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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[HELP] Halo 3 Elephant

Author Topic: [HELP] Halo 3 Elephant (14 messages, Page 1 of 1)
Moderators: Dennis

Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Mar 6, 2011 05:37 PM    Msg. 1 of 14       
I downloaded the tags for the Elephant, but it seems to be in need of a few adjustments.

Changes:
•Super Heavy: Should be almost impossible to flip.
•Driver Animations: Can you make it so the pilot just stands in the cab?
•Improved Armor: I'd like it to have the same armor as the Pelican, capable of deflecting rounds as they impact.
•Less susceptible to damage.
•Glass that can be penetrated by sniper rounds and other heavy weapons.
•Camera angle set farther back and lowered, more like Halo 3.
*If you can make a seperate, amphibious variant capable of travelling through water, it would be greatly appreciated.*

Would anyone be willing to lend a hand?
Edited by Echo77 on Mar 6, 2011 at 09:04 PM


General Shepherd
Joined: Feb 15, 2011


Posted: Mar 6, 2011 08:02 PM    Msg. 2 of 14       
1: Impossible, it's either flippable or not.
2: That's probably for the best anyway, unless you plan on making new animations.
3: Shaders
4: Uh...?
5: Set up the shader to be something other than Pelican armor
6: Would only require a bit of editing to make it work.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Mar 6, 2011 08:05 PM    Msg. 3 of 14       
Shaders have nothing to do with damage intake.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 6, 2011 08:07 PM    Msg. 4 of 14       
3. didn't refer to shaders


General Shepherd
Joined: Feb 15, 2011


Posted: Mar 6, 2011 08:09 PM    Msg. 5 of 14       
Shaders can determine whether projectiles pass through it or not.

@ally
I'm fairly certain shader tags are what determines what kind of surface an object has; for instance one specifies to reflect projectiles, which was what I was referencing.
Edited by General Shepherd on Mar 6, 2011 at 08:14 PM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 6, 2011 08:24 PM    Msg. 6 of 14       
i'm not great with shaders,but i had a vague idea what you were talking about,
i just had a look and i see exactly what you ment.


Ro0ster
Joined: Jan 21, 2008

is a rooster


Posted: Mar 6, 2011 09:02 PM    Msg. 7 of 14       
For the glass thing, you would probably need to use regional damage permutations. However I am not sure if that syncs on multiplayer. I know you can do it in singleplayer.


General Shepherd
Joined: Feb 15, 2011


Posted: Mar 6, 2011 09:03 PM    Msg. 8 of 14       
I got it. Set the window to have no collision.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 6, 2011 10:07 PM    Msg. 9 of 14       
If I had to choose no collision or regional damage, I'd choose the regional damage. Breakable glass has nave synced in multiplayer anyway.


Nickster5000
Joined: Dec 11, 2010


Posted: Mar 9, 2011 10:04 AM    Msg. 10 of 14       
Quote: --- Original message by: General Shepherd
1: Impossible, it's either flippable or not.
2: That's probably for the best anyway, unless you plan on making new animations.
3: Shaders
4: Uh...?
5: Set up the shader to be something other than Pelican armor
6: Would only require a bit of editing to make it work.


Unpossible. i plan to:
1 - make a new big back turret liek in halo wars

2 - fix the 3rd person cam

3 - try to make new physics

4 - Fix the passenger and driver nodes


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 9, 2011 11:44 PM    Msg. 11 of 14       
Collision type isn't set in the shader, there's an option for it IDK why, but for you to get the effect you need to change it in the model_collision_geometry.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Mar 10, 2011 12:29 AM    Msg. 12 of 14       
Quote: --- Original message by: General Shepherd

Shaders can determine whether projectiles pass through it or not.

@ally
I'm fairly certain shader tags are what determines what kind of surface an object has; for instance one specifies to reflect projectiles, which was what I was referencing.
Edited by General Shepherd on Mar 6, 2011 at 08:14 PM

Nope, only for BSP's. For objects like vehicles and weapons, it's in the collision tag.


Ubergoober
Joined: Oct 11, 2010


Posted: Mar 10, 2011 03:39 AM    Msg. 13 of 14       
id like to see a second turret on the elephant, otherwise it's just a giant, slow-arse hog.

im guessing its not possible to put a flag position on the elephant, ive never seen a ce map that has a mobile flag position, but if it is, that would be great, it would add another dimension to which ever map it was on as long as the GT was flag.

i also think the elephant should be designed so that the occupants can only be killed with direct fire, not from enemies shooting the actual vehicle, so, impenetrable armour. this would work because of the open design of the elephant, unlike the scarab where the driver is hidden inside and almost friggin impossible to kill.

i love the elephant, i think it works and runs great, its a credit to the designers, i just think it should have some unique functional characteristics otherwise i cant see it getting used in-game that often because it doesnt really have any advantages, only disadvantages.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Mar 10, 2011 04:13 AM    Msg. 14 of 14       
Quote: --- Original message by: Ubergoober
i also think the elephant should be designed so that the occupants can only be killed with direct fire, not from enemies shooting the actual vehicle, so, impenetrable armour. this would work because of the open design of the elephant, unlike the scarab where the driver is hidden inside and almost friggin impossible to kill.

That's possible, I'm pretty sure.

 

 
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