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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Halo 3 Brute Chopper: Done, (yes - really, it's done - I mean it)

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Author Topic: Halo 3 Brute Chopper: Done, (yes - really, it's done - I mean it) (51 messages, Page 1 of 2)
Moderators: Dennis

Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 17, 2011 01:11 AM    Msg. 1 of 51       
Halo 3 Brute Chopper: Done, (yes - really, it's done - I mean it):

Edited Diffuse
Custom Multi
Custom Cubemap
Custom Physics
Custom Engine & Firing sounds
Custom Effects
Tagging Complete

Video: http://www.youtube.com/watch?v=ibgQG-QnFDs

Will release very very soon.

Added Xbox sounds: http://www.youtube.com/watch?v=5uC6_TGjSis

Brute Chopper - Firing/Aiming animations completed, also includes an accelerating rate of fire.

Update 6/22/2011: http://www.youtube.com/watch?v=IvJR_iUXawM

Update: 6/23/2011: http://www.youtube.com/watch?v=k-XNdDDr-fs

Update 6/29/2011: Halo 3 Brute Chopper - Alternating Fire now works! Thanks to the help of Bourrin! He added the animated primary fire marker.

Now the collisions need some improvement . . .

Video: http://www.youtube.com/watch?v=Nd0jXFRgZ4Y


Alternating fire - projectile is fired by an effect. EDIT: this doesn't work
Normal Fire - Projectile is fired by the weapon. EDIT: this works

As you can see, the effect fired projectile loses the weapons' properties, such as intersection at a distance, and intersection with the hud reticle, which does not happen with normal firing. Yes, I also tried primary and secondary magazines, with the secondary slaved to the primary - doesn't work. And I havent tried, but I read here that a vehicle cannot have 2 separate weapons, only 2 magazines (? anyone say differently ?)


Edited by Slap Happy on Jun 30, 2011 at 03:40 AM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jun 17, 2011 01:15 AM    Msg. 2 of 51       
is it done?


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jun 17, 2011 01:17 AM    Msg. 3 of 51       
Cool.

Is it destructible?


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Jun 17, 2011 01:18 AM    Msg. 4 of 51       
Still kinda sounds like a wraith,
It still is awesome

(when the chopper holds still it shouldn't make much noise- heres a video of some guy
http://www.youtube.com/watch?v=94LeznYy3Bw&feature=related )
Edited by spiral on Jun 17, 2011 at 01:25 AM


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jun 17, 2011 01:23 AM    Msg. 5 of 51       
its looks even more nicer however its still stiffy looking cant you make it so that the wheel moves in the direction you steer? the wheel moves diagonally when turning


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Jun 17, 2011 02:27 AM    Msg. 6 of 51       
Yayz, um, expected release date?


doompig444
Joined: Mar 22, 2010

Mornië alantië


Posted: Jun 17, 2011 02:32 AM    Msg. 7 of 51       
inb4 (yes - really, it's done, I mean it, seriously)


Ubergoober
Joined: Oct 11, 2010


Posted: Jun 17, 2011 02:41 AM    Msg. 8 of 51       
thats awesome, well done, its a great looking and sounding chopper.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 17, 2011 02:41 AM    Msg. 9 of 51       
Quote: --- Original message by: Wesker
its looks even more nicer however its still stiffy looking cant you make it so that the wheel moves in the direction you steer? the wheel moves diagonally when turning


It does move in the direction that you steer, it's just not as exaggerated as Xbox. Number one complaint about the xbox version - is that it is hard to manage, steer - that guy makes it look easy. With CE physics which do not combine ground friction with hover, this is as close to it as I dare - (who wants to drive a vehicle that constantly goes all kattywompus?). I think once it's released - if there is more desire to match the physics, I will gladly make the adjustment.

@ Pepzee - no, it is not destructible, the model does not have a destroyed permutation.

@ Spiral - my guess is that bungie kept to their covenant theme. But, this engine is 100% custom - and when you get in a wraith, then this - they don't sound alike. They do however, have a similar base pulsing tone. The xbox engine sounds like a fan boat. The wraith sounds like a washing machine with reverb and a squeel. That video is the one I tried to match the brightness and physics (power slide-like and maneuvering) I guess I could match the idle volume, but if I do match the engines faster accelerate volume, it tends to drown out entire game sounds. Makin it hard on the ears to play and hear other splosions n stuff.

@ Matt lol - yes, I think so.

I am hard of hearing, but also enjoy sound editing - not a real good mix of skill and ability -



IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jun 17, 2011 05:18 AM    Msg. 10 of 51       
Quote: --- Original message by: idltp
Quote: --- Original message by: spiral
I still is awesome
NO! I is awesome, not you.

And you wonder why you're targetted by trolls.


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Jun 17, 2011 03:10 PM    Msg. 11 of 51       
lol? Anyways, hows the chopper coming?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jun 17, 2011 06:33 PM    Msg. 12 of 51       
The only missing thing is the alternating shots.
I can make it for you :) With perfect accuracy


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 17, 2011 07:42 PM    Msg. 13 of 51       
Quote: --- Original message by: bourrin33
The only missing thing is the alternating shots.
I can make it for you :) With perfect accuracy


Yes - YES I would love that! I am guessing it's using 2 magazines set to the same - primary trigger? Do I need to rename the primary trigger markers 1 and 2?, if you are serous - send me PM on what you need to do that - "twould be sexy."


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jun 17, 2011 08:34 PM    Msg. 14 of 51       
Upper fire and lower fire bounds, like the plasma rifle, you can even do it yourself. LOL. Rename one of the markers on the vehicle from primary trigger to like secondary trigger and have two effects for upper and lower firing bounds, Upper referencing to primary trigger marker and lower referencing to secondary trigger marker.

FORGOT TO MENTION THAT YOU PUT THE PROJECTILES IN FROM THE FIRING EFFECTS, NOT THE WEAPON TAG ITSELF (Never tried putting it in the weapon tag, don't know how it'll turn out, you can experience and try it for yourself though, see how it goes).

E:
IN TOTAL: You have "primary trigger" marker, and "secondary trigger" marker, with two firing bound effects, one referencing the marker to primary trigger and the other firing effect referencing the marker to secondary trigger. Then include the projectile into both firing effect.
Edited by XlzQwerty1 on Jun 17, 2011 at 10:29 PM


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jun 17, 2011 10:26 PM    Msg. 15 of 51       
thank you for clearing that up i understand now ^^


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 18, 2011 06:36 AM    Msg. 16 of 51       
Quote: --- Original message by: XlzQwerty1

Upper fire and lower fire bounds, like the plasma rifle, you can even do it yourself. LOL. Rename one of the markers on the vehicle from primary trigger to like secondary trigger and have two effects for upper and lower firing bounds, Upper referencing to primary trigger marker and lower referencing to secondary trigger marker.

FORGOT TO MENTION THAT YOU PUT THE PROJECTILES IN FROM THE FIRING EFFECTS, NOT THE WEAPON TAG ITSELF (Never tried putting it in the weapon tag, don't know how it'll turn out, you can experience and try it for yourself though, see how it goes).

E:
IN TOTAL: You have "primary trigger" marker, and "secondary trigger" marker, with two firing bound effects, one referencing the marker to primary trigger and the other firing effect referencing the marker to secondary trigger. Then include the projectile into both firing effect.
Edited by XlzQwerty1 on Jun 17, 2011 at 10:29 PM


Yes, tried that - EXCEPT - this would work for a turret, or a handheld dual weapon. Why? Because a hand held, or turret changes its orientation to the target by moving/aiming the gun reticle/hud, with it's primary/secondary markers you can aim due t othe MC's/Turrets orientation - But the projectile - if spawn fired by an effect - is oriented by the marker, which is in a moving vehicle - so instead of firing at the reticle - it fires straight out from it's (the vehicles) orientation.

Translation: great for a dual wield handheld weapon, or a stationary turret, not so for a moving vehicle. If you don't believe me, try it on the ghost - yes the effect works, aiming and hud/projectile 'convergence' does not.

Yeah, it disappointed me too.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jun 18, 2011 08:39 AM    Msg. 17 of 51       
You guys, arent exigent enough. My méthode is the best :P
I sent him via pm, I'll leak it later


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jun 18, 2011 08:47 AM    Msg. 18 of 51       
Quote: --- Original message by: idltp
Quote: --- Original message by: IcePhoenix
Quote: --- Original message by: idltp
Quote: --- Original message by: spiral
I still is awesome
NO! I is awesome, not you.

And you wonder why you're targetted by trolls.
It was a joke. GOD!

It sure was a weak one.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 18, 2011 08:23 PM    Msg. 19 of 51       
slight edit to earlier post - it IS possible to have alternating fire by having an effect shoot the projectile, you just need to ensure your animations file has "aim move" up/down right/left - unfortunately - I don't. : (


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Jun 20, 2011 12:29 AM    Msg. 20 of 51       
I like the chopper


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 20, 2011 02:04 AM    Msg. 21 of 51       
Thanks to MMAMONSTERRR for the Xbox sounds, which I then edited and I think you will like:

http://www.youtube.com/watch?v=5uC6_TGjSis

Once the alternating gun fire is completed, the firing sounds (pitch/gain variations) will be obvious - right now the effect uses a sound tag that has variations, but only slight noticeable due to the fact that 2 sounds fire off at the same time - so it gave crappy results


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jun 20, 2011 02:24 AM    Msg. 22 of 51       
Quote: --- Original message by: Slap Happy
Thanks to MMAMONSTERRR for the Xbox sounds, which I then edited and I think you will like:

http://www.youtube.com/watch?v=5uC6_TGjSis

Once the alternating gun fire is completed, the firing sounds (pitch/gain variations) will be obvious - right now the effect uses a sound tag that has variations, but only slight noticeable due to the fact that 2 sounds fire off at the same time - so it gave crappy results


now thats neat!


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jun 20, 2011 03:50 PM    Msg. 23 of 51       
Is there a chance you will also release your shaders to those epic spartans?


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 20, 2011 06:08 PM    Msg. 24 of 51       
Quote: --- Original message by: XlzQwerty1
Is there a chance you will also release your shaders to those epic spartans?


Yes, both will be released soon - same map "mongoose swamp" - since the shaders make him look like wet hard candy.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jun 20, 2011 06:48 PM    Msg. 25 of 51       
H3 Mark V I presume?


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 23, 2011 03:12 AM    Msg. 26 of 51       
Brute Chopper - Firing/Aiming animations completed, also includes an accelerating rate of fire.

Update 6/22/2011: http://www.youtube.com/watch?v=IvJR_iUXawM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 23, 2011 03:47 PM    Msg. 27 of 51       
No alternating fire?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jun 23, 2011 04:17 PM    Msg. 28 of 51       
I'm supposed to make it but we're never on together


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 23, 2011 06:21 PM    Msg. 29 of 51       
Quote: --- Original message by: bourrin33
I'm supposed to make it but we're never on together


Crazy frenchie - stay up till 3 am tonight, mkay?


unggoy
Joined: Jun 23, 2011

Interested only to halo2


Posted: Jun 23, 2011 06:44 PM    Msg. 30 of 51       
hey happy are you releasing MMAMONSTERR's sounds with your chooper.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 23, 2011 11:46 PM    Msg. 31 of 51       
Update: 6/23/2011: http://www.youtube.com/watch?v=k-XNdDDr-fs

Alternating fire - projectile is fired by an effect.
Normal Fire - Projectile is fired by the weapon.

As you can see, the effect fired projectile loses the weapons' properties, such as intersection at a distance, and intersection with the hud reticle, which does not happen with normal firing. Yes, I also tried primary and secondary magazines, with the secondary slaved to the primary - doesn't work. And I havent tried, but I read here that a vehicle cannot have 2 separate weapons, only 2 magazines (? anyone say differently ?)

Quote: --- Original message by: unggoy
hey happy are you releasing MMAMONSTERR's sounds with your chooper.


Not sure. The sounds he gave me were close, so I edited them, and re-edited, and re-edited and resampled. If I use them, I will credit him, if not - I wont. The engine needs more of a low base whine on accelerate - I have it - "almost" but I'm not happy with the sound just yet. The firing sound was close, but it seems to chirp at higher pitch & firing rates - so I will be using an edited Brute Shot firing sound (unknown author) The enter sound I will use. Regardless I will credit him even if I don't use the same wav/sound tags he provided.


unggoy
Joined: Jun 23, 2011

Interested only to halo2


Posted: Jun 24, 2011 07:43 AM    Msg. 32 of 51       
ahh ok thanks just asking


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jun 25, 2011 11:48 AM    Msg. 33 of 51       
Wow, that's REALLY good. Props to you man. Out of curiosity, does it have the boost/ram ability for vehicles. If not you should be able to do it with functions. Take a look at the CMT warthog or ghost if you need any guidance.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jun 25, 2011 05:18 PM    Msg. 34 of 51       
sustained boosts are almost always problematic. A quick one would be fine, but more importantly he could use a damage effect at the front that would be instant kill to anyone in front of it or any vehicle it collides with.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 26, 2011 05:53 AM    Msg. 35 of 51       
Thanks!

None of the CMT vehicles, except the spectre (at least - 'released' vehicles) have boost. Boost seems to only work on "hover" craft, not ground friction. I have yet to see a single human jeep have boost. This is a ground friction/human jeep - for physics - I just haven't has the experience of making custom hovercraft physics.

As far as using the h2 style globals\vehicle_collision - (bounces players slightly) - maybe.

Working on texturing the Chopper . . . came up with this . . . "experimental" shader - hah! It musta been sitting in the MC's yard next to the washing machine - it got a little rusted.


as opposed to this:

Also - with a bit of help from a friend, adjusted seat position for a better pose.

 
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