
THEFEAR
Joined: Jan 20, 2009
I can make this pencil dissapear...
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Posted: Oct 30, 2011 08:18 PM
Msg. 876 of 10646
Do you think it would be possible to release a list of weapons and vehicles like you guys did for spv2?
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Bobblehob
Joined: Aug 29, 2010
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Posted: Oct 30, 2011 08:47 PM
Msg. 877 of 10646
Quote: --- Original message by: Delicon20Quote: --- Original message by: teh lagQuote: --- Original message by: qwertyuiop15 Please tell me that SMG's gonna be in SPV3 =D That SMG's gonna be in SPV3. that is a VERY unrealistic melee... ...I smell a troll.
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olly12345
Joined: Jul 30, 2008
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Posted: Oct 30, 2011 08:57 PM
Msg. 878 of 10646
Quote: --- Original message by: BobblehobQuote: --- Original message by: Delicon20Quote: --- Original message by: teh lagQuote: --- Original message by: qwertyuiop15 Please tell me that SMG's gonna be in SPV3 =D That SMG's gonna be in SPV3. that is a VERY unrealistic melee... ...I smell a troll. Not a troll, it really is very unrealistic. But i agree with masters, it looks cool. /end
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Oct 30, 2011 09:30 PM
Msg. 879 of 10646
Welcome to Halo, most of the game isn't "realistic."
Let me introduce you to my animation philosophy as well: Aesthetics>Realism (make it look pretty, before you make it look "believable")
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: Oct 31, 2011 06:32 AM
Msg. 880 of 10646
I'm going to replace the word "realistic" in the sentence- Quote: that is a VERY unrealistic melee... with 5 words: Robotic Inorganic Clunky Lazy Ugly Pick your choice. ...but whatever. It's still a WIP. -Zekilk Edited by cyboryxmen on Oct 31, 2011 at 06:33 AM
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Nov 1, 2011 06:23 AM
Msg. 881 of 10646
Heh. I think it looks purty. But, individual opinion of course.
Those hunters and the smg are teh best. I mean, thats the ALPHA build! Imagine how awesome it shall look!
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Nov 1, 2011 06:37 AM
Msg. 882 of 10646
I gotta side with the majority here, not a real fan of the SMG melee. It is wierd rather than aesthetically pleasing / cool.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Nov 1, 2011 07:08 AM
Msg. 883 of 10646
Can you give me some better critique other than "it's weird," perhaps?
Because I'm not scrapping it in favor of just going for a boring old standard Halo SMG melee.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Nov 1, 2011 07:27 AM
Msg. 884 of 10646
Sorry but with wierd I mean I just don't like the idea behind it. That would imply scrapping and coming up with a better concept to improve it.
Take my opinion as you want, but I personally find the "standard boring animations" alot better. But that's just me and I don't expect you or others to necesarily agree. Just giving feedback.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Nov 1, 2011 03:33 PM
Msg. 885 of 10646
I have to agree, the melee is just overcomplicated, too many quick and complicated movements. Something simpler would definitely be better.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Nov 1, 2011 04:51 PM
Msg. 886 of 10646
Quote: --- Original message by: qwertyuiop15 Maybe just make it a punch or something. As much as the animations feature influences from Halo 3 and Reach, I will never ever do what Reach did with that stupid "punch" melee they implemented. Quote: --- Original message by: Bobblehob I have to agree, the melee is just overcomplicated, too many quick and complicated movements. Something simpler would definitely be better. Here's a breakdown of the main positions I see the animation as: Origin>Hit>Re-grip/Hand Spin>OriginIt really isn't that complicated, though that may just be me as an animator breaking it down mentally every time I see it. While on the subject of the melee I'll mention that I have made some edits to it, mainly in terms of the speed, but I will not change the idea behind the melee. This is not to "spite" everyone, as I am taking your critiques into account, I just refuse to cower away and copy Halo downright. I've done it far too many times and the CMT mod deserves better. Edited by ODX on Nov 1, 2011 at 04:54 PM
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Nov 1, 2011 05:40 PM
Msg. 887 of 10646
If by "better" you mean "actually worse" than that's fine and dandy. Looks like the majority of people so far don't like it but whatever.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Nov 1, 2011 05:56 PM
Msg. 888 of 10646
Quote: --- Original message by: ODXQuote: --- Original message by: Bobblehob I have to agree, the melee is just overcomplicated, too many quick and complicated movements. Something simpler would definitely be better. Here's a breakdown of the main positions I see the animation as: Origin>Hit>Re-grip/Hand Spin>OriginIt really isn't that complicated, though that may just be me as an animator breaking it down mentally every time I see it. While on the subject of the melee I'll mention that I have made some edits to it, mainly in terms of the speed, but I will not change the idea behind the melee. This is not to "spite" everyone, as I am taking your critiques into account, I just refuse to cower away and copy Halo downright. I've done it far too many times and the CMT mod deserves better. Edited by ODX on Nov 1, 2011 at 04:54 PM Well, what I am saying is that compared to any of the other melee animations, it is conspicuously more complicated, I mean, there are many more movements than any of the others. The original from h2 (again not saying you should use the common h2 or h3 melee) is origin->hit->origin :P The concept is interesting. but If you could make the return to origin less complicated it would really help.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 1, 2011 06:05 PM
Msg. 889 of 10646
Quote: --- Original message by: ODXQuote: --- Original message by: qwertyuiop15 Maybe just make it a punch or something. As much as the animations feature influences from Halo 3 and Reach, I will never ever do what Reach did with that stupid "punch" melee they implemented. Quote: --- Original message by: Bobblehob I have to agree, the melee is just overcomplicated, too many quick and complicated movements. Something simpler would definitely be better. Here's a breakdown of the main positions I see the animation as: Origin>Hit>Re-grip/Hand Spin>OriginIt really isn't that complicated, though that may just be me as an animator breaking it down mentally every time I see it. While on the subject of the melee I'll mention that I have made some edits to it, mainly in terms of the speed, but I will not change the idea behind the melee. This is not to "spite" everyone, as I am taking your critiques into account, I just refuse to cower away and copy Halo downright. I've done it far too many times and the CMT mod deserves better. Edited by ODX on Nov 1, 2011 at 04:54 PM Simplicity over complexity. Then again I dont even remember if it was simple or not and I am also too lazy to look.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Nov 1, 2011 06:39 PM
Msg. 890 of 10646
Quote: --- Original message by: Higuy Simplicity over complexity. That's quite a vague statement. I state again: I will not change the idea behind the melee, no matter how much you whine over it just like you did over a small little yellow stripe on an AR. If it makes you feel better though, there will be multiple melees for weapons (at least, within reason) so you will get your precious and boring standard Halo SMG melee roughly half the time you hit something.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 1, 2011 06:41 PM
Msg. 891 of 10646
Quote: --- Original message by: ODXQuote: --- Original message by: Higuy Simplicity over complexity. That's quite a vague statement. Not really. Simplicity can often be found to be more visually pleasing over a complex looking object, animation, or even gameplay. Anyway I went back and looked and the only problem I have with it is that isn't smooth and looks unnatural. Its an alright idea though. Edited by Higuy on Nov 1, 2011 at 06:43 PM
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Bobblehob
Joined: Aug 29, 2010
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Posted: Nov 1, 2011 06:48 PM
Msg. 892 of 10646
Quote: --- Original message by: ODXQuote: --- Original message by: Higuy Simplicity over complexity. That's quite a vague statement. I state again: I will not change the idea behind the melee, no matter how much you whine over it just like you did over a small little yellow stripe on an AR. If it makes you feel better though, there will be multiple melees for weapons (at least, within reason) so you will get your precious and boring standard Halo SMG melee roughly half the time you hit something. I don't want the precious, boring melee :P Im just saying that part of the animation you have is overcomplicated.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Nov 1, 2011 07:47 PM
Msg. 893 of 10646
I agree with ODX.
But really I don't care about the animations, I want to see some amazing screenshots of those beautiful normal maps on the guns!
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Nov 1, 2011 07:50 PM
Msg. 894 of 10646
Quote: --- Original message by: ODXQuote: --- Original message by: Higuy Simplicity over complexity. That's quite a vague statement. I state again: I will not change the idea behind the melee, no matter how much you whine over it just like you did over a small little yellow stripe on an AR. If it makes you feel better though, there will be multiple melees for weapons (at least, within reason) so you will get your precious and boring standard Halo SMG melee roughly half the time you hit something. I don't want you to change the entire melee, I just don't think the gun should magically do a 180 in the players hand in .0001 seconds, a little more detail on that part of the melee so it doesn't look 110 percent impossible is all I'M asking, like the h1 pistol, it's unrealistic, yes, but you can see how he does it, whereas your melee instantly flips the gun.
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General Okar
Joined: Aug 29, 2011
I hate this place
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Posted: Nov 1, 2011 08:57 PM
Msg. 895 of 10646
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 1, 2011 09:40 PM
Msg. 896 of 10646
Oh my god, please fix that detail map on that SMG.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Nov 1, 2011 09:49 PM
Msg. 897 of 10646
We don't really use detail maps anymore, no point with all these high res textures. Anyway thats the first I've seen of that, if it becomes apparent and ugly in other lighting situations you can pretty much bet your balls we'll do something about it.
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teh lag
Joined: May 6, 2008
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Posted: Nov 2, 2011 03:16 AM
Msg. 898 of 10646
More hunter stuff - take a click! http://www.youtube.com/watch?v=BN3saSleLMUQuote: "It needs to be more like the other Halo games!!" - me
The alt melee will hopefully spice things up a little; in the meantime I also refined some of the AI's behavior and the beam weapon (which has never worked quite right). I know some people asked for a backwards-oriented melee as is present in other games but it's just not feasible. H1's animation and AI systems really only let AIs direct melees forwards; one that point backwards would have to be randomly inserted with the others which could have... interesting side-effects.
As for the other stuff in this video:
-Sniper is my model, ODX's animations (Wait didn't I already say this)
-Spiker is Doom's model + Dano's skin, ODX's animations, and a combination of tag-work and effects from myself and Ifafudafi. You can get an earlier version of its tags in my Elite Tagpack beta if you like what you see!!
-Crate is all Dano's. It's made a few appearances in the backgrounds of other stuff but now, for the first time, you can see it in all its... crate-y... action!
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Nov 2, 2011 03:30 AM
Msg. 899 of 10646
Love the hunters and the crates.
The spiker looks awesome, but to me, I personally think it should not be that shiny. Maybe a little grimy, or at least darker. It doesn't look...right.
SWEET SNIPER! I needz to hug you... But I don't know where you live.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Nov 2, 2011 05:58 AM
Msg. 900 of 10646
How can the gameplay be more varied in a "real environment"? That's basically the way hunters have always been in halo 1, get up close and dance...or blast a heavy weapon on them. As for backwards melee, I'll mess around with OS and see if I can't do something magical 
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 2, 2011 06:14 AM
Msg. 901 of 10646
Quote: --- Original message by: Masters1337 We don't really use detail maps anymore, no point with all these high res textures. Anyway thats the first I've seen of that, if it becomes apparent and ugly in other lighting situations you can pretty much bet your balls we'll do something about it. Even with high res textures, there still comes the need for detail maps, which can create even smaller, more believable shaders. With that SMG you can clearly see there is a detail map on it (I also think its one from Halo 2), and it needs to be decreased becuase you easily see it tile at the moment.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Nov 2, 2011 07:23 AM
Msg. 902 of 10646
Look very nice, I find that fighting Hunters looks very repetitive, well it always has been really. Get close, dodge attack and fire in their back. Don't know what you could do, but would be nice to maybe give them the ability do something about that after a while, will make them harder to kill but less repetitive. :)
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olly12345
Joined: Jul 30, 2008
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Posted: Nov 2, 2011 09:01 AM
Msg. 903 of 10646
Looks good :D One problem, you managed to beat 2 hunters using a Spiker and a Sniper with little to no health lost.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Nov 2, 2011 09:32 AM
Msg. 904 of 10646
I think an interesting idea to make the hunters more challenging would be to edit their melee attack to smash the ground around them in a small spherical radius, causing a damage effect and a screen shake around it. I am not entirely sure it is possible but I believe it could just replace the current melee.
The idea is original and would make the hunters alot more challenging to fight up close. As for from afar, the beam weapon never was a huge threat to me in Halo games. Halo 1's fuel rod ballistic weapon still was alot more dangerous and if tweaked could provide enough challenge for distance-combat.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Nov 2, 2011 09:54 AM
Msg. 905 of 10646
Quote: --- Original message by: teh lagMore hunter stuff - take a click! http://www.youtube.com/watch?v=BN3saSleLMUQuote: "It needs to be more like the other Halo games!!" - me
The alt melee will hopefully spice things up a little; in the meantime I also refined some of the AI's behavior and the beam weapon (which has never worked quite right). I know some people asked for a backwards-oriented melee as is present in other games but it's just not feasible. H1's animation and AI systems really only let AIs direct melees forwards; one that point backwards would have to be randomly inserted with the others which could have... interesting side-effects.
As for the other stuff in this video:
-Sniper is my model, ODX's animations (Wait didn't I already say this)
-Spiker is Doom's model + Dano's skin, ODX's animations, and a combination of tag-work and effects from myself and Ifafudafi. You can get an earlier version of its tags in my Elite Tagpack beta if you like what you see!!
-Crate is all Dano's. It's made a few appearances in the backgrounds of other stuff but now, for the first time, you can see it in all its... crate-y... action! I love you. All of you. I just thought I'd let you know. This is exactly what the Hunter has needed since forever. Only thing that bothers me is the melee that's still easier to dodge than traffic at a red light. Spikes on Spiker also shouldn't reflect off of the hunter shield. Spiker is awesome though. Not a big fan of its FOV (I like seeing it recoil upwards closer to how it was in the 2008 SPv2 trailer, but that's just because it looks cooler than realistic), but really awesome none-of-the-less.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Nov 2, 2011 10:42 AM
Msg. 906 of 10646
Quote: --- Original message by: HiguyQuote: --- Original message by: Masters1337 We don't really use detail maps anymore, no point with all these high res textures. Anyway thats the first I've seen of that, if it becomes apparent and ugly in other lighting situations you can pretty much bet your balls we'll do something about it. With that SMG you can clearly see there is a detail map on it (I also think its one from Halo 2), and it needs to be decreased becuase you easily see it tile at the moment. Well then you'd be wrong. Would you like the tags? Screenshot? Source files? I don't know what to tell you don't want to believe me.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 2, 2011 05:43 PM
Msg. 907 of 10646
I'd like you to look at what I said above that.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Nov 2, 2011 06:02 PM
Msg. 908 of 10646
Quote: --- Original message by: Higuy I'd like you to look at what I said above that. Due to high-res textures, with all of the detail in. Where is the need to add detail maps to a weapon, which your not going to get close enough to need it... The weapons unwraps are efficient enough to have the pixel density to allow for small details. As so far I have seen highres textures with sharp details and nothing really blurred...
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 2, 2011 06:08 PM
Msg. 909 of 10646
Quote: --- Original message by: anonymous_2009Quote: --- Original message by: Higuy I'd like you to look at what I said above that. Due to high-res textures, with all of the detail in. Where is the need to add detail maps to a weapon, which your not going to get close enough to need it... The weapons unwraps are efficient enough to have the pixel density to allow for small details. As so far I have seen highres textures with sharp details and nothing really blurred... Heres the thing: You can't always use high res textures on everything, even weapons, and they should still have some sort of underlying detail map on it along with a small bump for that detail; you can create very believable things with this. Halo 3 has done it and plenty of other games. On the other hand, you can't always use high res textures on every single object, even newer games don't do that. It takes up alot of space and detail maps help add detail that the base map dosen't so you don't use as much tag space, while still keeping enough detail to suffice.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Nov 2, 2011 06:15 PM
Msg. 910 of 10646
Environments and larger items I will agree with you in adding detail maps and additional ways to add detail. But not small items like weapons, as most of the weapons have plenty of UV space to play with as the model isn't too large most of the time so it won't take up a large portion of the screen (as in scale not distance).
Large structures though would need detail maps, well, they would help otherwise repetitive textures would have to be used to actually have alot of quality of such a large area, if you understand what i'm saying?
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