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Author Topic: Explodeskin (.ms) (10 messages, Page 1 of 1)
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ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Jan 5, 2013 07:47 AM    Msg. 1 of 10       
So is this http://hce.halomaps.org/index.cfm?fid=6572 basically a biped like the ones in TF2 like can all the limbs come off with the right scripting?


ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Jan 5, 2013 08:44 AM    Msg. 2 of 10       
So... can it work ingame and if so can someone show me as video or give me a example map with it?


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Jan 5, 2013 09:30 AM    Msg. 3 of 10       
Quote: --- Original message by: TheHiralis
Basically, model vehicles that look like the limbs and use "object_attach" to put them on the biped, and when the area takes a certain amount of damage, use "object_detach" to get rid of the limb.

Basically this, except you probably want to use scenery instead of vehicles.
It's the way FP legs are done too, and it's easy as pie.


ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Jan 5, 2013 09:33 AM    Msg. 4 of 10       
Quote: --- Original message by: HaloExtreme117
Quote: --- Original message by: TheHiralis
Basically, model vehicles that look like the limbs and use "object_attach" to put them on the biped, and when the area takes a certain amount of damage, use "object_detach" to get rid of the limb.

Basically this, except you probably want to use scenery instead of vehicles.
It's the way FP legs are done too, and it's easy as pie.

yeah to tell you the truth i have no idea how to do that so a example in a map of the thing would be nice please.


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Jan 5, 2013 09:37 AM    Msg. 5 of 10       
Quote: --- Original message by: ELVEVERX
Quote: --- Original message by: HaloExtreme117
Quote: --- Original message by: TheHiralis
Basically, model vehicles that look like the limbs and use "object_attach" to put them on the biped, and when the area takes a certain amount of damage, use "object_detach" to get rid of the limb.

Basically this, except you probably want to use scenery instead of vehicles.
It's the way FP legs are done too, and it's easy as pie.

yeah to tell you the truth i have no idea how to do that so a example in a map of the thing would be nice please.

Model the limbs, get the models ingame, set the models up as scenery, write a script.
The first part is easy as pie, and there are several tutorials for getting scenery ingame. For the script, take a look on Kirby's scripting thread, it's covered.


ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Jan 5, 2013 10:19 AM    Msg. 6 of 10       
feel like shooting myself would be easier


ZX 707
Joined: Feb 15, 2012


Posted: Jan 5, 2013 11:31 AM    Msg. 7 of 10       
You don't need to script this. Just set up regions and damage permutations in the model and collision_geometry. Then go into the collision tag and set damage thresholds. Go look at the flood collision tags under REGIONS.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 5, 2013 12:10 PM    Msg. 8 of 10       
*FACEPALM FACEPALM FACEPALM* Does no one remember the flood? how you could shoot off their limbs? They didn't use a script, it was all tagging. All you have to do is make regions and permutations. Say you want to blow the right arm off? Make it a separate region and name it right arm, Then make a permutation without the arm. Now compile both the permutation without the arm, and the one with the arm as a separate region in the same "models" folder into one .gbxmodel. Now go into guerilla and open the flood model tag, set it up like they did for that one. i think there's something in the collision tag to do too, but i can't remember. That's the basic run down...


ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Jan 6, 2013 02:00 AM    Msg. 9 of 10       
Quote: --- Original message by: vampire_girl
You make 2 permutations, say, base and ~destroyed, the ~destroyed is the model with all parts blown off. You now set regions in max, then do the same for the collision model, they need to match!
Then, in the .model_collision_geometry, you go to the permutation for the limb, we'll use the right arm for example here.
Tick:
Inhibits weapon attack
Forces drop weapon

For the left arm on the flood, you tick:
Inhibits melee attack

For the legs, you'd tick Inhibits walking I suppose, but I don't know how you'd make a crawl animation. (Fun fact, the floodcombat_human is somewhat set up for this, but it has no ~destroyed for the legs)



I am quite simple terrible with 3ds max so anyone have a example of this on a spartan or not i really just want it as a novoilty


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Jan 6, 2013 02:01 AM    Msg. 10 of 10       
Quote: --- Original message by: ELVEVERX
Quote: --- Original message by: vampire_girl
You make 2 permutations, say, base and ~destroyed, the ~destroyed is the model with all parts blown off. You now set regions in max, then do the same for the collision model, they need to match!
Then, in the .model_collision_geometry, you go to the permutation for the limb, we'll use the right arm for example here.
Tick:
Inhibits weapon attack
Forces drop weapon

For the left arm on the flood, you tick:
Inhibits melee attack

For the legs, you'd tick Inhibits walking I suppose, but I don't know how you'd make a crawl animation. (Fun fact, the floodcombat_human is somewhat set up for this, but it has no ~destroyed for the legs)



I am quite simple terrible with 3ds max so anyone have a example of this on a spartan or not i really just want it as a novoilty

Then learn. There are various tutorials on the internet.
It seems like you just want someone to make it for you, which is probably not going to happen.

 

 
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