
SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Oct 19, 2011 01:47 PM
Msg. 771 of 10646
Quote: --- Original message by: kornman00 Why do people insist on quoting multiple posts, when all they're really replying to is a part of the outer most quote?
Where is candle jack when I guess because the quote button quotes the whole post, including the quotes, which stack up on each other. Removing the inner quotes is apparently too time consuming or difficult. What I don't get is why people quote the post directly above theirs... by not quoting, it's implied that one is replying to the post directly before theirs or to the OP. Chances are nobody will be posting at the same time you are posting so there shouldn't be many miscommunications.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Oct 20, 2011 09:06 PM
Msg. 772 of 10646
Hey all, I have a suggestion of what should be done for SPv3, y'all remember CtrlAltDestroy's alternate melee animation system right? Well I hear that it is supported in Open Sauce, Masterz1337/ODX you should consider making that a feature in SPv3. Edited by 1bobsam1 on Oct 20, 2011 at 09:07 PM
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Oct 20, 2011 09:13 PM
Msg. 773 of 10646
Surprisingly I hadn't thought of that. Or maybe I had before but never brought it up with Lag... Gimme a sec.
Edit: "yeah if you want multiple melees, go ahead and make some and I'll eventually catch up to you"
So yes, there'll be multiple melee animations. Edited by ODX on Oct 20, 2011 at 09:16 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Oct 20, 2011 09:16 PM
Msg. 774 of 10646
Marines need melee too.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 20, 2011 09:21 PM
Msg. 775 of 10646
Quote: --- Original message by: wafflesalso learned how to use Aether lightmapping tool. didnt light everything in terms of scenery, i just wanted to see if i could make it work. also the shadows arent super high res... i just made them to a max of 512x512. still looks alot better than stock lightmaps. here's another suggestion, have you guys thought about pimpin the lightmaps with that Aether lightmapping tool like what's seen in those pics? Edited by Delicon20 on Oct 20, 2011 at 09:23 PM
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teh lag
Joined: May 6, 2008
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Posted: Oct 20, 2011 09:48 PM
Msg. 776 of 10646
We have, and I think it's likely that we're going to do it, but with so much else going on and so much content in an only somewhat-finished state right now it'll probably be one of the later things we do.
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The Final Windego
Joined: Jul 10, 2011
Tarantula Spec., Toxicologist, What are you?!?
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Posted: Oct 20, 2011 09:55 PM
Msg. 777 of 10646
Aether is looking great Waffles! For Delicon, I am not sure. Of course I have never had any buisness modeling, but I beleive it can be done. For Teh Lag, animations are looking great, but how about some rocket animations? Now for some grave news. I have found what killed my Goliath, my P. Regalis: Sorpina. She came down with DKS, a deadly tarantula disease. I put her down today. May she rest in peace. Sorpina 2001-2011 
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 20, 2011 10:11 PM
Msg. 778 of 10646
I hate spiders, they scare the sh** out of me.
Anyways, as I was watching one of your videos, I noticed there was a Brute Plasma Pistol. You guys are adding two in then? (kind of an obvious question) Is there a difference between the two though?
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Oct 20, 2011 10:12 PM
Msg. 779 of 10646
Quote: --- Original message by: ODX
Surprisingly I hadn't thought of that. Or maybe I had before but never brought it up with Lag... Gimme a sec.
Edit: "yeah if you want multiple melees, go ahead and make some and I'll eventually catch up to you"
So yes, there'll be multiple melee animations. Edited by ODX on Oct 20, 2011 at 09:16 PM Sweet! I'm glad I suggested it! :D
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 20, 2011 10:53 PM
Msg. 780 of 10646
Quote: --- Original message by: 1bobsam1Quote: --- Original message by: ODX
Surprisingly I hadn't thought of that. Or maybe I had before but never brought it up with Lag... Gimme a sec.
Edit: "yeah if you want multiple melees, go ahead and make some and I'll eventually catch up to you"
So yes, there'll be multiple melee animations. Edited by ODX on Oct 20, 2011 at 09:16 PM Sweet! I'm glad I suggested it! :D if multiple melees are possible, what about, and this is a stretch farther than multiple melees, what about an initial weapon equip animation and a weapon ready animation like in Reach and the COD games? ALSO, a few random suggestions, what about unequipping of weapons that allow you to run faster, sorta like in the fallout games? also maybe throwing empty guns like plasma rifles away that could hit enemies and damage them? just a few random suggestions Edited by Delicon20 on Oct 20, 2011 at 11:00 PMEdited by Delicon20 on Oct 20, 2011 at 11:01 PM
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Oct 20, 2011 11:05 PM
Msg. 781 of 10646
Quote: --- Original message by: Delicon20 also maybe throwing empty guns like plasma rifles away that could hit enemies and damage them? For some reason that just reminds me of Haloid...
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The Final Windego
Joined: Jul 10, 2011
Tarantula Spec., Toxicologist, What are you?!?
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Posted: Oct 20, 2011 11:43 PM
Msg. 782 of 10646
Quote: --- Original message by: Sergeant 1337 I hate spiders, they scare the sh** out of me.
Anyways, as I was watching one of your videos, I noticed there was a Brute Plasma Pistol. You guys are adding two in then? (kind of an obvious question) Is there a difference between the two though? You must be mistaken. It is a spider, but it is in the superfamily: Theraphosoidea, while the normal spider is in the subphylum: Chelicerata. (Note to Dennis: Just had to say it). Also, yes. They are adding two plasma pistols. The Brute Plasma Pistol is pretty much the Covenant side of the Shotgun. I beleive it fires 3 shots per click, and the supercharge around 16. However, since it is a Plasma weapon, it is weaker then a Human weapon. Also, I figured out what plasma does to the Human body, it slowly makes them fall asleep until they die, very... cool? Also, Masterz probably did not pick up my note. The lights on the Human weapons need to be lowered! The energy of the weapon is being decreased by x10, making the projectilies weaker and more unstable. But plastic Iron Sights are fine for it, so no need to decrease the light on the Magnum or TS (Tactical Shotgun).
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CorpseManTS
Joined: Nov 16, 2008
Sorry, I cant hear u with my bullet in your mouth!
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Posted: Oct 21, 2011 03:26 AM
Msg. 783 of 10646
a custom model for the brute plasma pistol would be good :D may i suggest stretch the plasma pistol(or any plasma weaponry) and add some pretty good details here and there...
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Oct 21, 2011 04:09 PM
Msg. 784 of 10646
Quote: --- Original message by: Delicon20 if multiple melees are possible, what about, and this is a stretch farther than multiple melees, what about an initial weapon equip animation and a weapon ready animation like in Reach and the COD games? I'm not quite sure how this one would work, but you've had to add in an entirely new animation into the .model_animations tag which is probably outside the engine limits. The other method I can think of would be to have two ready animations, and somehow specify when to use which one (so when you initially pick up the weapon, it would play ready1, and when you just cycle weapons it'll play ready 2). But heck I don't know much about the animation system, I just animate. Quote: --- Original message by: Delicon20 ALSO, a few random suggestions, what about unequipping of weapons that allow you to run faster, sorta like in the fallout games? also maybe throwing empty guns like plasma rifles away that could hit enemies and damage them? just a few random suggestions The first one I really don't see as being something we'd bother to implement. The second one sounds like a neat idea, but again that's not a topic I know much about in terms of getting it to work. I could hazard some guesses but I'll refrain from embarrassing myself too much for the moment being.
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Choking Victim
Joined: Jan 13, 2008
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Posted: Oct 21, 2011 04:18 PM
Msg. 785 of 10646
Quote: --- Original message by: ODX I'm not quite sure how this one would work, but you've had to add in an entirely new animation into the .model_animations tag which is probably outside the engine limits. The other method I can think of would be to have two ready animations, and somehow specify when to use which one (so when you initially pick up the weapon, it would play ready1, and when you just cycle weapons it'll play ready 2). But heck I don't know much about the animation system, I just animate.
It's not. Implementing new animation states is fully within the capabilities of Open Sauce. But there's already a weapon ready animation state, so I don't really see what you mean.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Oct 21, 2011 04:30 PM
Msg. 786 of 10646
Again, I haven't looked into the deeper details of the animation system so everything I say is taken with a grain of salt.
I didn't think OS could fully implement new states though, just re-enable like you have before with the flashlight (unless that wasn't in the engine at all aside from the animation in the AR's files).
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Oct 21, 2011 04:30 PM
Msg. 787 of 10646
Is it possible to have holstering animations like in H3 and Hreach? I would love to see that extra addition.
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Choking Victim
Joined: Jan 13, 2008
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Posted: Oct 21, 2011 05:32 PM
Msg. 788 of 10646
Quote: --- Original message by: ODX Again, I haven't looked into the deeper details of the animation system so everything I say is taken with a grain of salt.
I didn't think OS could fully implement new states though, just re-enable like you have before with the flashlight (unless that wasn't in the engine at all aside from the animation in the AR's files). The animation states that exist in the tag that don't work (ie flashlight-on, flashlight-off, put-away) simply don't call the animation function. So when you press q to turn your flashlight on, that action doesn't touch the animation function, so any animation state tied to it doesn't do anything. As I showed awhile back it's possible to make those actions use their associated animation states via Open Sauce. And yeah it's technically possible to associate ANY player action with a new animation by adding new animation states, however I don't have plans to implement such a system.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Oct 21, 2011 05:54 PM
Msg. 789 of 10646
Quote: --- Original message by: Echo77 Marines need melee too. Marines have had kick animations for melee since spv2.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 21, 2011 06:20 PM
Msg. 790 of 10646
Quote: --- Original message by: ODXQuote: --- Original message by: Delicon20 if multiple melees are possible, what about, and this is a stretch farther than multiple melees, what about an initial weapon equip animation and a weapon ready animation like in Reach and the COD games? I'm not quite sure how this one would work, but you've had to add in an entirely new animation into the .model_animations tag which is probably outside the engine limits. The other method I can think of would be to have two ready animations, and somehow specify when to use which one (so when you initially pick up the weapon, it would play ready1, and when you just cycle weapons it'll play ready 2). But heck I don't know much about the animation system, I just animate. Quote: --- Original message by: Delicon20 ALSO, a few random suggestions, what about unequipping of weapons that allow you to run faster, sorta like in the fallout games? also maybe throwing empty guns like plasma rifles away that could hit enemies and damage them? just a few random suggestions The first one I really don't see as being something we'd bother to implement. The second one sounds like a neat idea, but again that's not a topic I know much about in terms of getting it to work. I could hazard some guesses but I'll refrain from embarrassing myself too much for the moment being. well I thought about the weapon throwing deal for plasma weapons, and I thought that if you made it so the player loses the weapon when thrown and instead a projectile with the gbx and collision models of that weapon is launched it would work because you wouldn't want to pick up that weapon anyway, the other details however are beyond me so idk if it would work Edited by Delicon20 on Oct 21, 2011 at 06:31 PM
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General Okar
Joined: Aug 29, 2011
I hate this place
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Posted: Oct 21, 2011 07:07 PM
Msg. 791 of 10646
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 21, 2011 07:44 PM
Msg. 792 of 10646
It's beautiful :')
Are any of the vehicles going to have new models, such as the pelican?
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Oct 21, 2011 07:45 PM
Msg. 793 of 10646
We're committed to bringing everything up to the same visual standard we've been showing.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 21, 2011 07:46 PM
Msg. 794 of 10646
they just never bothered to post it on halomaps, it was on halomods before you posted this
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Oct 21, 2011 07:55 PM
Msg. 795 of 10646
Wow... I saw the shotgun and sniper rifle on the ground, and BOY, do they look SEXY OR WHAT?!
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Bobblehob
Joined: Aug 29, 2010
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Posted: Oct 21, 2011 07:56 PM
Msg. 796 of 10646
That firing effect seems too bland to be honest, the effect is very clean, and kind of uninteresting comparatively. The contrail and the impact are really nice though.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Oct 21, 2011 08:04 PM
Msg. 797 of 10646
Oh right I forgot, what about first person legs?
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Oct 21, 2011 08:17 PM
Msg. 798 of 10646
It's not going to happen. We had some real cool progress in the area, but within the games constraints we just couldn't get it to work right. With OS i'm sure you could find a way to fix those problems, but it's not something any of us are going to devote time to when we can be doing other things.
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General Okar
Joined: Aug 29, 2011
I hate this place
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Posted: Oct 21, 2011 08:20 PM
Msg. 799 of 10646
Hey I'm just wondering when any type of sheild goes down (though mainly jackal shields) will it make some sort of noise like reach and other later halo games. Also I couldn't help notice this sexy shotgun laying on the ground it looks kid of reach inspired http://imageshack.us/f/191/22597770.png/ Are you going to use this in SPV3 and if so who is it by?
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Oct 21, 2011 08:37 PM
Msg. 800 of 10646
Quote: --- Original message by: Masters1337 It's not going to happen. We had some real cool progress in the area, but within the games constraints we just couldn't get it to work right. With OS i'm sure you could find a way to fix those problems, but it's not something any of us are going to devote time to when we can be doing other things. Alright sounds like a plan to me.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 21, 2011 08:44 PM
Msg. 801 of 10646
Quote: --- Original message by: General OkarHey I'm just wondering when any type of sheild goes down (though mainly jackal shields) will it make some sort of noise like reach and other later halo games. Also I couldn't help notice this sexy shotgun laying on the ground it looks kid of reach inspired http://imageshack.us/f/191/22597770.png/ Are you going to use this in SPV3 and if so who is it by? looks more like cmt's shotgun after dano's magic and normals were applied to it :/
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teh lag
Joined: May 6, 2008
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Posted: Oct 21, 2011 08:54 PM
Msg. 802 of 10646
Quote: --- Original message by: Delicon20 looks more like cmt's shotgun after dano's magic and normals were applied to it :/ It was in fact done by Delysid/Flyinrooster (aka the guy who made our plasma pistol), who based it on Hunter's publicly-released high-poly model, which in turn was in fact based on the shotgun as it appears in Reach.
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General Okar
Joined: Aug 29, 2011
I hate this place
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Posted: Oct 21, 2011 09:03 PM
Msg. 803 of 10646
cool but unlike hunters this can actually go in game, so are you going to use it in SPV3 and if so are you going to show the shotgun anims you've uploaded on your youtibe channel like several weeks ago?
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 21, 2011 09:28 PM
Msg. 804 of 10646
Quote: --- Original message by: teh lagQuote: --- Original message by: Delicon20 looks more like cmt's shotgun after dano's magic and normals were applied to it :/ It was in fact done by Delysid/Flyinrooster (aka the guy who made our plasma pistol), who based it on Hunter's publicly-released high-poly model, which in turn was in fact based on the shotgun as it appears in Reach. well, I would've liked to see you keep the old shotgun you guys were using since snowgrove with new textures and normals, but can we see the new shotgun maybe in first person?
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teh lag
Joined: May 6, 2008
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Posted: Oct 21, 2011 09:51 PM
Msg. 805 of 10646
We're not ready to show it off yet, hence why its only appearance thus far was as an accidental object in the background of an unrelated video.
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