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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »-blam!- ammo counters, how do they work?

Author Topic: -blam!- ammo counters, how do they work? (9 messages, Page 1 of 1)
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ThetianSoldier
Joined: May 15, 2010

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Posted: Aug 4, 2010 09:37 PM    Msg. 1 of 9       
Is there a tutorial somewhere on how to set up ammo counters, because I haven't found any, and I have no idea how to make them.


Smmt
Joined: Jan 22, 2009


Posted: Aug 4, 2010 09:49 PM    Msg. 2 of 9       
Umm, do you mean the hud or the ammo counter on the gun?
If you mean the hud you can check out this tutorial.
http://hce.halomaps.org/index.cfm?fid=1214


ThetianSoldier
Joined: May 15, 2010

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Posted: Aug 4, 2010 10:13 PM    Msg. 3 of 9       
The ammo counter on the gun.


Smmt
Joined: Jan 22, 2009


Posted: Aug 4, 2010 10:44 PM    Msg. 4 of 9       
Quote:
Quote: ---Original message by: UnevenElefant5
For the ammo counter, here is what you do:
Make 2 planes where you want the ammo counter
find and extract this bitmap with one of the bitmap extractors on this site:
tags\weapons\assault rifle\fp\bitmaps\numbers_plate
Make 2 new materials. One names numbers0 and another named numbers1
apply numbers1 to the tens place (ex, the 6 in 60) and numbers 0 to the one's place(the 0 in 60)
I'm about 80% sure that's how it is. If it doesn't work, like the numbers count wrong ingame, flip the placement.
then modifier list -> UVW map
Go to planar, fiddle with the alignment, sorta towards the bottom, so that it lines up with your plane (your plane should be placed straight up and down)
Now you can move the planes into position on the gun model, and attach them to the rest of the gun. Re-export like normal and you should be ready to go.


ThetianSoldier
Joined: May 15, 2010

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Posted: Aug 4, 2010 11:23 PM    Msg. 5 of 9       
Alright, that brings me to my next question:
How do you get parts of a weapon to animate (e.g. the magazine) without the whole gun moving?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 5, 2010 12:04 AM    Msg. 6 of 9       
Move the frame node that the object is linked to. For instance, if the magazine is rigged to frame magazine, which it normally is, then move that. If nothing moves when you move that, you're using the 3p model for a weapon, which generally has no moving parts.


ThetianSoldier
Joined: May 15, 2010

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Posted: Aug 5, 2010 12:07 AM    Msg. 7 of 9       
Derp. Sorry, I phrased it wrong. What I meant was how could I like, say, rig a heartbeat sensor that I added to the weapon so that it flips out?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 5, 2010 12:34 AM    Msg. 8 of 9       
Detach it, link it to a frame sphere thingy, link the frame sphere thingy to frame gun, rig the original model to frame gun so everything moves with frame gun. Then export it and recompile.


ThetianSoldier
Joined: May 15, 2010

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Posted: Aug 5, 2010 09:39 PM    Msg. 9 of 9       
back to the ammo counter:
How would I set up the ammo counter function in the .weapon tag?

 

 
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