A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Slappy Updates - Warning: Pix

Page 12 of 46 Go to page: · 1 · ... · 9 · 10 · 11 · [12] · 13 · 14 · 15 · ... · 46 · Prev · Next
Author Topic: Slappy Updates - Warning: Pix (1606 messages, Page 12 of 46)
Moderators: Dennis

XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 29, 2011 06:16 PM    Msg. 386 of 1606       
Well sir, I don't think that's possible in CE "yet" since no-one figured out a good way to do it. If I were slappy, I would scrap the gunner seat and just let the wraith driver shoot his mortars, heck the wraith is already cheap enough in CE with its indestructible-ness. For the vehicles, I think all the damages should be received from bullets at a 20-30% value, this would be to make it fair enough when players shoot the vehicle


StatutoryTrOy
Joined: Jul 6, 2010

Go Army Beat Navy!


Posted: Mar 29, 2011 06:36 PM    Msg. 387 of 1606       
k then check your inbox


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 29, 2011 07:30 PM    Msg. 388 of 1606       
ooooo. ooooo. i know a concept to make the gunner possible. but since i can't script it is still a concept, make it so that if someone enters the passenger seat (gunner seat) of the wraith\scorpion make it so no mater what gun you have the third person animations look like your controlling to turret. then make it so it replaces your gun with that or a turret gun. and so if you exit the vehicle it takes it away, so. is this possible or am i speaking nonsense?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 29, 2011 08:20 PM    Msg. 389 of 1606       
What stinks about CE and the scorpion/wraith is that you can only have one mounted weapon on a vehicle.
I would rather go halo 1 scorpion-style, with the driver controlling everything.
What grunt eater says almost makes sense, where the passenger-gunner isn't really controlling a mounted weapon, but is firing his own gun.
Making the animations and setting up the weapon stances (so the player can't switch weapons) is one thing, but I couldn't script the give/take away of a weapon like that.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 29, 2011 08:47 PM    Msg. 390 of 1606       
or a projectile switch out? :/


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Mar 29, 2011 09:06 PM    Msg. 391 of 1606       
have the gunner control the main cannon as well as the turret instead of the driver then.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Mar 29, 2011 09:09 PM    Msg. 392 of 1606       
Or simply add in a passenger seat in the same form as the turret seat, but don't add the turret. I'm sure, at least in CE, that it'll be as nearly as effective considering the main cannon kills things faster than anything else on Valhalla.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 29, 2011 09:30 PM    Msg. 393 of 1606       
Quote: --- Original message by: DarkHalo003
Or simply add in a passenger seat in the same form as the turret seat, but don't add the turret. I'm sure, at least in CE, that it'll be as nearly as effective considering the main cannon kills things faster than anything else on Valhalla.


Yes, why not just have some animations for people to enter the gunner seat, but shoot their own weapon, instead of the gunner, in 3rd person, would have more of a custom feel to it. Don't ya think?


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 29, 2011 09:49 PM    Msg. 394 of 1606       
hmm. sounds good being custom and all. but if your making a replica of valhalla and want all replica stuff. then maybe it would suit it better if it were like in H3. just my opinion that if your making a replica you make it a complete replica. not my choice though


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 29, 2011 09:51 PM    Msg. 395 of 1606       
Quote: --- Original message by: grunt_eater
hmm. sounds good being custom and all. but if your making a replica of valhalla and want all replica stuff. then maybe it would suit it better if it were like in H3. just my opinion that if your making a replica you make it a complete replica. not my choice though


Well, since its not really possible, this is the best chance we got.
Edited by XlzQwerty1 on Mar 29, 2011 at 09:52 PM

@Slappy,
your 0.6 vahalla video has ugly shaders on the weapons and banshee D:.
Does thou want me to improve it? (You're choice, just thinking of giving the stuff a better look)

By the way, you should make the banshee shoot upper and lower bound projectiles so it shoots only 1 projectile at a time (left, right, left, right). I assume you know how to do this.
Edited by XlzQwerty1 on Mar 29, 2011 at 09:54 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 29, 2011 09:56 PM    Msg. 396 of 1606       
Quote: --- Original message by: XlzQwerty1
@Slappy,
your 0.6 vahalla video has ugly shaders on the weapons and banshee D:.
Does thou want me to improve it? (You're choice, just thinking of giving the stuff a better look)

By the way, you should make the banshee shoot upper and lower bound projectiles so it shoots only 1 projectile at a time (left, right, left, right). I assume you know how to do this.


I got that covered.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 29, 2011 09:57 PM    Msg. 397 of 1606       
Quote: --- Original message by: XlzQwerty1

Quote: --- Original message by: grunt_eater
hmm. sounds good being custom and all. but if your making a replica of valhalla and want all replica stuff. then maybe it would suit it better if it were like in H3. just my opinion that if your making a replica you make it a complete replica. not my choice though


Well, since its not really possible, this is the best chance we'v got.
Edited by XlzQwerty1 on Mar 29, 2011 at 09:52 PM

@Slappy,
your 0.6 vahalla video has ugly shaders on the weapons and banshee D:.
Doest thou wish for me to improve them? (You're choice, just thinking of giving the stuff a better look)

By the way, you should make the banshee shoot upper and lower bound projectiles so it shoots only 1 projectile at a time (left, right, left, right). I assume you know how to do this.
Edited by XlzQwerty1 on Mar 29, 2011 at 09:54 PM


FTFY ;)
Edited by grunt_eater on Mar 29, 2011 at 09:58 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 30, 2011 11:43 AM    Msg. 398 of 1606       
The banshee was just added in, and they're the h3 banshee tags from the site. It appears that jesse has the covered-- thanks, jesse.
In the meantime I'll fix the firing effects.

I took the multis and the detail map fakebumps off of the weapons. But if everybody's going to whine about how ugly my map is, then fine, I'll put the multis back on. Bigger file size, though. And I'm not putting the fakebump back on.
Edited by SlappyThePirate on Mar 30, 2011 at 11:44 AM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 30, 2011 02:24 PM    Msg. 399 of 1606       
Quote: --- Original message by: XlzQwerty1
By the way, you should make the banshee shoot upper and lower bound projectiles so it shoots only 1 projectile at a time (left, right, left, right). I assume you know how to do this.
Edited by XlzQwerty1 on Mar 29, 2011 at 09:54 PM


i don't. could you please tell me? :/


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 30, 2011 03:40 PM    Msg. 400 of 1606       
@Jesse
Alright, ^^

@grunt eater
You would import the vehicle gbxmodel and rename one of the #primary trigger markers to something else such as #secondary trigger. Recompile the model, then in the vehicle weapon tag, you would add upper and lower bound firing effects, with upper having a firing effect from the #primary trigger marker and the lower having a firing effect from the #secondary trigger.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 30, 2011 04:50 PM    Msg. 401 of 1606       
ok. so instead of making a new gbxmodel i just used the frame left gun and frame right gun markers. i made two new firing effects and changed the marker name in each of them. i go to the weapon tag and under triggers i add one. the primary i change out the firing effect for my new frame left gun one. and make the secondary and add my firing effect. now what?. how do i make it shoot left to right?
Edited by grunt_eater on Mar 30, 2011 at 05:55 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 30, 2011 07:06 PM    Msg. 402 of 1606       
Quote: --- Original message by: XlzQwerty1
weapon tag, you would add upper and lower bound firing effects, with upper having a firing effect from the #primary trigger marker and the lower having a firing effect from the #secondary trigger.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 30, 2011 09:30 PM    Msg. 403 of 1606       
Quote: --- Original message by: grunt_eater

ok. so instead of making a new gbxmodel i just used the frame left gun and frame right gun markers. i made two new firing effects and changed the marker name in each of them. i go to the weapon tag and under triggers i add one. the primary i change out the firing effect for my new frame left gun one. and make the secondary and add my firing effect. now what?. how do i make it shoot left to right?
Edited by grunt_eater on Mar 30, 2011 at 05:55 PM
You have to use markers, not frames.
Firing effects fire in sequence, check the order they are in at the bottom of the weapon tag.


Reaper 201
Joined: Jan 1, 2011

Rezurrected to Kill


Posted: Mar 30, 2011 10:16 PM    Msg. 404 of 1606       
Are the vehicles going to be destructible? Will there be hornets or just banshees?


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 30, 2011 10:22 PM    Msg. 405 of 1606       
the frame right gun and frame left gun Are markers. at least there categorized under the markers in guerilla. and you mean i add one to the firing effect?. i'm sorry for being so weak at this but i have a vary basic knowledge about tag editing :/

Reaper 201 i can answer one of your questions now. no the vehicles won't be destructible because it wouldn't sync over multi player
Edited by grunt_eater on Mar 30, 2011 at 10:24 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 30, 2011 10:51 PM    Msg. 406 of 1606       
Nvm, I can't cover the banshee firing, no 3DS max anymore.

But I will get to work (094 aswell) on the weapon shaders.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 31, 2011 01:00 PM    Msg. 407 of 1606       
could you do it in Gmax. i know you can still import rigged models i do it frequently


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 31, 2011 03:21 PM    Msg. 408 of 1606       
Actually, I want to test destructible vehicles, as well as some mp scripts and stuff, with other people to see if it'll work.
Stop threadjacking about how to make a gun fire. Just look in the plasma rifle weapon tag, it has upper and lower firing effects.
Frames are not markers.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 31, 2011 07:53 PM    Msg. 409 of 1606       
Quote: --- Original message by: SlappyThePirate
Actually, I want to test destructible vehicles, as well as some mp scripts and stuff, with other people to see if it'll work.

i'm just repeating back whats been said to me

Stop threadjacking about how to make a gun fire.

wasn't trying to

Just look in the plasma rifle weapon tag, it has upper and lower firing effects.
Frames are not markers.


thank you for directing me


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 31, 2011 08:08 PM    Msg. 410 of 1606       
There you go again, threadjacking.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Mar 31, 2011 09:04 PM    Msg. 411 of 1606       
lol. your joking right?. at first i was curious not realizing that i was off topic. i'm sorry if i was and i'll try not to go off topic again. but your acting like i do this frequently


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 31, 2011 09:17 PM    Msg. 412 of 1606       
The reason I am posting is to reply, acknowledging that you do, do this frequently. You would often post off-topic posts leading to a completely different subject. I am posting to tell you to reduce that habit.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 31, 2011 09:46 PM    Msg. 413 of 1606       
Well, this went offtopic a while ago. Whatever, though. More posts = more popular thread.
Basically there are two firing effects at the bottom of the weapon. These are preformed in sequence with each weapon fire. The plasma rifle has two firing effects, referencing two different effect tags. In the upper bound effect tag, the marker specified is different than the marker in the reference tag. To make bolts fire from two markers in sequence, do what the PR does.
The end. XlzQwerty1 is right... offtopicness is getting in the way.

Plus, I'm the one updating and addressing the official questions about what will be in the map.

Here is an update on a new-ish ground blend bitmap. The edges on the rocky stuff is more feathered than before...

I think the cliff map is too dark, but I'm referencing the same bitmap that the seams are using. Luckily, the cliff bitmaps might even need lightening in general, so I'll be able to brighten the shared ground-rock/seam bitmap as well.
But I dunno, and want to know what you guys think about the rock and cliff brightness.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 31, 2011 09:54 PM    Msg. 414 of 1606       
I like where this is going, custom and versatile.


antiblood
Joined: Jul 17, 2010

Hail satan, smoke mehth


Posted: Mar 31, 2011 10:20 PM    Msg. 415 of 1606       
who here noticed it isnt accualy taking him that long to make this map and that its taken h3mt ages to get anything done.... :| keep it up slappy!


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 31, 2011 11:34 PM    Msg. 416 of 1606       
Quote: --- Original message by: antiblood
who here noticed it isnt accualy taking him that long to make this map and that its taken h3mt ages to get anything done.... :| keep it up slappy!


was he a member here?
looking good slappy i like the blending.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 1, 2011 05:41 PM    Msg. 417 of 1606       
New Shaders,
Still working on exporting in 3ds max (what a pain).











SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 1, 2011 06:04 PM    Msg. 418 of 1606       
Cool... I liked the MC ones, so it's nice to see these in progress.
Exporting = hassle? Tell me right away if you encounter region problems.
The red/blue colors look pretty deep. Have you tried less color change, more grey?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 1, 2011 06:21 PM    Msg. 419 of 1606       
I could probably try that, Actually never put thought into that before.


antiblood
Joined: Jul 17, 2010

Hail satan, smoke mehth


Posted: Apr 1, 2011 06:24 PM    Msg. 420 of 1606       
ive been playing hce since late '06 :|
anyway... those colors are way to vivid for me personaly. it kinda hurts my eyes lol. except for the first one though, but that one looks abit to white for me.
Edited by antiblood on Apr 1, 2011 at 06:26 PM

 
Page 12 of 46 Go to page: · 1 · ... · 9 · 10 · 11 · [12] · 13 · 14 · 15 · ... · 46 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 6:02 PM 219 ms.
A Halo Maps Website