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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 223 of 285)
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Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Aug 30, 2015 07:12 AM    Msg. 7771 of 9951       
I am more of a dude that wants to make his own stuff.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 30, 2015 08:33 AM    Msg. 7772 of 9951       
Quote: --- Original message by: Mootjuh
I am more of a dude that wants to make his own stuff.


Congratulations!


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Aug 30, 2015 04:31 PM    Msg. 7773 of 9951       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: DaLode
Blam is love, blam is life.
Blam is also best enjin.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Aug 30, 2015 07:56 PM    Msg. 7774 of 9951       
Quote: --- Original message by: EmmanuelCD
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: DaLode
Blam is love, blam is life.
Blam is also best enjin.


Blam enjin best enjin.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Aug 30, 2015 09:35 PM    Msg. 7775 of 9951       
eeeewwww yuck,

IW 4 enginee (cod mw2)


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Aug 30, 2015 10:39 PM    Msg. 7776 of 9951       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: EmmanuelCD
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: DaLode
Blam is love, blam is life.
Blam is also best enjin.


Blam enjin best enjin.


here here


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Aug 31, 2015 03:26 AM    Msg. 7777 of 9951       
Most of you have probably not run into blam's frustrating limitations.
Even with OS the Real CMT had "alot of fun" trying to get everything to work as intended.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Aug 31, 2015 12:36 PM    Msg. 7778 of 9951       
Quote: --- Original message by: DaLode
Most of you have probably not run into blam's frustrating limitations.
Even with OS the Real CMT had "alot of fun" trying to get everything to work as intended.


That is the joke!

We know that craienjin / unity / Unreal Dick Kit are all far superior in every way to the blam enjin.

But the blam enjin has 1 thing they all don't have.

A soul.


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Aug 31, 2015 04:00 PM    Msg. 7779 of 9951       
Quote: --- Original message by: CaptainAltheros
lol cry jin jin srlsly
blam jin jin best halo mod os
cry jin and unity is for fags u want to make stupid fan halo games
cry jin = ego ejin
makin a mod in different enjin is fan made game lol wtf = instalion01 and contiengey logic
lol they cant make anythang good in the blam so they crei like wtf
blam jin = halo master race


Altheros pls ;~;


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Aug 31, 2015 04:12 PM    Msg. 7780 of 9951       
Quote: --- Original message by: DaLode
Quote: --- Original message by: Joshflighter
where did it go?
Anyways, I cant seem to find the thread at all, so going to just show this here I guess then. Learning to concept art environments:

http://i303.photobucket.com/albums/nn159/Joshflighter/DSC_1057.png?t=1263332357


Moment of nostalgia.

:'(


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Aug 31, 2015 06:52 PM    Msg. 7781 of 9951       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: DaLode
Most of you have probably not run into blam's frustrating limitations.
Even with OS the Real CMT had "alot of fun" trying to get everything to work as intended.


That is the joke!

We know that craienjin / unity / Unreal Dick Kit are all far superior in every way to the blam enjin.

But the blam enjin has 1 thing they all don't have.

A soul.


Optimazed, even my cellphone runs it


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 31, 2015 08:15 PM    Msg. 7782 of 9951       
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: DaLode
Quote: --- Original message by: Joshflighter
where did it go?
Anyways, I cant seem to find the thread at all, so going to just show this here I guess then. Learning to concept art environments:

http://i303.photobucket.com/albums/nn159/Joshflighter/DSC_1057.png?t=1263332357

Moment of nostalgia.

:'(

o dang
it's DarkHalo


not giraffe
Joined: Jul 17, 2014


Posted: Sep 2, 2015 01:04 AM    Msg. 7783 of 9951       


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 2, 2015 01:29 AM    Msg. 7784 of 9951       
Quote: --- Original message by: Spartan314
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: DaLode
Quote: --- Original message by: Joshflighter
where did it go?
Anyways, I cant seem to find the thread at all, so going to just show this here I guess then. Learning to concept art environments:

http://i303.photobucket.com/albums/nn159/Joshflighter/DSC_1057.png?t=1263332357

Moment of nostalgia.

:'(

o dang
it's DarkHalo

It's been a long time for sure. I recognized a good number of people here (like you, Higuy, Lode, vampire girl, some others I probably forgot to mention) and I think a few have new names. DoodleSama is Alice right?

I might have some new stuff, but I might not. I'm trying to transition to Unreal and while I love Blam!, I hate working in it. I'm also trying to pursue game design, so Blam! doesn't really benefit me in the long run.

That said, I hate how Unreal requires manual collision mesh versus Blam!'s processed collision geometry. I'm sure I'll get used to it eventually and it's more forgiving, but it's kind of a buzzkill because you have to literally piece the level together rather than making everything in one solid group like in Blam!. I mean, don't mistake me, it's an absolute dream once you're used to it compared to Blam!. All I'm saying is that it makes the transition a bit more tedious. :S


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 2, 2015 07:17 AM    Msg. 7785 of 9951       
Quote: --- Original message by: DarkHalo003
Unreal requires manual collision mesh versus Blam!'s processed collision geometry. I'm sure I'll get used to it eventually and it's more forgiving, but it's kind of a buzzkill because you have to literally piece the level together rather than making everything in one solid group like in Blam!. I mean, don't mistake me, it's an absolute dream once you're used to it compared to Blam!. All I'm saying is that it makes the transition a bit more tedious. :S


Not sure what you mean here - Unreal can automatically process collision too. You just have to open the static mesh actor, go down to it's "Static Mesh Settings" and next to the drop down box where it says "Collision Complexity", change it to "Use complex collision as simple". :)

Unreal has quite a lot of features tucked away in its interface, it's best to use Google to help you discover these!


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Sep 2, 2015 11:25 AM    Msg. 7786 of 9951       
Quote: --- Original message by: Higuy

Unreal has quite a lot of features tucked away in its interface, it's best to use Bing to help you discover these!


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Sep 2, 2015 11:58 AM    Msg. 7787 of 9951       
Nowadays Unreal Engine even has a way to generate simplified convex collision hulls. You tweak some parameters and blam, you get your collision model for free.
Edited by DaLode on Sep 2, 2015 at 11:58 AM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Sep 2, 2015 01:08 PM    Msg. 7788 of 9951       
Quote: --- Original message by: DaLode

Nowadays Unreal Engine even has a way to generate simplified convex collision hulls. You tweak some parameters and blam, you get your collision model for $19.99 plus shipping and handling.
Edited by DaLode on Sep 2, 2015 at 11:58 AM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Sep 2, 2015 01:12 PM    Msg. 7789 of 9951       
Quote: --- Original message by: DaLode

Nowadays Unreal Engine even has a way to generate simplified convex collision hulls. You tweak some parameters and blam, you get your collision model for free.
Edited by DaLode on Sep 2, 2015 at 11:58 AM


Quote: --- Original message by: DaLode

blam


blam enjin confirmed best enjin


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Sep 2, 2015 01:54 PM    Msg. 7790 of 9951       
I make Halo CE collision models for only $6.99. Or you can get the brand new Halo CE Collision Premium Monthly Subscription for only $42.00! Pre-order now!


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Sep 2, 2015 02:37 PM    Msg. 7791 of 9951       
http://youtu.be/s1NvEqVIqY4
Checks the health of the unit and displays a status on screen. Wasn't actually going to use this initially but the original setup I had was boring so I did this.

The environment, ect, is just a test setting.

(global "boolean" c_lwsn_fb_on 0)
(global short lwsn_checkhealth 0)

(script static void c_fb_great
(cinematic_set_title c_fb_1)
)

(script static void c_fb_good
(cinematic_set_title c_fb_2)
)

(script static void c_fb_mod
(cinematic_set_title c_fb_3)
)

(script static void c_fb_bad
(cinematic_set_title c_fb_4)
)

(script continuous c_lwsn_fb_chkh
(if (= (unit_get_shield lawson_fb) 1)(set lwsn_checkhealth 1))
(if
(and
(> (unit_get_shield lawson_fb) 0.5)
(< (unit_get_shield lawson_fb) 1)
)
(set lwsn_checkhealth 2)
)
(if
(and
(> (unit_get_shield lawson_fb) 0)
(<= (unit_get_shield lawson_fb) 0.5)
)
(set lwsn_checkhealth 3)
)
(if (= (unit_get_shield lawson_fb) 0)(set lwsn_checkhealth 4))
)

(script continuous c_lwsn_fb_health
;(if (= c_lwsn_fb_on 1)(begin
(cond
((= lwsn_checkhealth 1) (begin (c_fb_great)))
((= lwsn_checkhealth 2) (begin (c_fb_good)))
((= lwsn_checkhealth 3) (begin (c_fb_mod)))
((= lwsn_checkhealth 4) (begin (c_fb_bad)))
)
;))
(sleep 28)
)

Edited by MatthewDratt on Sep 2, 2015 at 03:00 PM


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Sep 2, 2015 02:53 PM    Msg. 7792 of 9951       
Quote: --- Original message by: Higuy
Quote: --- Original message by: DarkHalo003
Unreal requires manual collision mesh versus Blam!'s processed collision geometry. I'm sure I'll get used to it eventually and it's more forgiving, but it's kind of a buzzkill because you have to literally piece the level together rather than making everything in one solid group like in Blam!. I mean, don't mistake me, it's an absolute dream once you're used to it compared to Blam!. All I'm saying is that it makes the transition a bit more tedious. :S


Not sure what you mean here - Unreal can automatically process collision too. You just have to open the static mesh actor, go down to it's "Static Mesh Settings" and next to the drop down box where it says "Collision Complexity", change it to "Use complex collision as simple". :)

Unreal has quite a lot of features tucked away in its interface, it's best to use Google to help you discover these!


Using a simplified collision model like Halo CE can be cheaper on performance though.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 2, 2015 03:38 PM    Msg. 7793 of 9951       
Quote: --- Original message by: DoodleSama

Quote: --- Original message by: DarkHalo003
DoodleSama is Alice right?

DoodleSama, Alice (my first name actually), Frosty (The name I'm better known by), CaptainVidya (Back when I contributed a lot while still being a bitch), etc. It really doesn't matter, people just call me either Alice or Frosty and I'm fine with either one of them.
Edited by DoodleSama on Sep 2, 2015 at 02:07 AM
Edited by DoodleSama on Sep 2, 2015 at 02:14 AM

CAPTAIN VIDYA! I remember you by that name lol.

Quote: --- Original message by: Higuy
Quote: --- Original message by: DarkHalo003
Unreal requires manual collision mesh versus Blam!'s processed collision geometry. I'm sure I'll get used to it eventually and it's more forgiving, but it's kind of a buzzkill because you have to literally piece the level together rather than making everything in one solid group like in Blam!. I mean, don't mistake me, it's an absolute dream once you're used to it compared to Blam!. All I'm saying is that it makes the transition a bit more tedious. :S


Not sure what you mean here - Unreal can automatically process collision too. You just have to open the static mesh actor, go down to it's "Static Mesh Settings" and next to the drop down box where it says "Collision Complexity", change it to "Use complex collision as simple". :)

Unreal has quite a lot of features tucked away in its interface, it's best to use Google to help you discover these!

Man I really suck at this transitioning then. Once again, Higuy to the rescue. ._.


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Sep 2, 2015 03:41 PM    Msg. 7794 of 9951       


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 2, 2015 03:52 PM    Msg. 7795 of 9951       
Quote: --- Original message by: Mootjuh
docs.unrealengine.com

I've been using that, but I'm probably (definitely) missing important details. I've been trying to learn this stuff through video tutorials and quick help reads, so not having a community to work with is actually a bit stifling. I appreciate the help though! Bookmarking dis. :S
Edited by DarkHalo003 on Sep 2, 2015 at 03:52 PM


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Sep 2, 2015 04:46 PM    Msg. 7796 of 9951       
You can add me on Steam (if you don't have me already) if you ever need UE4 help. Steam name is currently "Ladman". Cause I'm a lad. And a man too.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 2, 2015 05:53 PM    Msg. 7797 of 9951       
Quote: --- Original message by: DaLode
You can add me on Steam (if you don't have me already) if you ever need UE4 help. Steam name is currently "Ladman". Cause I'm a lad. And a man too.

Will do, Lodeladduckman.


Edited by DarkHalo003 on Sep 2, 2015 at 05:54 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 2, 2015 07:47 PM    Msg. 7798 of 9951       
Quote: --- Original message by: Mootjuh
Quote: --- Original message by: Higuy
Quote: --- Original message by: DarkHalo003
Unreal requires manual collision mesh versus Blam!'s processed collision geometry. I'm sure I'll get used to it eventually and it's more forgiving, but it's kind of a buzzkill because you have to literally piece the level together rather than making everything in one solid group like in Blam!. I mean, don't mistake me, it's an absolute dream once you're used to it compared to Blam!. All I'm saying is that it makes the transition a bit more tedious. :S


Not sure what you mean here - Unreal can automatically process collision too. You just have to open the static mesh actor, go down to it's "Static Mesh Settings" and next to the drop down box where it says "Collision Complexity", change it to "Use complex collision as simple". :)

Unreal has quite a lot of features tucked away in its interface, it's best to use Google to help you discover these!


Using a simplified collision model like Halo CE can be cheaper on performance though.


They sure can, and these are also generally made automatically anyway (I believe). A lot of times people are going to want those complex 'per poly' collision models though for various things, which I'm guessing is what DarkHalo wanted :)

DarkHalo, you can also add me on Steam (Don't think I have you added) if you need any help or want to share your projects: higuyce OR skype: lucas.govatos


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Sep 2, 2015 07:59 PM    Msg. 7799 of 9951       
Hey, im still working on outpost firefight v2

Bsp



Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Sep 2, 2015 09:55 PM    Msg. 7800 of 9951       
Quote: --- Original message by: MatthewDratt

http://youtu.be/s1NvEqVIqY4
Checks the health of the unit and displays a status on screen. Wasn't actually going to use this initially but the original setup I had was boring so I did this.

The environment, ect, is just a test setting.

(global "boolean" c_lwsn_fb_on 0)
(global short lwsn_checkhealth 0)

(script static void c_fb_great
(cinematic_set_title c_fb_1)
)

(script static void c_fb_good
(cinematic_set_title c_fb_2)
)

(script static void c_fb_mod
(cinematic_set_title c_fb_3)
)

(script static void c_fb_bad
(cinematic_set_title c_fb_4)
)

(script continuous c_lwsn_fb_chkh
(if (= (unit_get_shield lawson_fb) 1)(set lwsn_checkhealth 1))
(if
(and
(> (unit_get_shield lawson_fb) 0.5)
(< (unit_get_shield lawson_fb) 1)
)
(set lwsn_checkhealth 2)
)
(if
(and
(> (unit_get_shield lawson_fb) 0)
(<= (unit_get_shield lawson_fb) 0.5)
)
(set lwsn_checkhealth 3)
)
(if (= (unit_get_shield lawson_fb) 0)(set lwsn_checkhealth 4))
)

(script continuous c_lwsn_fb_health
;(if (= c_lwsn_fb_on 1)(begin
(cond
((= lwsn_checkhealth 1) (begin (c_fb_great)))
((= lwsn_checkhealth 2) (begin (c_fb_good)))
((= lwsn_checkhealth 3) (begin (c_fb_mod)))
((= lwsn_checkhealth 4) (begin (c_fb_bad)))
)
;))
(sleep 28)
)

Edited by MatthewDratt on Sep 2, 2015 at 03:00 PM


Mine was cooler.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Sep 2, 2015 11:41 PM    Msg. 7801 of 9951       
Didn't know you did one


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Sep 2, 2015 11:54 PM    Msg. 7802 of 9951       
Yeah, that was awhile ago though. It displayed real time ish health and shields for two ai on a scale of 1 to 10. It's not technically hard to do more precise, but I hadn't gotten so far as to make a proper hud element for it, I just used the hmt I think. Could have been title text.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 3, 2015 07:40 PM    Msg. 7803 of 9951       
Quote: --- Original message by: Higuy
Quote: --- Original message by: Mootjuh
Quote: --- Original message by: Higuy
Quote: --- Original message by: DarkHalo003
Unreal requires manual collision mesh versus Blam!'s processed collision geometry. I'm sure I'll get used to it eventually and it's more forgiving, but it's kind of a buzzkill because you have to literally piece the level together rather than making everything in one solid group like in Blam!. I mean, don't mistake me, it's an absolute dream once you're used to it compared to Blam!. All I'm saying is that it makes the transition a bit more tedious. :S


Not sure what you mean here - Unreal can automatically process collision too. You just have to open the static mesh actor, go down to it's "Static Mesh Settings" and next to the drop down box where it says "Collision Complexity", change it to "Use complex collision as simple". :)

Unreal has quite a lot of features tucked away in its interface, it's best to use Google to help you discover these!


Using a simplified collision model like Halo CE can be cheaper on performance though.


They sure can, and these are also generally made automatically anyway (I believe). A lot of times people are going to want those complex 'per poly' collision models though for various things, which I'm guessing is what DarkHalo wanted :)

DarkHalo, you can also add me on Steam (Don't think I have you added) if you need any help or want to share your projects: higuyce OR skype: lucas.govatos

Just added you and lodeman. I go by Jasiwel on Steam and most circles now, so if you're wondering then that would be me.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Sep 3, 2015 11:28 PM    Msg. 7804 of 9951       


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 3, 2015 11:36 PM    Msg. 7805 of 9951       
Quote: --- Original message by: Skidrow925
https://i.gyazo.com/6e576f1f49c65ad2772733a6c31407b2.png

If that's a question the answer is yes.

 
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