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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[REQUEST] Cap Marines

Author Topic: [REQUEST] Cap Marines (9 messages, Page 1 of 1)
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darknesssamurai
Joined: Jul 26, 2010

It started with a Mew card and now I have all this


Posted: Aug 15, 2011 02:02 PM    Msg. 1 of 9       
Hello HCE readers. I have a request for the Halo 1 Capped marine working permutations and bipeds.

First, can someone create (or have) a collision for the default Johnson.
It was for cinematics and has no collision. It GBX is different from the Marine/Marine Armored GBX so their collision do not match.



Second, the cap marine permutation for Johnson and Marcus do not work.
I've tried isolating each of the permutation block by checking "cannot be selected randomly"
on all other accept those. This would make them the only ones selectable but still no cap luck.

What I think has to be done is to be recompiled from its model and delete all other permutation
on the block except for those, as separate Marcus and Johnson bipeds.

There are cap permutations for both Johnson and Marcus in the Marine Armored GBX
and another set in the Fatigue Marines GBX in head regions.





Would someone like to create them for me?
Much appreciated
Edited by darknesssamurai on Aug 15, 2011 at 02:03 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 15, 2011 02:37 PM    Msg. 2 of 9       
In sapien can't you just press "force permutation", and set it to the right permutation you want?

Also, whats wrong with the collision, wouldn't marines work just fine?


darknesssamurai
Joined: Jul 26, 2010

It started with a Mew card and now I have all this


Posted: Aug 15, 2011 03:25 PM    Msg. 3 of 9       
I see no force permutation in Sapien nor in Guerilla.

And the collision are fine. What I was saying is that the cinematic Johnson above, had no collision made for it. Check in your tags folder, and then in the cinematics folder and there will be a Johnson. That is the one I'm talking about, its in the picture above.

A collision would have to be made for it. Compare the gbx, you'll see that its different from the marines'.
Edited by darknesssamurai on Aug 15, 2011 at 03:27 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 15, 2011 03:41 PM    Msg. 4 of 9       
Right here is what I mean: It basically just forces that permutations index number. Find out what number Johnson's permutation is and you can set it there.



Also, just use the marine collision for the cinematic Johnson. It shouldn't change anything really (You could probably just used the in-combat one with a forced perm..)


darknesssamurai
Joined: Jul 26, 2010

It started with a Mew card and now I have all this


Posted: Aug 15, 2011 08:04 PM    Msg. 5 of 9       
Thanks Higuy. What I really want is it as an biped without forced permutation.

You try and use the marine collision for the cinematic Johnson
and see if you have the same result. tags/cinematics/johnson. It's won't be collidable.

It's gbx is not the same as the marine collision and will not match it. Thats why I if asked someone to make one for it. So that I can use the Cap Johnson as an actual biped with collsion of course.

This is it region block. There is only one there 'Jonhson', no body, head, arm, or leg regions like the marine. So the marine collision will not work for it.


Edited by darknesssamurai on Aug 15, 2011 at 08:10 PM
Edited by darknesssamurai on Aug 15, 2011 at 08:37 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 15, 2011 08:41 PM    Msg. 6 of 9       
Can't you just delete the unwanted permutations in the GBX model?


darknesssamurai
Joined: Jul 26, 2010

It started with a Mew card and now I have all this


Posted: Aug 15, 2011 08:48 PM    Msg. 7 of 9       
No. Those features are grayed out as you can see above and in Guerilla.

It has to be done the other way around in model program like 3DS Max or whichever.
Delete all other permutations there except for the cap ones, then reimport as biped.

The collision and model animation would still work the same.

I'd don't have modeling experience or the software to do so.

// Same for the biped Johnson in tags/cinematics/johnson folder.
It just needs a collision compiled for it as the marine collision do not match it
and it gbx is different from the marines'.
The animations do work for it though so no work there.

Edited by darknesssamurai on Aug 15, 2011 at 08:53 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 15, 2011 08:49 PM    Msg. 8 of 9       
http://hce.halomaps.org/index.cfm?fid=1422

Yep, that will make the grayed out parts work.


darknesssamurai
Joined: Jul 26, 2010

It started with a Mew card and now I have all this


Posted: Aug 15, 2011 09:54 PM    Msg. 9 of 9       
Quote: --- Original message by: Jesse
http://hce.halomaps.org/index.cfm?fid=1422

Yep, that will make the grayed out parts work.


Thanks for the headups Jesse. It worked.

 

 
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