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Author Topic: CMT Elite Playable Biped Beta 2 Tag Pack (79 messages, Page 1 of 3)
Moderators: Dennis

teh lag
Joined: May 6, 2008


Posted: Jun 12, 2011 04:30 PM    Msg. 1 of 79       
Edit: An update is available! Go to page 2 for info, vids, and the download!

I've been kind of shamelessly promoting this for the past week, so I'll be brief (ha, haha) and just quote the readme.

If you don't know what these are, please allow these two images to explain:
http://tehlag.modacity.net/one/pix/gallery/EliteWallSource2.jpg
http://tehlag.modacity.net/one/pix/gallery/elites_1.jpg
Quote: CMT Elite Playable Biped Beta 2 Tag Pack

Authors: Teh Lag & Dano; Bungie Studios

Additional Contributors: CMT (Assorted particles)
ODX (Ball FP animations)
Doom (Spiker model)
P0lar_Bear (original CMT Hud bitmaps)
ICEE (Assorted help)

---------------------------------------------------------------------------------------------------------------

This is beta 2.0 of the CMT Elite Playable Biped. It is an upgrade of the Elites featured in the now-defunct CMT SPV2 campaign, allowing them to be used by both players and AI and featuring most of the abilities provided by the stock Cyborg and Marine tags (and then some more). These tags are designed to be a viable replacement for the Cyborg and/or Marine, allowing users to simply plug them into their tagset, make a few changes, and be able to play any map as an Elite with accompanying first-person arms and animations, or have Elite AI allies with the same capabilities as the Marines.

This release includes:
-The bipeds and their required tags
-Numerous FP arms and animations
-Converted H2 player dialogue
-Source files (.max version 8) for the FP and 3P animations rigs used to make the animations for this project.

It also includes a handful of goodies that I have polished up for the purpose of this release, including weapons as well as a few miscellaneous addons. What follows is an abridged list of included features...

---------------------------------------------------------------------------------------------------------------

The following non-standard weapons are included:
-CMT Covenant Carbine
-CMT Sentinel Beam
-CMT SMG
-CMT Sniper Rifle
-CMT Spiker
-H2/CMT Brute Shot

The following weapons are supported in first-person:
-H1 Assault Rifle
-H1 Energy Sword (uses stock 3p model's node setup; stock 3p model is compatible in FP)
-H1 Flag
-H1 Flamethrower (edited 3p model supplied)
-H1 Oddball
-H1 Pistol (edited fp model supplied)
-H1 Plasma Cannon (edited fp model supplied)
-H1 Plasma Pistol
-H1 Plasma Rifle
-H1 Rocket Launcher (edited fp model supplied)
-H1 Shotgun
-H1 Sniper Rifle
-CMT Covenant Carbine (all tags supplied)
-CMT Sentinel Beam (all tags supplied)
-CMT SMG (all tags supplied)
-CMT Sniper Rifle (all tags supplied)
-CMT Spiker (all tags supplied)
-H2/CMT Brute Shot (all tags supplied)
-H2 Battle Rifle (models/textures supplied)

The following permutations are present for first-person:
-Minor
-Major
-Ultra

The following permutations are present for third-person:
-Combat Minor
-Combat Major
-Combat Ultra
-Combat Specops
-Honor Guard (incomplete textures - to be finished for final release)
-Heretic Minor
-Heretic Major
-Heretic Minor w/Fins (incomplete textures - to be finished for final release)
-Heretic Major w/ Fins (incomplete textures - to be finished for final release)
-Assault Minor
-Assault Major
-Assault Ultra
-Unarmored
-???

It also includes basic AI actor_variants set up to use these bipeds.

---------------------------------------------------------------------------------------------------------------

For a full list of customizations and for detailed installation instructions, see "Installation Guide.txt".


In the first .rar you will find the above readme, installation instructions, and the tags. The second .rar contains a test map with the new weapons in it if you just want to play around.

Finally, since these are incomplete (especially those two unskinned permutations) I'd like it if I could be alerted if there are any serious bugs. Also on that note, if anyone thinks they can finish up those skins it'd be much appreciated.

http://www.mediafire.com/?9yo1xk1hte4tvsa <- Tag pack
http://www.mediafire.com/?5grz38j492pjm87 <- Test map
Edited by teh lag on Jun 12, 2011 at 04:39 PM
Edited by teh lag on Jun 12, 2011 at 07:30 PM
Edited by teh lag on Aug 1, 2011 at 03:16 PM


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jun 12, 2011 05:09 PM    Msg. 2 of 79       
They aren't wearing a top hat in the tags as they were in the test map, right?

Edited by pepzee on Jun 12, 2011 at 05:17 PM


teh lag
Joined: May 6, 2008


Posted: Jun 12, 2011 05:15 PM    Msg. 3 of 79       
Quote: --- Original message by: pepzee
They aren't wearing a top hat in the tags as they were in the test map, right?


The MP biped is set to use the top hat by default but it can easily be changed using the unit dialogue variants. The installation guide has a list of the suffixes specifically for that purpose.

Also I've just realized that the test map's flamethrower has the wrong FP animations so it doesn't show up - don't worry, the tag pack isn't broken, I just referenced the wrong thing in my test tagset.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 12, 2011 07:07 PM    Msg. 4 of 79       
that.top.hat.is. E P I C!!!

EDIT: sadface, you only included the h2 elite pain and death related dialog

Edited by Delicon20 on Jun 12, 2011 at 07:47 PM


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Jun 12, 2011 08:47 PM    Msg. 5 of 79       
Woah! Seems like I've been gone far too long. Gotta release PB 1 of those h3 elites!


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 12, 2011 11:38 PM    Msg. 6 of 79       
Doesn't work with CMT's weapons from the tag release... Dangit!


teh lag
Joined: May 6, 2008


Posted: Jun 12, 2011 11:50 PM    Msg. 7 of 79       
Quote: --- Original message by: chrisk123999
Doesn't work with CMT's weapons from the tag release... Dangit!


Of all the CMT weapons, I think only the BRG and the Plasma Pistol (the latter being the result of a silly oversight on my part back in 07/08) are still incompatible with this release.

Edit: Oh right, and the AR...

Just plug the new FP gbxmodels and animations in the extras into the old tags if you really want to use them.
Edited by teh lag on Jun 12, 2011 at 11:55 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 12, 2011 11:52 PM    Msg. 8 of 79       
I tried the spec pistol and the AR CC neither showed the FP. Unless I did it wrong?


teh lag
Joined: May 6, 2008


Posted: Jun 12, 2011 11:55 PM    Msg. 9 of 79       
Quote: --- Original message by: chrisk123999
I tried the spec pistol and the AR CC neither showed the FP. Unless I did it wrong?


Bleh, forgot about the AR. Yeah, that won't work unless you either edit the model's nodes or make your own animations. As for the pistol, compare its FP gbxmodel to the provided one's. If the nodes and node checksums are the same (which.... they should be, I don't remember CMT ever changing the pistol's nodes) then it should work.


teh lag
Joined: May 6, 2008


Posted: Jun 13, 2011 11:25 AM    Msg. 10 of 79       
Quote: --- Original message by: vampire_girl
Nice, I've been waiting for these since the first release. Any plan for Councilors?


Only if I can be sure that someone will skin them, I don't want to leave the final release with some unfinished stuff hanging.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Jun 13, 2011 11:51 AM    Msg. 11 of 79       
"numerous FP arms"

Such as what, I thought it'd just be your Elite and the CMT Rig too?


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Jun 13, 2011 11:52 AM    Msg. 12 of 79       
Quote: --- Original message by: teh lag
Quote: --- Original message by: vampire_girl
Nice, I've been waiting for these since the first release. Any plan for Councilors?


Only if I can be sure that someone will skin them, I don't want to leave the final release with some unfinished stuff hanging.

I could give it another shot as I've studied dano's textures.
Edited by 032 Mendicant Bias on Jun 13, 2011 at 11:53 AM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 13, 2011 11:55 AM    Msg. 13 of 79       
Apparently I keep spawning with the top hat when I use these. How 2 fix?


teh lag
Joined: May 6, 2008


Posted: Jun 13, 2011 12:54 PM    Msg. 14 of 79       
Quote: --- Original message by: chrisk123999
Apparently I keep spawning with the top hat when I use these. How 2 fix?


From the installation guide...

Quote: 5. Selecting Permutations

The following permutations are present for third-person (along with their variant suffixes):
-Combat Minor 11
-Combat Major 12
-Combat Ultra 13
-Combat Specops 14

-Honor Guard 15

-Heretic Minor (no fins) 21
-Heretic Major (no fins) 22
-Heretic Minor 23
-Heretic Major 24

-Assault Minor 31
-Assault Major 32
-Assault Ultra 33

-Unarmored 55

-Human 99

If you wish to change the permutation used by the player, set the "variant number" under the "Dialogue Variants" section in the player biped tags.




Quote: --- Original message by: ODX
"numerous FP arms"

Such as what, I thought it'd just be your Elite and the CMT Rig too?


There are 3 FP permutations - to be fair, they're just mirrored versions of the default that add/remove the shield spike thingies, but that was also written when I thought the H3 Elites would be released in parallel. In any case, the FP .max file should also have the H3 model in it.
Edited by teh lag on Jun 13, 2011 at 12:55 PM


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jun 13, 2011 01:11 PM    Msg. 15 of 79       
Thank you!

BTW any elite zealots in the making? :P


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 13, 2011 01:14 PM    Msg. 16 of 79       
O, I assumed they were random perms.


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Jun 13, 2011 02:06 PM    Msg. 17 of 79       
Corrupted bitmaps (*cough* head diffuse and main armor diffuse *cough*) and being unable to get on in time were the cause of the late release for the first PB of the h3 elites. I'm trying to get PB 1 released as quickly as possible.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 13, 2011 02:16 PM    Msg. 18 of 79       
Also, the elite doesn't like to hold the AR properly in 3rd person.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 13, 2011 02:22 PM    Msg. 19 of 79       
is the human permutation the top hat and eye glass version?


teh lag
Joined: May 6, 2008


Posted: Jun 13, 2011 02:40 PM    Msg. 20 of 79       
Quote: --- Original message by: chrisk123999
O, I assumed they were random perms.


It's actually possible to set that up if you want - a variant number of 0 will make them completely random (though this may not be the best idea given the Honor Guard permutation). You can also just make multiple dialog variants with the numbers indicating the permutations you want available.

Quote: --- Original message by: pepzee
Thank you!

BTW any elite zealots in the making? :P


You're welcome. And assuming you mean the Reach ones, unfortunately no. I have to limit myself if I want to be able to finish all my projects by the end of summer - like I said, I don't want to make something only to leave it unfinished.

Quote: --- Original message by: chrisk123999
Also, the elite doesn't like to hold the AR properly in 3rd person.


Yeah - at the last minute I realized the Rifle aiming overlays were broken for reasons unknown (it looked like stuff was somehow being interpolated backwards - the arms were literally bent in the opposite direction from what they should be). As a result I had to use the Pistol overlays on the Rifle, which obviously causes some trouble at the aiming boundaries. This will be fixed.

Quote: --- Original message by: Delicon20
is the human permutation the top hat and eye glass version?


Yeah. There's actually a story behind all that: back in 2007 or 2008 or whenever it was that I made these, I was inspired by a picture of a velociraptor in similar attire with the caption "I'm a human - just look at my hat!" I made the permutation and posted a picture on Modacity along with all the others I had made, and CtrlAltDestroy made me promise that the permutation would make it in the game eventually, and so here we are today. Basically, it's a 3-4 year old inside joke.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 13, 2011 02:54 PM    Msg. 21 of 79       
Can you make Halo Reach Elite Ranger FP Hands? The only textures necessary would be a malleable green, glossy texture for the gauntlets and the standard Elite texture for the skin.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 13, 2011 03:49 PM    Msg. 22 of 79       
What exactly causes some weapons to shoot out of the players head? Some of the CMT ones don't like to come out of the gun...

And all I would have to do is add nodes to the gbxmodels to get the FP to work on other weapons right?


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 13, 2011 07:03 PM    Msg. 23 of 79       
Shooting out of the camera and where the nodes are for the camera usually causes that.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 13, 2011 07:17 PM    Msg. 24 of 79       
I feel like there should be a comma somewhere in that sentence, what on earth did you say? and how would I fix it?
Edited by chrisk123999 on Jun 13, 2011 at 07:18 PM


teh lag
Joined: May 6, 2008


Posted: Jun 13, 2011 07:19 PM    Msg. 25 of 79       
Quote: --- Original message by: chrisk123999
What exactly causes some weapons to shoot out of the players head? Some of the CMT ones don't like to come out of the gun...

And all I would have to do is add nodes to the gbxmodels to get the FP to work on other weapons right?


My understanding is that since projectiles in fact spawn at the camera (hence the need to check the "projectile uses weapons origin" flag if you want things to physically come out of the barrel, as seen with the Flamethrower) and since the Elites' heads are higher than the Cyborg's relative to the gun, the difference between the camera origin and the gun is much larger. You can lower the camera height in the MP/SP player biped tag if it bothers you.

As for your second question: you don't "just" have to add nodes - you need to make the node setup identical. Import the FP model that works with the Elites into 3ds, both nodes and geometry. Import the geometry (and NOT the nodes) of the thing you want to be usable into 3ds. Match it up with the original's geometry and then delete the original's geometry. Link the new model to the old nodes, export and compile. That's what you need to do.

Quote: --- Original message by: DarkHalo003
Can you make Halo Reach Elite Ranger FP Hands? The only textures necessary would be a malleable green, glossy texture for the gauntlets and the standard Elite texture for the skin.


I am being turned into a broken record. I'm not going to start working on things for other people that I don't know I can finish, especially if they're also going to require a skinner.
Edited by teh lag on Jun 13, 2011 at 07:23 PM


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 13, 2011 07:33 PM    Msg. 26 of 79       
Lol alright. I just wanted to see if you could without it bothering you. Glad you finally made progress on all of this stuff though! I just hope the final is played a lot on HCE.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 13, 2011 11:58 PM    Msg. 27 of 79       
Won't these bipeds really lag the MP game?


teh lag
Joined: May 6, 2008


Posted: Jun 14, 2011 12:10 AM    Msg. 28 of 79       
Quote: --- Original message by: spartan314
Won't these bipeds really lag the MP game?


Why would they? I haven't experienced any trouble with them in MP or SP (which is probably going to be far more resource-intensive, I might add). They've got LODs and honestly I feel like if someone's computer is going to have severe lag in MP just because of these they're probably going to have equally horrific results playing most other mods with custom bipeds and such.
Edited by teh lag on Jun 14, 2011 at 12:17 AM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 14, 2011 12:38 AM    Msg. 29 of 79       
Yep. I attempted to add the nodes and stuff, failed horribly at it. Couldn't figure out how the CMT AR was rigged. You don't by chance have the original max files for them do you? Because the gbxmodel importer only goes so far...


aPerson
Joined: Jun 11, 2011


Posted: Jun 14, 2011 10:13 PM    Msg. 30 of 79       
It seems that the carbine is also lacking FP animations
Edited by aPerson on Jun 14, 2011 at 10:22 PM


teh lag
Joined: May 6, 2008


Posted: Jun 14, 2011 10:25 PM    Msg. 31 of 79       
Quote: --- Original message by: aPerson
It seems that the carbine is also lacking FP animations also


Only for the Cyborg FP, but you can find those in the CMT G3 tag release (http://hce.halomaps.org/index.cfm?fid=5388). Cyborg FP animations will be provided in a later release.

Quote: --- Original message by: chrisk123999
Yep. I attempted to add the nodes and stuff, failed horribly at it. Couldn't figure out how the CMT AR was rigged. You don't by chance have the original max files for them do you? Because the gbxmodel importer only goes so far...


I don't know if I do, but I don't see why the gbxmodel importer wouldn't work any better than the actual source file. The display colors all have their own node; everything else should be straightforward.

Edit: After several minutes of intensive geometry moving in 3ds, I have created a version of the CMT Assault Rifle that works with the H2 BR animations in the tag pack extras. (BR because the CMT AR is proportioned a bit differently from the H1 AR - it just looks better). The change-color display will not change colors (it will only be blue) because that is dependent on extra nodes, which means that one would have to create a whole new variant on the animations, which I don't feel like doing. You can create/edit sounds yourself and reference them in a separate copy of the BR's FP animations tag if you don't want your AR to sound like a BR.

http://dl.dropbox.com/u/10778064/3ds/CMT%20AR%20-%20BR%20Animations%20Compatible.max
Edited by teh lag on Jun 15, 2011 at 03:04 PM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Jun 16, 2011 05:24 PM    Msg. 32 of 79       
Do you mind if I remake the Oddball animations?


teh lag
Joined: May 6, 2008


Posted: Jun 16, 2011 05:50 PM    Msg. 33 of 79       
Quote: --- Original message by: ODX
Do you mind if I remake the Oddball animations?


Go ahead.

Additionally, I've been making some progress for making the last of the CMT weapons compatible with the Elite FP. Nothing fancy - just going off of existing animations as with the other stuff - but I should be able to get an update out soon.
Edited by teh lag on Jun 16, 2011 at 05:54 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 16, 2011 08:03 PM    Msg. 34 of 79       
Quote: --- Original message by: teh lag

Quote: --- Original message by: ODX
Do you mind if I remake the Oddball animations?


Go ahead.

Additionally, I've been making some progress for making the last of the CMT weapons compatible with the Elite FP. Nothing fancy - just going off of existing animations as with the other stuff - but I should be able to get an update out soon.
Edited by teh lag on Jun 16, 2011 at 05:54 PM


I tested most of the CMT weapons, the only one that worked right for me was the Plasma Rifle.
I got the tags from release on modacity.


Corvette19
Joined: Feb 27, 2007


Posted: Jun 17, 2011 12:17 PM    Msg. 35 of 79       
This is amazing.

 
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