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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[Request] Halo 3 Flood Dispersal pods...

Author Topic: [Request] Halo 3 Flood Dispersal pods... (11 messages, Page 1 of 1)
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XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 10, 2011 02:22 PM    Msg. 1 of 11       
Umm, just make your own animations, actually you dont even need to make animations. After explosion, just make the model delete itself and spawn some flood blood along with broken flood parts/debris. Preferably having the flood "blood" being a big explosion.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 10, 2011 03:26 PM    Msg. 2 of 11       
like I said, you don't need to animate it exploding, in halo 3, its just an effect. Just make it idle for a few frames and name it that specific animation name to allow it to spawn stuff.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 10, 2011 03:31 PM    Msg. 3 of 11       
As Slappy would say:

Open 3ds max
Import model
Change keyframes to anything you want (or leave it at 100)
Save 3ds max project file
Run CAD animation exporter
Export IDLE animation

You're not even animating it... Like I said, its an idle animation, you dont even move the model, just edit keyframes and save as a JM_ so that you can import from tool.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 10, 2011 03:38 PM    Msg. 4 of 11       
Quote: --- Original message by: gnademassica117

Quote: --- Original message by: XlzQwerty1
Umm, just make your own animations, actually you dont even need to make animations. After explosion, just make the model delete itself and spawn some flood blood along with broken flood parts/debris. Preferably having the flood "blood" being a big explosion.
It won't spawn flood without animations, or I'm missing something stupidly obvious. I'm going to quickly try something...

EDIT: Yup, it needs certain animations to spawn stuff upon death, and I can't animate.
Edited by gnademassica117 on Apr 10, 2011 at 03:03 PM


LOL ? Make a projectile spawned with a marker up to the point where you want it to fall, + garbage and actv (instantly dying biped) and you're done.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Apr 10, 2011 03:45 PM    Msg. 5 of 11       
Why is this seeming to be so difficult? Model it, make it able to explode (or rig it to the Carrier's anims/markers/whatever), and basically tag work. At least, that's how I see it.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 10, 2011 04:58 PM    Msg. 6 of 11       
Open 3ds max
Import model
Change keyframes to anything you want (or leave it at 100)
Save 3ds max project file
Run CAD animation exporter
Export IDLE animation

Or make it destructible scenery.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 10, 2011 06:52 PM    Msg. 7 of 11       
um, its not the animations that spawn the infection forms in the carrier. But within the .biped tag itself. :\


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 10, 2011 08:13 PM    Msg. 8 of 11       
Yeah, the animations only show what it would look like if you were to destroy them.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 10, 2011 08:17 PM    Msg. 9 of 11       
Are you not going to listen to what me and slappy said?


anonymous_2009
Joined: Jun 13, 2009


Posted: Apr 10, 2011 10:20 PM    Msg. 10 of 11       
animations have NOTHING to do with spawning...


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Apr 11, 2011 08:41 PM    Msg. 11 of 11       
its possible without animations. I've done it with a special marine biped that "explodes" releasing several different limbs that are actual enemies (they attack just like the divider parts in dead space) but I lost the tags in my old PC. Your probably doing it wrong.

 

 
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