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Author Topic: [WIP]Toten Nacht (299 messages, Page 2 of 9)
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cyboryxmen
Joined: Nov 7, 2010

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


Posted: Jul 9, 2011 10:19 PM    Msg. 36 of 299       
Quote: --- Original message by: rerout343
Please don't start this argument up again. I already said I'm going to change the name.


What else is there to say?
-Zekilk


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Jul 9, 2011 10:27 PM    Msg. 37 of 299       
That is really cool.

I think that it is great that you are disabling the reticule and adding iron sites for the weapons. I personally prefer it that way.

Other than the two custom weapons that you showed in the video, are you going to just use the default Halo weapons that were in the video or do you plan to make new custom weapons for the map?


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Jul 10, 2011 12:36 AM    Msg. 38 of 299       
Quote: --- Original message by: Yoda
That is really cool.

I think that it is great that you are disabling the reticule and adding iron sites for the weapons. I personally prefer it that way.

Other than the two custom weapons that you showed in the video, are you going to just use the default Halo weapons that were in the video or do you plan to make new custom weapons for the map?

Your answer lies in the OP master Yoda :)


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Jul 10, 2011 12:43 AM    Msg. 39 of 299       
This does look really fun. Ever get that wunderwaffe in-game yet? Regardless, it's going to be really interesting to see how you script all of this, with the perks and powerups and other stuff.

Quote: --- Original message by: rerout343

Please don't start this argument up again. I already said I'm going to change the name.

LOL.

You sure? Having a 7 page argument and having this thread be on the top of the page is really good map promotion.


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Jul 10, 2011 12:50 AM    Msg. 40 of 299       
Yet everyone ignores the map progress and just continues to argue on.....


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 10, 2011 07:14 AM    Msg. 41 of 299       
Here's an idea I had for an AR with sights:

Renders:



Sights


In-Game:



Sights(I still have some clipping issues)


Just want to get some opinions before I commit to putting time into anything.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 10, 2011 07:21 AM    Msg. 42 of 299       
Attach the screen parts to the frame display
Make a reflex sight just in the display's back (in transparency)
And make the screen move inside the gun when aiming, so you just use the reflex sight through the display part. Make a tube to be able to see through only when aligned.

Did you understand ? I can show my idea with pics


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 10, 2011 07:40 AM    Msg. 43 of 299       
I already had an idea similar to that, I just always wanted to see the ma5b without its ammo counter. That's why I tried this first.

I'm not decided on anything yet, so I might try it that way as well though.
Edited by rerout343 on Jul 10, 2011 at 07:43 AM


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Jul 10, 2011 07:47 AM    Msg. 44 of 299       
Yeah, bourrin's idea is what came to mind when I saw the vid - similar to how CMT did the changing colour on the AR counter, right? Looks pretty neat otherwise though; can't wait to see more.
Edited by Diaboy on Jul 10, 2011 at 07:50 AM


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 10, 2011 07:49 AM    Msg. 45 of 299       
I think bourrin means something like this
http://hce.halomaps.org/index.cfm?fid=5529


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 10, 2011 07:59 AM    Msg. 46 of 299       
That's what I thought he meant, like I said before, I already had and idea to do something like that but I just wanted to try the iron sights first.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Jul 10, 2011 03:44 PM    Msg. 47 of 299       
Quote: --- Original message by: Skyancez3o4
Quote: --- Original message by: Yoda
That is really cool.

I think that it is great that you are disabling the reticule and adding iron sites for the weapons. I personally prefer it that way.

Other than the two custom weapons that you showed in the video, are you going to just use the default Halo weapons that were in the video or do you plan to make new custom weapons for the map?

Your answer lies in the OP master Yoda :)


@Skyancez4o4: Lol, that was a REALLY obvious mistake... sry about that. I was temporarily insane :)

@rerout343: Are you doing all of this (weapons, map, zombies, new features) yourself or do you have help?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 10, 2011 04:59 PM    Msg. 48 of 299       
Everything custom in this map is being done by me. No ripped or downloaded tags, just ones made by me, or ones from the standard CE. That's why progress on this map is so slow.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 10, 2011 10:41 PM    Msg. 49 of 299       
Why are there historical, modern, and future weapons all in one map? Time travelling effects of the teleporter or....?


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Jul 11, 2011 05:27 AM    Msg. 50 of 299       
Quote: --- Original message by: Echo77
Why are there historical, modern, and future weapons all in one map? Time travelling effects of the teleporter or....?


Cuz it's a dream created by the covenant. They wanted to know how the humans will react in a zombie apocalypse. All the gathered information will then be compiled and sent to their version of ONI, called ZONI, which will then use it against the humans...somehow...
-Zekilk


Retribution1357
Joined: Jul 11, 2011

ZOMBIES!! RUN!!


Posted: Jul 11, 2011 06:20 AM    Msg. 51 of 299       
Is there gonna be a release date or are you still figuring that out?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 11, 2011 07:53 AM    Msg. 52 of 299       
Quote: --- Original message by: Echo77
Why are there historical, modern, and future weapons all in one map? Time travelling effects of the teleporter or....?


As I said before, I have a reason for the mixture of weapons, mainly back story related. And you are partially right with the teleporter.

Quote: --- Original message by: Retribution1357
Is there gonna be a release date or are you still figuring that out?


Still far too soon to know when I'll finish it.


Retribution1357
Joined: Jul 11, 2011

ZOMBIES!! RUN!!


Posted: Jul 11, 2011 10:03 AM    Msg. 53 of 299       
ok rerout. i wish you luck on the map


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Jul 11, 2011 11:11 AM    Msg. 54 of 299       
Quote: --- Original message by: rerout343
Everything custom in this map is being done by me. No ripped or downloaded tags, just ones made by me, or ones from the standard CE. That's why progress on this map is so slow.


My brother and I are trying to make a map that way (no ripping or downloading), but there is a LOT to learn.

It is really impressive that you can do all of that with no help.

Good luck with your map, I can't wait till it is released :D


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 12, 2011 02:31 AM    Msg. 55 of 299       
Quote: --- Original message by: rerout343
Here's an idea I had for an AR with sights:

Renders:



Just want to get some opinions before I commit to putting time into anything.



Maybe move the rear sights back a little bit? I think you should try basing the sights off of the ones on the Halo 2 SMG.
Edited by Echo77 on Jul 12, 2011 at 02:35 AM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 12, 2011 08:03 AM    Msg. 56 of 299       
Quote: --- Original message by: Echo77
Maybe move the rear sights back a little bit? I think you should try basing the sights off of the ones on the Halo 2 SMG.
Edited by Echo77 on Jul 12, 2011 at 02:35 AM


I don't know about the SMG sights because I don't want two different guns to have the same iron sights.(That annoys me to no end in black ops) But good Idea about moving the sights back, I'l try that when I get the chance, although I had another Idea for the AR that I might try but I'm not sure yet.


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Jul 12, 2011 10:17 AM    Msg. 57 of 299       
I have to say, though - after having read the Halo books (woo, nerd to the maxxx) and they mention how the ammo counter also acts as a screen for the sight, I've always wanted to see that in a Halo game. It would also make it still feel kinda Halo and high tech, and definitely different to the other weapons. I know its your prerogative as you are the sole creator of the map, but I have to say, even seeing that on its own would be interesting. Anyway, I'll stop harping on about it.

If not that, why not do something like adding a rail to the top of the AR? The BR was meant to be an almost stripped back version of the AR, so that could look interesting.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 12, 2011 05:15 PM    Msg. 58 of 299       
Quote: --- Original message by: rerout343
Quote: --- Original message by: Echo77
Maybe move the rear sights back a little bit? I think you should try basing the sights off of the ones on the Halo 2 SMG.
Edited by Echo77 on Jul 12, 2011 at 02:35 AM


I don't know about the SMG sights because I don't want two different guns to have the same iron sights.(That annoys me to no end in black ops) But good Idea about moving the sights back, I'l try that when I get the chance, although I had another Idea for the AR that I might try but I'm not sure yet.


Not necessarily identical to the SMG, but maybe in a similar style. And I'm curious to see your idea.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 12, 2011 07:40 PM    Msg. 59 of 299       
I added a rail at first but it didn't look right on the ar. Although I might try the rails again if I get around to trying my other idea for the ar.

Actually, this AR was just an experiment that I might not even use. Right now I more focused on other aspects of the map.
Edited by rerout343 on Jul 12, 2011 at 07:43 PM


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Jul 12, 2011 10:35 PM    Msg. 60 of 299       
I still think you should keep the round top.... well for your current AR, the side view looks good but the Iron sights don't....appeal to me as much...


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 14, 2011 04:48 PM    Msg. 61 of 299       
I had already made an MP40 model either two or three years ago, but it was terrible. However recently I've been trying to see if I could fix it and get it useable. Tell me what you think:





And here is a sniper rifle I made a while back almost as a joke, but I was thinking about it and I need more weapons.(It obviously needs new bitmaps)



Both are still WIP.


Reaper 201
Joined: Jan 1, 2011

Rezurrected to Kill


Posted: Jul 14, 2011 05:04 PM    Msg. 62 of 299       
the mp40 looks good as a model, but the sniper feels kinda meh


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Jul 14, 2011 09:59 PM    Msg. 63 of 299       
The mp40 looks decent, but the sniper rifle doesn't match the feel or level of quality of the other weapons you have shown so far imo.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jul 14, 2011 10:27 PM    Msg. 64 of 299       
Quote: --- Original message by: Diaboy
they mention how the ammo counter also acts as a screen for the sight.


as i was reading around, i came up with an idea for something like this, and animation wise it's pretty simple too.

1.Take part of the display where the numbers actually reside, clone it to element
2. Flip it 180 Degrees so that it looks upside down
3. Give it a semi-transparent texture with a Reticule on it
4. Attach to frame display
5. For ironsight animation, rotate frame display 180 degrees so ingame it snaps to that "sights"
6. Remember to export model, or else stuff gets weird.




With all that asides. If you really want to keep the AR with the ammo counter but want to have the ironsights still, you could ideally just model a mini-scope thing like most rocket launchers have (Similar to the AT4-HS from MW2) and just have the ironsight animation show the gun closer to the center of the screen and have the sight in the center. Keep it on the side though, because it'll look odd as hell on the top.



Incase you dont understand what i mean, or havent played MW2 before


Quote: --- Original message by: rerout343





That MP40 looks decent enough to use, given you can animate it right.

That sniper doesnt fit the asthetic of the map, but i can see how you could make it work. redo some textures, animate it properly, then BAM. Looks somewhat like the H3 Sniper rifle from that angle.


Speaking of snipers, if you want to keep the sniper in the map, you'll have to have an area where you can actually use it with ease. And if you're going to strip it down to sights, atleast give it an ACOG or something.
Edited by R93_Sniper on Jul 14, 2011 at 10:33 PM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 15, 2011 08:08 AM    Msg. 65 of 299       
Actually, that sniper is based off of some old DMR concept art. But I have decided not to use it, for this at least.


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Jul 15, 2011 11:32 AM    Msg. 66 of 299       
Quote: --- Original message by: rerout343
Actually, that sniper is based off of some old DMR concept art. But I have decided not to use it, for this at least.

Hah, was just about to ask - from Hannaford's concept sheet, right? I had the same idea, just haven't done anything with it yet xD


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 16, 2011 06:09 AM    Msg. 67 of 299       
Just got my updated mystery box to working condition. I still need to finish a few things, and debug some others, but it works for the most part.

http://www.xfire.com/video/4a671a/

I still don't know why the lid doesn't close the whole way.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 16, 2011 05:03 PM    Msg. 68 of 299       
It might be an animations problem.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 16, 2011 06:30 PM    Msg. 69 of 299       
Quote: --- Original message by: rerout343
Just got my updated mystery box to working condition. I still need to finish a few things, and debug some others, but it works for the most part.

http://www.xfire.com/video/4a671a/

I still don't know why the lid doesn't close the whole way.



You most likely setup your secne for the overlay animation wrong.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 16, 2011 07:56 PM    Msg. 70 of 299       
It's not an overlay, I'm pretty sure I saved it as a .jma

 
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