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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »First Person arms changing

Author Topic: First Person arms changing (7 messages, Page 1 of 1)
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smarsh556
Joined: May 14, 2011

mess with the best,die like the rest


Posted: Jul 24, 2011 08:39 PM    Msg. 1 of 7       
How would u change the first person arms?????


teh lag
Joined: May 6, 2008


Posted: Jul 24, 2011 08:51 PM    Msg. 2 of 7       
Quote: --- Original message by: smarsh556
How would u change the first person arms?????


Easy there bro, you only need one '?'.

You can change the first-person arms by referencing the new arms gbxmodel in your globals.globals tag (located in the folder 'globals' - shocking, really). The reference is located in the "first-person interface" section, roughly 4/5 down the tag in Guerilla.

Be warned though, that you must make sure that your new FP arms have the same bone hierarchy as the ones your are replacing - otherwise they will be incompatible with the FP animations supplied by the game. (For example, my Playable Elite project uses arms with a custom bone setup, but they required new animations for all the weapons to support that setup). However, chances are that unless your new arms are something really exotic you won't have to worry about that.
Edited by teh lag on Jul 24, 2011 at 08:52 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 24, 2011 09:58 PM    Msg. 3 of 7       
It would be cool if I had more experience in shader effects/functions, so I could replicate this:
http://www.xfire.com/video/310ff7/


teh lag
Joined: May 6, 2008


Posted: Jul 24, 2011 10:13 PM    Msg. 4 of 7       
My best guess: use a [0,1]-snapped function tied to the flashlight. Use that as the input to texture scrolling on the arms' shader_model, which would be half opque/normal texture and half transparent. Thus, toggling the flashlight would snap one texture to its 'transparent' position and the other to its 'visible' position, creating the effect of switching the visible arm geometry.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 24, 2011 11:41 PM    Msg. 5 of 7       
Okay, guess I'm off to make some new bitmaps.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Jul 25, 2011 12:10 AM    Msg. 6 of 7       
What I've considered many times is making several permutations for the FP arms' gbxmodel. Not much of a point to it but it would still be interesting.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Jul 25, 2011 02:21 PM    Msg. 7 of 7       
Quote: --- Original message by: The Cereal Killer
What I've considered many times is making several permutations for the FP arms' gbxmodel. Not much of a point to it but it would still be interesting.


That's how I figured it'd be done.

 

 
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