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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Slappy Updates - Warning: Pix

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Author Topic: Slappy Updates - Warning: Pix (1606 messages, Page 22 of 46)
Moderators: Dennis

SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 8, 2011 02:31 PM    Msg. 736 of 1606       
I'm sure someone like CAD has made it already. It's the only way I see the missile pod really working.


eliteslasher
Joined: Jun 30, 2008

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


Posted: May 8, 2011 05:00 PM    Msg. 737 of 1606       
Personally I say forget the 3p missile pod because for a FP shooter it makes no sense anyway.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: May 8, 2011 05:52 PM    Msg. 738 of 1606       
Quote: --- Original message by: mastur cheef
i mean, if you don't add walking animations to the weapon, your feet won't move while your walking. im not sure if im right but i assume that this would happen.



Your right,inless you make it where the masterchief is walking in the animation thats what going to happen


UnevenElefant5
Joined: May 3, 2008

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


Posted: May 8, 2011 07:05 PM    Msg. 739 of 1606       
Just put it in first person. It's easier and it will function more smoothly.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 8, 2011 07:11 PM    Msg. 740 of 1606       
Okay, okay. You guys make good points.
Gonna need some nice missile pod fp, then.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 8, 2011 08:30 PM    Msg. 741 of 1606       
Quote: --- Original message by: SlappyThePirate
Okay, okay. You guys make good points.
Gonna need some nice missile pod fp, then.

I already did this (with doan's fp animations) but the problems I ran into were that the projectile wouldn't home into anything unless it was ONLY all enemies, not just vehicles. Basically, it would lock onto regular people walking around, not just banshees n stuff.

If you want it slappy, I'd be happy to give it up for the project.

It also needs firing sounds and prettier particle effects (contrail, secondary explosion, ect.)
Edited by jesse on May 8, 2011 at 08:31 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 8, 2011 09:28 PM    Msg. 742 of 1606       
I haz sounds, even a flyby and distant boom. I dunno about this secondary explosion stuff, though.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 8, 2011 09:47 PM    Msg. 743 of 1606       
When the projectile fires, it glides for a second, then it emits a contrail as it activates it's propulsion.

Same thing as the Fuel Rod\Plasma Cannon.
Edited by jesse on May 8, 2011 at 09:47 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 8, 2011 09:59 PM    Msg. 744 of 1606       
Well, is that part tagged? Either way, I would really like your missile pod.
Can't arrange anything until tomorrow, though. Almost finished with other stuff.


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 8, 2011 10:06 PM    Msg. 745 of 1606       
I'm back from a trip and I gotta go on another one for 3 weeks on Saturday. :(


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: May 8, 2011 10:15 PM    Msg. 746 of 1606       
Quote: --- Original message by: SlappyThePirate
Movement penalties don't work for some reason, meh


Try using stun.
-Zekilk


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 8, 2011 10:23 PM    Msg. 747 of 1606       
Quote: --- Original message by: cyboryxmen
Quote: --- Original message by: SlappyThePirate
Movement penalties don't work for some reason, meh


Try using stun.
-Zekilk
That's interesting...

Sux that you'll be leaving, qwerty. Before then, could I perhaps have what shader progress you've made?


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 8, 2011 10:31 PM    Msg. 748 of 1606       
It's not been a lot, I've been away for a while and all I really need are the color change maps. Just a question, will this be released before or after when I get back?


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: May 9, 2011 07:17 PM    Msg. 749 of 1606       
Some how implement the values of when you fall you slow down, maybe base it off that logic.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: May 9, 2011 10:58 PM    Msg. 750 of 1606       
Quote: --- Original message by: 1bobsam1
Some how implement the values of when you fall you slow down, maybe base it off that logic.


Actually, it doesn't slow you down, it stuns you. Your character can't make any actions at all when it is stunned.
-Zekilk


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 10, 2011 08:15 AM    Msg. 751 of 1606       
You move very slowly when stunned, too slow to say so the least.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 10, 2011 03:25 PM    Msg. 752 of 1606       
I think I've got it. Effects and damage effects can stun the player to a specifiable degree.
Sorry I wasn't online at all yesterday, my internets got deathanized.
Don't worry, this won't be released too soon at all, hehe. I'll wait if by some chance I do get it done.

Bsp-wise, I've fixed the material IDs and I'm on to remodel some of the forerunner parts. Defnitely the ramp and interior. Maybe I'll ask for that wall. Idk.


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 10, 2011 03:40 PM    Msg. 753 of 1606       
Are you gonna try and make it so we can jump ontop of the building from the back interior entrance? (I think you know what I'm talking about) :)


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 10, 2011 04:10 PM    Msg. 754 of 1606       
Yeah, I'm actually modeling that in max right now, how'd you know?
And Like I've already said, it's hard as hell to do that because it means having a weird ramp or lowering the entire base roof. I realize that I can't lower that roof any more, so the ramp will be a bit steeper...


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: May 10, 2011 06:20 PM    Msg. 755 of 1606       
Quote: --- Original message by: SlappyThePirate
Yeah, I'm actually modeling that in max right now, how'd you know?
And Like I've already said, it's hard as hell to do that because it means having a weird ramp or lowering the entire base roof. I realize that I can't lower that roof any more, so the ramp will be a bit steeper...

are you also gonna model in the warthog jump in the middle ?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 10, 2011 06:33 PM    Msg. 756 of 1606       
I'm pretty sure everything necessary is 'modeled in.'


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 10, 2011 06:43 PM    Msg. 757 of 1606       
In the alpha, I noticed that there was only 1 walkway "hidden under the huge rocks" to the left side of the map (Look at the left from the sea shore). Have you modeled in the other walkway? It's kinda hard to explain without pictures.


Ubergoober
Joined: Oct 11, 2010


Posted: May 10, 2011 07:31 PM    Msg. 758 of 1606       
yeah, I think I know what your talking about, are you talking about the cave just next to the crashed pelican, it should have 2 walkway parts to the cave but in the alpha there was only one. i was gonna ask about that too, see if slapsta put in that second part of the tunnel. i think it's a pretty important part of the map. allows for a bit of stealthness, as it stands players will b too exposed when coming out there.
with changing the ramp so it's possible to jump up to the flag spot from the back ramp, im just worried that the platform that the banshee sits on will b too elevated. in the alpha it was already pretty high.
did u fix that back wheel on the goose?

http://www.xfire.com/video/465884/


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 10, 2011 07:53 PM    Msg. 759 of 1606       
I thought I said I was making those changes somewhere already... weird.
This is the kind of bsp stuff you guys were supposed to tell me early on.
The second tunnel is modeled, but I accidentally cleared all the IDs when I did so. Just wait, it still needs seamseals.
The back ramp will have to be high. The ramp is too low. There's literally no way to fix that without changing the ramp around... unless I elevate the terrain in the back along with the ramp, but it's not to that extent in halo 3, of course.
I'm not really working on any tags other than the missile pod. Still bsp.


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 10, 2011 07:53 PM    Msg. 760 of 1606       
Is it possible to make flag carriers not able to drive or shoot?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 10, 2011 07:57 PM    Msg. 761 of 1606       
I guess so, through scripts or animation seats or something like that. Should that even be done?


UnevenElefant5
Joined: May 3, 2008

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


Posted: May 10, 2011 08:18 PM    Msg. 762 of 1606       
It's in the gametype options.


Zigadirasu
Joined: Sep 8, 2010

all life will end soon or late


Posted: May 10, 2011 09:16 PM    Msg. 763 of 1606       
Quote: --- Original message by: SlappyThePirate
I guess so, through scripts or animation seats or something like that. Should that even be done?


yeah is possible just edit the biped animation


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 10, 2011 09:17 PM    Msg. 764 of 1606       
Quote: --- Original message by: Zigadirasu
Quote: --- Original message by: SlappyThePirate
I guess so, through scripts or animation seats or something like that. Should that even be done?


yeah is possible just edit the biped animation
Er... that's not what I mean.


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 10, 2011 09:44 PM    Msg. 765 of 1606       
This doesn't matter that much, it was just a thought that came into mind when I watched ubergoober's vid on xfire.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: May 11, 2011 04:47 AM    Msg. 766 of 1606       
Quote: --- Original message by: eliteslasher
Personally I say forget the 3p missile pod because for a FP shooter it makes no sense anyway.

Not to mention the retardation involed in people "roadkilling" other people at walking speed.


Ubergoober
Joined: Oct 11, 2010


Posted: May 11, 2011 05:00 AM    Msg. 767 of 1606       
imo i think it kinda sucks that u cant hold the flag n drive or operate a turret.
imo i dont think that should b included in the map.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: May 11, 2011 06:05 AM    Msg. 768 of 1606       
imo i think it kinda sucks that u can hold the flag n drive or operate a turret.
imo i do think that should b included in the map.

If only it was possible.


XlzQwerty1
Joined: Aug 6, 2009


Posted: May 11, 2011 08:15 AM    Msg. 769 of 1606       
@IcePheonix

LOL


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 11, 2011 05:10 PM    Msg. 770 of 1606       
But cappers can still get in the passenger seat, right? I can see that working out well. No more solo flag cap/hog runs sound ok to me, but I don't know about the general playing public.

 
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