A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »three little questions...

Author Topic: three little questions... (11 messages, Page 1 of 1)
Moderators: Dennis

creator843
Joined: Jul 10, 2012

I LOVE HALO!


Posted: Nov 9, 2012 03:01 PM    Msg. 1 of 11       
three little question that would be very grateful if respondents =D

1:how to change the animation of a weapon?(do i have to go,to 3dsmax again...? LOL)

2:is possible to make a custom animation play when the player/s die? (on MP? or just on SP?)

3:sombady here know the *cryhalomaps mod*?(I do not know either but the name was strange)

Thanks in advance :)
Edited by creator843 on Nov 9, 2012 at 03:07 PM


ptowery
Joined: Aug 28, 2007

oify


Posted: Nov 9, 2012 03:07 PM    Msg. 2 of 11       
1. If you want to create your own animations, yes you have to use 3dsmax or another modeling/animating program that is in the scope for halo format exporting. Otherwise, if you have animations with the same nodes as the weapon, you can use that and match the nodelistchecksum.

2. Yes, same process as above.

3. no


creator843
Joined: Jul 10, 2012

I LOVE HALO!


Posted: Nov 9, 2012 03:14 PM    Msg. 3 of 11       
Quote: 2. Yes, same process as above.
yes? same process? i dont understand i know how to do it,but i mean how do i make it play *with an script* when the player die.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 9, 2012 03:36 PM    Msg. 4 of 11       
it would be too much work to script a custom animation to the end of a player.not to mention extremely buggy. it would be better to import the biped into max, re animate the death animation then export. (im not shure what the animation is called because i have never animated a biped)


Edited by killzone64 on Nov 9, 2012 at 03:37 PM


creator843
Joined: Jul 10, 2012

I LOVE HALO!


Posted: Nov 9, 2012 03:38 PM    Msg. 5 of 11       
Quote: it would be too much work to script a custom animation to the end of a player so you would import the biped into max, re animate the death animation then export. (im not shure what the animation is called because i have never animated a biped)

well is not soo easy like an death animation..is for an cutscene...soo that should not work killzone...


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 9, 2012 03:43 PM    Msg. 6 of 11       
its the exact same and actually easier than what you are trying to do, because in your case you would need to write a script and do the animation, as compared to just making the animation and applying it to your biped


creator843
Joined: Jul 10, 2012

I LOVE HALO!


Posted: Nov 9, 2012 03:45 PM    Msg. 7 of 11       
ok thanks......do you have xfire? xDDDDDDDDD


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 9, 2012 03:48 PM    Msg. 8 of 11       
yea im just not on my normal pc right now so i cant help atm

though you could use a script for a cutscene if that's what you need

i would use a modified version of this script to play your animation

(custom_animation biped_name animation_path)

create the biped animation in max then you would probably use a sleep until function then player health 0

i beleve it would be
(script static void death_scene
(custom_animation biped_name animation_path)
(sleep (player health 0))

thats the basic idea. you should probably ask kirby to help you with the script since i can only do basic things.

Edited by killzone64 on Nov 9, 2012 at 03:58 PM


creator843
Joined: Jul 10, 2012

I LOVE HALO!


Posted: Nov 9, 2012 04:17 PM    Msg. 9 of 11       
Quote: --- Original message by: killzone64

yea im just not on my normal pc right now so i cant help atm

though you could use a script for a cutscene if that's what you need

i would use a modified version of this script to play your animation

(custom_animation biped_name animation_path)

create the biped animation in max then you would probably use a sleep until function then player health 0

i beleve it would be
(script static void death_scene
(custom_animation biped_name animation_path)
(sleep (player health 0))

thats the basic idea. you should probably ask kirby to help you with the script since i can only do basic things.

Edited by killzone64 on Nov 9, 2012 at 03:58 PM
thanks alot dont worry i been learning about scripts and questions that I asked to Kirby and others people * npfinal,grunt eater *I can do it myself thank you very much again = D

whisper:sombady know where is the particle effect section on gerrilla? i want to add a blue fire effect to an skull or beter say the halo 4 odbbal that we are making again *WE* not only me LOL
Edited by creator843 on Nov 9, 2012 at 05:28 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 9, 2012 06:24 PM    Msg. 10 of 11       
I think you can do it using attachments in the weapon tag.


creator843
Joined: Jul 10, 2012

I LOVE HALO!


Posted: Nov 10, 2012 01:41 PM    Msg. 11 of 11       
Quote: --- Original message by: waffles
Why script the death animation when you can use functions? I'm so confused as to why people do things the hard way... There specifically is a "Alive" function in the biped tag; 1. create animation 2. set it to the object animation block at the top of the animation tag, set function that relays to "alive" state 3. tweak function values, invert so that when the biped is no longer alive, the animation plays.
im not pro like you =)

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 2:36 AM 141 ms.
A Halo Maps Website