
Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Aug 19, 2010 11:53 PM
Msg. 1 of 22
I started with this - and without help it might end up with this as first product (with much thanks to shadowslayer): (I have re-done the bitmaps - looks much better than this now)  I can understand that noone seems interested in helping me re-rig it, maybe it's the model, maybe the rigging - after examination, it has some model limits that combined with the rigging which caused shoulder tearing, etc - but also standard, and zteam model anims which don't quite match the desired result for anything similar to dual wielding palms out weapon anims. But I now have a new model (made by Proedian) and it's subdivided, this one shown is lower res/poly - and I have the authors blessing to do as I wish as long as he gets credit. Maybe someone is interested in helping me rig this? The very high quality version includes internal caging mesh, and is rigged, and has the back flaps (flight) but is very high poly 500,000+ and is in 3ds max 11 (which I don't have), this lower res version I have in 3ds max8:    I am new to all things modeling, but not new to making fun maps, and I am determined. So, I might end up with something resembling an iron man (Iron Man with issues), or with some help, I might be able to have it be presentable, and enjoyable. Goals: - Get in-game with stock bones/model_animations (something I am trying to do, but have never done), then get the dual wielding particle weapon with effects developed to satisfaction (something I can do). I would like to start with a walking/fighting biped, with "unarmed" weapon set as default first weapon (fire1 = melee right, fire2 = melee left, and melee = uppercut 3rd person animations - I cannot do) with Killa's fp animations from "unarmed" or similar. and fp arms similar to CMT's but modeled to match the ironman. and, 2nd weapon dual wielding repulsor weapon (invisible model - shoots from palms) primary similar to plasma pistol, and secondary similar - but more grand - to the overcharge of the plasma pistol, possibly with some of infuadafi's (name?) particle/charge effects or similar. and fp animations that match for the dual wielding repulsor weapon (I cannot do, prefer not to try animations - but to leave it to those with that skill). Getting up to this point would be satisfaction. Combining the following wish list and ultimate goals would be ubergasmictastic: Wishlist: Both a walking/fighting biped, and a flying biped - with a little creative license to possibly shoot from his eyes while in horzontal flight (or pause/hover verticle repulsor palm weapon), complete with landing and takeoff animations (may or may not be needed, but would add 15 pieces of flare :) ). Ultimate final goal: A multiplayer map(s) with both walking/fighting, and with flight dog-fight Iron Man versus Ironman (with multiplayer diffuse for multi color) - then using script and map layout, use bump possession to transition from walking/fighting to flying/dog fights. Not dedicated to halo theme, but instead honor it with possible combination of Halo and Iron Man themes. Looking for a Gulmira style bsp already made/adapted, or new - maybe similar to the 'no remorse' bsp or casualty Isle. Simply getting to the point of walking/fighting and repulsor weapon themed map would be satisfaction enough - no flight or grand plans set in stone. Maybe a single player ironman versus MasterChief AI and Marines? PM me if you dare to help, (or to laugh and point is ok too) - any help would be welcome. Edited by Slap Happy on Aug 20, 2010 at 12:02 AM
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Aug 20, 2010 12:30 AM
Msg. 2 of 22
In your first pics, shouldn't the power cell area be a more of a blue tint or at least have a bluish tinted lens flare?
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Aug 20, 2010 01:51 AM
Msg. 3 of 22
on your reflection map for the gold parts put cyborg visor cubemap or whatever if u need help pm me
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Dark Neon
Joined: Jun 8, 2009
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Posted: Aug 20, 2010 02:19 AM
Msg. 4 of 22
I can rig it, if you want. Or I can help you do it yourself.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Aug 20, 2010 02:22 AM
Msg. 5 of 22
left and right shoulder is messed up in the rig
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Dark Neon
Joined: Jun 8, 2009
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Posted: Aug 20, 2010 02:26 AM
Msg. 6 of 22
Edit: wtf... net screwd up. Ignore this. Edited by Dark Neon on Aug 20, 2010 at 02:27 AM
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Aug 20, 2010 02:34 AM
Msg. 7 of 22
Quote: is very high poly 500,000+ omg forget about it unless its at least 10,000 maybe play around with displace? see how low u can get it
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Aug 20, 2010 02:55 AM
Msg. 8 of 22
im not gonna read 3 paragraphs thats what schools for i will read one paragraph thats it..
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Cagerrin
Joined: Jul 23, 2008
uh oh
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Posted: Aug 20, 2010 05:21 AM
Msg. 9 of 22
Quote: --- Original message by: Zira VadumQuote: --- Original message by: Hydrogen im not gonna read 3 paragraphs thats what schools for i will read one paragraph thats it.. Reading is good for the mind...I command you to now read a 600 page novel like I do. NOW. Only 600? Read Anathem or something.
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Aug 20, 2010 05:27 AM
Msg. 10 of 22
War and peace. Im an avid reader , and even I gave up on that. Was too much for me to read in several sittings. If I can't finish a novel in 10 sittings , I give up.
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Wrath
Joined: Jun 20, 2010
well isn't this a surprise
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Posted: Aug 20, 2010 08:14 AM
Msg. 11 of 22
his power is over 900000!!!
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Lateksi
Joined: Jan 1, 2010
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Posted: Aug 20, 2010 08:54 AM
Msg. 12 of 22
Lol Slap Happy you make the most random stuff for CE... but they all end up awesome! :D
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Dark Neon
Joined: Jun 8, 2009
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Posted: Aug 20, 2010 10:27 AM
Msg. 13 of 22
Quote: --- Original message by: Hydrogen im not gonna read 3 paragraphs thats what schools for i will read one paragraph thats it.. If your not going to read the first post, don't reply at all.
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Advancebo
Joined: Jan 14, 2008
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Posted: Aug 20, 2010 03:30 PM
Msg. 14 of 22
Quote: --- Original message by: Lateksi Lol Slap Happy you make the most random stuff for CE... but they all end up awesome! :D he didnt make that, u durp.
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antiblood
Joined: Jul 17, 2010
Hail satan, smoke mehth
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Posted: Aug 20, 2010 05:14 PM
Msg. 15 of 22
Quote: --- Original message by: AdvanceboQuote: --- Original message by: Lateksi Lol Slap Happy you make the most random stuff for CE... but they all end up awesome! :D he didnt make that, u durp. remember most people dont care who made what.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Aug 20, 2010 07:24 PM
Msg. 16 of 22
This map will be fun, or I will sacrifice both my thumbs. I will do my first attempt to rig him and get in game tonight. I have watched/ and dl every rigging tutorial and have read/watched them 5 or 6 times, and I can already tell there are missing elements (key strokes, short cuts, importer/exporters) that assume the reader is already a modeler and has already taken a rigged model, and exported to (format? jms?) to then use tool and create the model, to get it in game. I have not found a single start-to-finish tutorial on doing that - so many missing elements.
Any other tutorials suggested?, or even a basic step 1, step 2 . . . step 10 and voila in game? if so, type them here, or link me please.
So, . . . once more unto the breach . . .
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Scott
Joined: Apr 4, 2005
No.
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Posted: Aug 21, 2010 02:54 AM
Msg. 17 of 22
The render looks good, but due to the age of HaloCE. It looks like crap in game.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Aug 21, 2010 03:16 AM
Msg. 18 of 22
Quote: --- Original message by: Scott The render looks good, but due to the age of HaloCE. It looks like crap in game. lol. Scott (GET RID OF DENNIS's AVATAR OR HELL SHALL RAIN DOWN UPON YOU!!!), that's the render of the 500k poly one that few even want to touch. That one is not ingame. Edited by eliteslasher on Aug 21, 2010 at 02:17 PM
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Aug 21, 2010 09:38 AM
Msg. 19 of 22
Maybe I should get plastic surgery so that people might mistake me for Barack Obama a mile off.
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Advancebo
Joined: Jan 14, 2008
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Posted: Aug 21, 2010 02:12 PM
Msg. 20 of 22
Quote: --- Original message by: antibloodQuote: --- Original message by: AdvanceboQuote: --- Original message by: Lateksi Lol Slap Happy you make the most random stuff for CE... but they all end up awesome! :D he didnt make that, u durp. remember most people dont care who made what. remember, thats just you.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Aug 21, 2010 04:14 PM
Msg. 21 of 22
Quote: --- Original message by: AdvanceboQuote: --- Original message by: antibloodQuote: --- Original message by: AdvanceboQuote: --- Original message by: Lateksi Lol Slap Happy you make the most random stuff for CE... but they all end up awesome! :D he didnt make that, u durp. remember most people dont care who made what. remember, thats just you. He was referring to the combined elements of maps I have released, not to the iron man model made by proedian. The very high res ironman is seen here: http://www.youtube.com/watch?v=xpDvp2283H0 Along with internal caging, thick walled skin/armor,honeycomb mesh under the arms near the armpit calf and back animations and gears its about 500,000 poly -BUT - the render shown is 296,000 poly's. Correct me if I am wrong, but it needs to be under 100,000 correct? I remember a thread showing CMT's cyborg was 100,000? I imported the released cyborg and the poly count was 13,985 ? High poly version (296k poly):  This is a lower poly version, (36k poly):  This is the other ironman (shadowslayers), which I don't want to use as is, or I need to re-rig it (5k poly):  for rigging, any tutorials suggested?, or even a basic step 1, step 2 . . . step 10 and voila in game? if so, type them here, or link me please. Bo, you did the suicide grunt, correct? why not post a simple or basic steps, step 1, step 2 - it does not need to describe each step in detail, but what the other tuts are missing are things such as: Assumed steps - that illustrate missing elements not found in tuts, other tuts for making bipeds for other engines don't apply to CE, I need a CE version of start to finish list of steps to get a biped in game: 1 Create your model using (compatible modeling programs?) or use existing model 2 Rig your model (there are a few tuts on this) 3 (name your bones?) make sure they conform to this _______ pattern (rigging tuts, and responses to errors when processed by tool are commonly addressed - but are not in the tuts themselves) suggest that to match a new biped rig to cyborg.model_animations you must do _______ (?) and _______ 4 export your rigged and properly named model to ______ format using _________ script (some tuts mention exporting (?) or saving (?) to jms (?) format) and 5 ensure that ________ is done to be ready for tool 6 Use tool to process your _____ file which is in ________ format this will create the gbx model which you can then tag the biped using guerilla 7 use sapien, add your biped to your scenario, compile - yada yada yada There currently are no tutorials that address the missing elements (or I missed them, or believed they were other unknown steps), and steps between steps - and its a bit aggravating to not get help or locate tuts (specific to ce bipeds) from those that DO know how. Edited by Slap Happy on Aug 21, 2010 at 04:17 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Aug 21, 2010 05:38 PM
Msg. 22 of 22
1 - Get model 2 - Import the bones using GBXModel Importer, most people use cyborg.gbxmodel, depends on the structure of the model. 3 - Rotate the model, to face the same direction as the imported bone/cyborg. 4 - Scale/Rotate the bones to fit the model you want to rig. 5 - Convert the model to Editable Mesh, and apply a Skin modifier to it. 6 - Under the skin modifier, click the Add button, and add all the nodes/bones, they mainly begin with "bip01". 7 - Click the "Edit Envelopes", uncheck "Cross Sections", and check on Vertices. 8 - Under Advanced Parameters in the modifier, change the Bone Affect Limit to 2. 9 - Begin rigging, by select the bone, and selecting the vertices that you want to be applied/weighted to that bone. 1 for full movement on that bone, 0 for no movement from that bone. And use any decimal in between 1 and 0 to have a vertice follow 2 bones. (Mainly used around the joints)a 10 - Once you finish rigging/As you are rigging, make sure the model conforms correctly, by rotating the bones to see how the model moves. 11 - Once complete, you want to export it. (Make sure you have materials applied) Then run the JMS Exporter maxscript by TheGhost, v1.0.1 is preferred. 12 - Once the export window dialog pops up, go to your directory to save the model. Example: Your directory is "data\characters\ironman", then save the file in "data\characters\ironman\models". Name it "_base.jms". 13 - Once exported, open up tool.exe, type "tool model characters\ironman", allow it to compile, the model will be in your tags folder. If any errors, post the debug.txt, if not, then move on. 14 - Now go into Guerilla/Kornman, and open up the model file in "tags\characters\ironman\ironman.gbxmodel". Also open up the biped tag in "tags\characters\cyborg_mp\cyborg_mp.biped". 15 - In the biped tag, reference your gbxmodel by clicking the "..." button, and selecting your file. 16 - Now, open up the animation tag referenced in the biped tag. Scroll down to the bottom of the animation tag, and copy the value "node list checksum", which should be "1828349080". Paste this value "1828349080" into the top of the "ironman.gbxmodel", in the node list checksum box. 17 - Now save the gbxmodel tag. And save the biped tag to "tags\characters\ironman\ironman.biped", dont forget to name it. 18 - Open up Sapien, and place the ironman.biped somewhere. 19 - Check to see if it works, if any errors, post it. 20 - Compile/Done Edited by Advancebo on Aug 21, 2010 at 05:40 PM
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