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Author Topic: Ryan C. Designs Official Thread (314 messages, Page 7 of 9)
Moderators: Dennis

sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Dec 26, 2009 05:50 PM    Msg. 211 of 314       
Quote: --- Original message by: eliteslasher
Quote: --- Original message by: SwordMa5ster
good crates but I was wondering if you could make the single crates two pieces like in halo 3 where the tops fall off if you shoot them. Its not that important either way the crates are good I was just wondering if its possible to do.


Yeah it would be possible! I was thinking of doing that. Also, It was really easy to unwrap these so I wouldn't mind doing this. Only thing is I have not worked with .vehicle tags and to do this so the top gets knocked off, I would have to do that. Anyone know a good tut for making a scenery into a .vehicle tag?

Also, I was thinking of having it so that when you blew up the big palates, all the parts would break off on their own.



Would you just have to use the same model as the senery but different animations and collision?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 27, 2009 12:06 PM    Msg. 212 of 314       
No. It requires a damaged permutation to the model.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Dec 27, 2009 01:47 PM    Msg. 213 of 314       
Question, when you make exploding scenery, to get each piece to fragment according to how the explosion is, how would you go about doing that? I would like to do this in maybe a total of 1 main chunk and 2 smaller chunks.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 27, 2009 02:15 PM    Msg. 214 of 314       
In the collision geometry, scroll down to regions. Pick the one you want, set the damage threshold. Then, in the effect, specify the effect that spawns the piece that you want blown off.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Dec 27, 2009 02:17 PM    Msg. 215 of 314       
Also destructable scenery doesn't sync online.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Dec 27, 2009 03:17 PM    Msg. 216 of 314       
It could if you want.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Dec 27, 2009 03:44 PM    Msg. 217 of 314       
Ryan, I am almost done the hud, but I have to work out the gradient.. I used the photoshop gradient tool but it causes bad stuff to happen...
I suck at gradients.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Dec 27, 2009 04:38 PM    Msg. 218 of 314       
Quote: --- Original message by: UnevenElefant5
Also destructable scenery doesn't sync online.


Maybe I'll just get them looking nicer and call em good then.


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Dec 28, 2009 05:45 AM    Msg. 219 of 314       
Dose anybody know the script to make pelis pick up 'hogs with out using the landing pad etc. so you can pick them up anywhere on the BSP?

Any help would be apreciated (even though i cant spell it).


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Dec 28, 2009 10:59 AM    Msg. 220 of 314       
SO if I use the pad it works? Ok can anybody tell me the script for it using the pad?


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Dec 28, 2009 11:25 AM    Msg. 221 of 314       
There's a tutorial for it on halomaps.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 28, 2009 11:39 AM    Msg. 222 of 314       
There's also a script generator.


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Dec 28, 2009 02:20 PM    Msg. 223 of 314       
hey guys u want my barrels? its 9 barrels between two pallets and strapped together:


MasterRyan
Joined: Jul 25, 2008

Leader of Ryan C. Designs!


Posted: Dec 28, 2009 02:28 PM    Msg. 224 of 314       
looks awesome, of course, just get a texture on those barrels and compile them, I can only use the .scenery file


Advancebo
Joined: Jan 14, 2008


Posted: Dec 28, 2009 03:00 PM    Msg. 225 of 314       
So all you need is the ".scenery" tag?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 28, 2009 03:18 PM    Msg. 226 of 314       
He said that all he could USE was the .scenery tag.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Dec 28, 2009 03:19 PM    Msg. 227 of 314       
How can he use it if he doesn't have the model, shaders, bitmaps, or collision geometry?


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 28, 2009 03:56 PM    Msg. 228 of 314       
how many polys is the barrels?


MasterRyan
Joined: Jul 25, 2008

Leader of Ryan C. Designs!


Posted: Dec 28, 2009 04:06 PM    Msg. 229 of 314       
how would you even know what tags we have?


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Dec 28, 2009 06:18 PM    Msg. 230 of 314       
Quote: --- Original message by: Xel
Quote: --- Original message by: MasterRyan
how would you even know what tags we have?


from the videos you made public?
Now, be honest, what do you do in your team, except for "leading" it?



He populates, edits in gurilla and tests now, be honest for a new commer to halo modding thats pretty good.



Quote: --- Original message by: UnevenElefant5
There's a tutorial for it on halomaps.



Link please? Ive tryed shearching pelican pickup.





Edited by sos on Jan 1, 2010 at 07:05 AM


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Dec 28, 2009 08:33 PM    Msg. 231 of 314       
Here's the app that writes the scripts for you:
http://hce.halomaps.org/index.cfm?fid=2889

Couldn't find the tutorial though, maybe I was mistaken about that.


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Dec 29, 2009 01:45 AM    Msg. 232 of 314       
xel, im offering it if he wants them, so itll be open for use, so ya. and i think they are using alot of placeholders to get gameplay and such working before commiting crapload of work and finding that the gameplay is horrible etc. so chill out.


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Dec 29, 2009 03:30 PM    Msg. 233 of 314       
Quote: --- Original message by: UnevenElefant5
Here's the app that writes the scripts for you:
http://hce.halomaps.org/index.cfm?fid=2889

Couldn't find the tutorial though, maybe I was mistaken about that.


Cheers


Superintendent
Joined: Dec 29, 2009

Keep it Clean.


Posted: Dec 29, 2009 06:23 PM    Msg. 234 of 314       
Eh, I should finish that SPI thing shouldn't I? I will finish it up, just been having alot of stuff going on irl.


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 30, 2009 09:48 AM    Msg. 235 of 314       
I put peli pick ups in 4 places in think green without the pads. down the peli pickup scripter, then it is a simple as nameing the objects and compile the script.
pelican pickup script maker version 1.2.1 (uneven gave the address)
name the pelicans and the vehicles to be picked up. (peli1 or whatever)
place trigger volumes where you want the vehicles picked up at. (trigger volume "pic1" ect..)
now open the ,pelican pickup script maker version 1.2.1, and add the pelis the trucks and the trigger volumes by name
build the script, Be sure to save as an hsc file. you have to physicly change the name and file type in the name bar. example= save as vpick.hsc (YOU HAVE TO ADD THE HSC. IT DOES NOT AUTOMATICALLY DO IT FOR YOU) in hce data\levels\your map\scripts or wherever your map data\script folder is at. If you don't have the script folder ,put one in the maps data folder.
open the senario in sapien compile the script and volla. If you have any errors they will probably be related to the names, so make sure that all the names in the script and in the map are the same. hope this helps
to activate the peli use the flashlight key or button to let the vehicle go use the same key.

note: the width and the hieght of the trigger box will the determine on how high or far away from the vehiilcle you can activate it. the peli and the truck have to be in the trigger volume together for this to work .
I could never find a tut on this subject.
Edited by xsnoder on Dec 30, 2009 at 09:54 AM


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Dec 30, 2009 05:11 PM    Msg. 236 of 314       
Quote: --- Original message by: xsnoder

I put peli pick ups in 4 places in think green without the pads. down the peli pickup scripter, then it is a simple as nameing the objects and compile the script.
pelican pickup script maker version 1.2.1 (uneven gave the address)
name the pelicans and the vehicles to be picked up. (peli1 or whatever)
place trigger volumes where you want the vehicles picked up at. (trigger volume "pic1" ect..)
now open the ,pelican pickup script maker version 1.2.1, and add the pelis the trucks and the trigger volumes by name
build the script, Be sure to save as an hsc file. you have to physicly change the name and file type in the name bar. example= save as vpick.hsc (YOU HAVE TO ADD THE HSC. IT DOES NOT AUTOMATICALLY DO IT FOR YOU) in hce data\levels\your map\scripts or wherever your map data\script folder is at. If you don't have the script folder ,put one in the maps data folder.
open the senario in sapien compile the script and volla. If you have any errors they will probably be related to the names, so make sure that all the names in the script and in the map are the same. hope this helps
to activate the peli use the flashlight key or button to let the vehicle go use the same key.

note: the width and the hieght of the trigger box will the determine on how high or far away from the vehiilcle you can activate it. the peli and the truck have to be in the trigger volume together for this to work .
I could never find a tut on this subject.


Dude thank you so much. It wasent working (because me being me) I had NO idea how to make the TVols bigger.
Now I do, thank you.


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 30, 2009 06:27 PM    Msg. 237 of 314       
Np bro.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Dec 31, 2009 12:54 AM    Msg. 238 of 314       
Quote: --- Original message by: Geared
hey guys u want my barrels? its 9 barrels between two pallets and strapped together:


This is a little late because I as winter camping but out of curiosity, what does the top of the barrels look like. Could we sort of take the model apart a little and have the palate as well as single barrels? Just wondering because the straps look like they are embedded in. Would it it wouldn't be hard to do that tho I suppose.


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Dec 31, 2009 07:13 PM    Msg. 239 of 314       
HAPPY NEW YEAR every one!


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 31, 2009 07:17 PM    Msg. 240 of 314       
Not here yet brosef.


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Dec 31, 2009 07:38 PM    Msg. 241 of 314       
Quote: --- Original message by: jesse
Not here yet brosef.



Is For Me.....


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Jan 1, 2010 01:46 AM    Msg. 242 of 314       
ya dude here is the exploded version, still have to skin it:


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jan 1, 2010 05:24 AM    Msg. 243 of 314       
Ugh! Back finally from my new years gig at 5:21 in the morning. Happy New Year everyone!

Good to see the barrels are separate Geared. Let us know what they look like once you get them textured. Can't wait to see em.


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Jan 2, 2010 02:33 AM    Msg. 244 of 314       
my crappy barrels for ur enjoyment :P


CorruptedHalo
Joined: May 18, 2009


Posted: Jan 2, 2010 02:37 AM    Msg. 245 of 314       
But I don't enjoy them D:
Let me texture them for you, my xfire is 4rb1t0r. No offense, but it doesn't look good.
Edited by CorruptedHalo on Jan 2, 2010 at 02:38 AM

 
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