2009 04:54 PM
Msg. 736 of 2972
And yet, you aren't a fan of "naked infection forms"
And you need heavy knowledge of scripting to use the script. This isn't for beginners.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Mar 8, 2009 04:55 PM
Msg. 737 of 2972
Quote: --- Original message by: EijsvogelQuote: --- Original message by: Lone Warrior The elite and human form are low poly models. Hmm that Explains alot... Are there any plans for any new videos/playable content? or even a date of release? Because you know, im a huge fan of the flood, especially im fascinated with the infect-expand-infect-expand Idea of the flood, wich you are managing in this campaign. You also mentioned that you are going to give us the information to do such scripts, but are those scripts easy to implement? I mean, is it just Copy paste the script from a seperate document or really alot of knowledge of scripting..? New content, yes. New videos, up to BP, but he's quite busy now. The infectiopn scripts are not easy to implement, for it to work in-game it requires a mssive amount of control. They will mainly be shown in cutscenes. E1: Gamma just about covered the infection script part. Edited by Lone Warrior on Mar 8, 2009 at 04:56 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 8, 2009 04:58 PM
Msg. 738 of 2972
If we're using the old scripts that Lone Warrior showed me earlier, you will need to create bipeds and set cutscene flags. This will obviously not work online, and it won't work everywhere. Only in areas that are planned out.
Edit: Woah, ninj'd Edited by Gamma927 on Mar 8, 2009 at 04:58 PM
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Eijsvogel
Joined: Jun 21, 2008
SP Map Flood Assault Released!
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Posted: Mar 8, 2009 05:00 PM
Msg. 739 of 2972
Quote: --- Original message by: Gamma927 And yet, you aren't a fan of "naked infection forms"
And you need heavy knowledge of scripting to use the script. This isn't for beginners. Well I've had a few theory's abouth flood infecting... i took a look at the available scripts, and saw a few things abouth team changing when dead, spawning AI on dead body's If put together in the right order it might even work properly, exept for body's staying on the ground.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 8, 2009 05:02 PM
Msg. 740 of 2972
Wrong. You can't change the team of someone once they're dead, and you can't spawn AI on top of dead bodies. Here's what we do:
Sleep until someone's dead. Attach a flood biped to the biped. Destroy the dead biped. Attach the flood biped to the AI encounter.
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Eijsvogel
Joined: Jun 21, 2008
SP Map Flood Assault Released!
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Posted: Mar 8, 2009 05:03 PM
Msg. 741 of 2972
Quote: --- Original message by: Gamma927 Wrong. You can't change the team of someone once they're dead, and you can't spawn AI on top of dead bodies. Here's what we do:
Sleep until someone's dead. Attach a flood biped to the biped. Destroy the dead biped. Attach the flood biped to the AI encounter. Hmm, that would explain the ''certain areas'' part you mentioned before. Damn perhaps it will be pretty hard letting the flood act like in H3, infecting :S
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 8, 2009 05:03 PM
Msg. 742 of 2972
You wont see the animations where the infection form enters the body. Also that script wont work right.
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Eijsvogel
Joined: Jun 21, 2008
SP Map Flood Assault Released!
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Posted: Mar 8, 2009 05:05 PM
Msg. 743 of 2972
Quote: --- Original message by: Advancebo You wont see the animations where the infection form enters the body. Also that script wont work right. Well the animations part is clear for me, but the whole idea of H3 would be the new age of CE Yet it seems unreachable :S
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 8, 2009 05:21 PM
Msg. 744 of 2972
Quote: --- Original message by: Advancebo You wont see the animations where the infection form enters the body. Also that script wont work right. Of course it didn't. This is just the concept that Lone Warrior showed me. I tried it, and it didn't work out well.
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Eijsvogel
Joined: Jun 21, 2008
SP Map Flood Assault Released!
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Posted: Mar 9, 2009 02:59 AM
Msg. 745 of 2972
Quote: --- Original message by: Gamma927Quote: --- Original message by: Advancebo You wont see the animations where the infection form enters the body. Also that script wont work right. Of course it didn't. This is just the concept that Lone Warrior showed me. I tried it, and it didn't work out well. I think that he ment my script :P
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Mar 9, 2009 01:10 PM
Msg. 746 of 2972
Quote: --- Original message by: Advancebo You wont see the animations where the infection form enters the body. Also that script wont work right. Wrong.Right.
I have an alternate method instead of the script, which seems to be a bit more applicable, not to mention easier to implement. The only comparism being, that it is a bit more of a free-reign, and easier to implement. Edited by Lone Warrior on Mar 9, 2009 at 01:10 PM
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Mar 9, 2009 03:39 PM
Msg. 747 of 2972
Meh, did you know, there is a tiny little box in the biped tag that says "destroyed on death" wich means it vanishes when it comes to a rest position.
Also, for getting up, you could just make a 'ready' animation and replace it with a new anim where it stands up... it's simple, but primitive, as it has to move out of the anim when done...
well that's my thought, I'm not really interested seeing a good infection, in Halo 2 it just only infects the already infected ones where infection forms re-host the body to make it active again aslong as I won't see a live infection that mutates it, wich actually takes some time according to the novels, then it would be better to just leave it i think, as a pop-done doesn't seem right in cutscenes to me...
back to a long dead idea, I've read a LONG time ago about being able to use AVI video's as cutscenes, if so, then I could make some renderings of live infections in 3ds max as it can emulate the whole level... just a thought, I've yet to see if that info is true
Also, imported the human flood form, but Flame said he can get me a better model, so I'll just wait till I got that one and see how it comes out
for now I'm going to finish my rigs on several other models, as I've made several textures to check out, aswell as testing, at this very moment, if the armor permutations will work as I planned it would, 'hope' as i need to do the whole thing before i can actually see if it works...
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 9, 2009 04:37 PM
Msg. 748 of 2972
AVI's wont work. You would have to convert it to a Bink video file.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Mar 9, 2009 05:09 PM
Msg. 749 of 2972
Quote: --- Original message by: BeachParty clan Meh, did you know, there is a tiny little box in the biped tag that says "destroyed on death" wich means it vanishes when it comes to a rest position.
Also, for getting up, you could just make a 'ready' animation and replace it with a new anim where it stands up... it's simple, but primitive, as it has to move out of the anim when done...
well that's my thought, I'm not really interested seeing a good infection, in Halo 2 it just only infects the already infected ones where infection forms re-host the body to make it active again aslong as I won't see a live infection that mutates it, wich actually takes some time according to the novels, then it would be better to just leave it i think, as a pop-done doesn't seem right in cutscenes to me...
back to a long dead idea, I've read a LONG time ago about being able to use AVI video's as cutscenes, if so, then I could make some renderings of live infections in 3ds max as it can emulate the whole level... just a thought, I've yet to see if that info is true
Also, imported the human flood form, but Flame said he can get me a better model, so I'll just wait till I got that one and see how it comes out
for now I'm going to finish my rigs on several other models, as I've made several textures to check out, aswell as testing, at this very moment, if the armor permutations will work as I planned it would, 'hope' as i need to do the whole thing before i can actually see if it works... Get on xfire and I'll tell you the idea I have.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Mar 9, 2009 05:11 PM
Msg. 750 of 2972
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 9, 2009 05:16 PM
Msg. 751 of 2972
The Halo 3 Carrier Form wasnt that great, sure its hi res and everything. But it didnt have any of the flood tentacles on the front of it, like every other form.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Mar 9, 2009 05:39 PM
Msg. 752 of 2972
Quote: --- Original message by: Advancebo The Halo 3 Carrier Form wasnt that great, sure its hi res and everything. But it didnt have any of the flood tentacles on the front of it, like every other form. C-c-c Combo Breaker? And I agree, having it high res doesn't necessarily mean good fun, and since when were the Flood pretty anyway?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 9, 2009 06:23 PM
Msg. 753 of 2972
Since Halo 2 and upwards.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 9, 2009 06:38 PM
Msg. 754 of 2972
Maybe just Halo 2 then.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 9, 2009 06:49 PM
Msg. 755 of 2972
You mean pretty :)
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 9, 2009 07:06 PM
Msg. 756 of 2972
Quote: --- Original message by: Destroyer fine, halo 2's look like demented chicks That's when I stopped reading. You know what? Let's drop this conversation.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Mar 9, 2009 07:23 PM
Msg. 757 of 2972
Quote: --- Original message by: Advancebo The Halo 3 Carrier Form wasnt that great, sure its hi res and everything. But it didnt have any of the flood tentacles on the front of it, like every other form. Because it's a carrier form. All of the infection forms are inside it.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Mar 9, 2009 07:31 PM
Msg. 758 of 2972
Quote: --- Original message by: Destroyer typo :p
k will there be guns?
more sensible question, any updates? Oh god no, It's turning into a CMT thread *runs away screaming*
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Mar 10, 2009 02:41 AM
Msg. 759 of 2972
'Flame' Saved me some time by giving me a human flood form with a higher poly count, so I edited the halo 2 texture, made it twice the res it was, added a few layers, and rigged it, so now it's ingame  It doesn't look pretty, and flood isn't supposed to look pretty. Edited by BeachParty clan on Mar 10, 2009 at 02:41 AM
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Mar 10, 2009 02:48 AM
Msg. 760 of 2972
Add more green and less red. It looks more zombie than flood. Thought technically, they're the same thing. I'm going to reanimate the banshee today seeing as the default don't work. Also, there's might be a way to get the flood pulsing, I'll look into that. E: http://www.xfire.com/video/89a87/Stand closing and opening are still not working properly. Edited by Mythril on Mar 10, 2009 at 03:18 AM
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 10, 2009 07:48 AM
Msg. 761 of 2972
Quote: --- Original message by: BeachParty clan'Flame' Saved me some time by giving me a human flood form with a higher poly count, so I edited the halo 2 texture, made it twice the res it was, added a few layers, and rigged it, so now it's ingame  It doesn't look pretty, and flood isn't supposed to look pretty. Edited by BeachParty clan on Mar 10, 2009 at 02:41 AM ' Your rig is fuxed.
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Eijsvogel
Joined: Jun 21, 2008
SP Map Flood Assault Released!
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Posted: Mar 10, 2009 10:25 AM
Msg. 762 of 2972
Quote: --- Original message by: MythrilAdd more green and less red. It looks more zombie than flood. Thought technically, they're the same thing. I'm going to reanimate the banshee today seeing as the default don't work. Also, there's might be a way to get the flood pulsing, I'll look into that. E: http://www.xfire.com/video/89a87/Stand closing and opening are still not working properly. Edited by Mythril on Mar 10, 2009 at 03:18 AM
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Mar 10, 2009 02:36 PM
Msg. 763 of 2972
Quote: --- Original message by: BeachParty clan'Flame' Saved me some time by giving me a human flood form with a higher poly count, so I edited the halo 2 texture, made it twice the res it was, added a few layers, and rigged it, so now it's ingame  It doesn't look pretty, and flood isn't supposed to look pretty. Edited by BeachParty clan on Mar 10, 2009 at 02:41 AM Already said, but more green, less red. Also, the tentacle/claws on 'its' left arm are weird, they meant to look all stringy?
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Bokito
Joined: Oct 31, 2007
Playing ODST since 09-21-09
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Posted: Mar 10, 2009 03:20 PM
Msg. 764 of 2972
It isn't the ripping program. It was taken from Entity. It's the rig itself that needs some fixing.
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gamegodlazy
- Screenshot Guru -
Joined: Aug 17, 2006
Please pass the Panda Sauce to me
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Posted: Mar 10, 2009 04:01 PM
Msg. 765 of 2972
to be real honest i dont like that h2 flood zombie reksin or whatever it is at all
My advice rahter use the h1 flood form then that thing wich you created
it's more flood orange (because it looks really orange/yelllow like) then a human flood
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Mar 10, 2009 04:38 PM
Msg. 766 of 2972
Halo 2 Marines =/= Halo 1 Human Flood
The rig just needs fixing thats all, also get online Bp.
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 10, 2009 04:40 PM
Msg. 767 of 2972
Quote: --- Original message by: Bokito It isn't the ripping program. It was taken from Entity. It's the rig itself that needs some fixing. Did he not just say he ripped it using 3DRipperDX? If he did use Entity, nothing would be wrong with the rig. But since he used 3DRDX, its just captured in the animated position. And getting the bones to position the same way is impossible, as you cant really tell how its bent or something.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Mar 10, 2009 05:10 PM
Msg. 768 of 2972
This then?
Entity > 3dXRipper Edited by Lone Warrior on Mar 10, 2009 at 05:11 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 10, 2009 05:23 PM
Msg. 769 of 2972
Quote: --- Original message by: Lone Warrior
This then?
Entity > 3DRipperDX ftfy And yes.
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Mar 10, 2009 06:16 PM
Msg. 770 of 2972
Meh, I guess you don't read my posts, Flame got me the model, and he only uses Entity, as I said before, I didn't rip the human form I posted the last time, Flame did with entity.
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