
Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 28, 2013 03:23 AM
Msg. 1 of 37
Now the only reason this is protected is for your own good. It's not finished. The only reason I'm releasing this is because I'm calling out to the community to seek for help. Need in majorly needs a rig fixer upper, and a shaderer. Maybe a decent animator. I haven't done much except rig it and put it ingame. Marines have a disgustingly horrible rig but I'll need somebody who is more experienced. I think I'll be handing most of my tagset WIP to this person. This includes Plasma Launcher (Beta stage), Plasma Repeater, Jetpack biped (with effects), DMR, Reach Marine, Reach Elite, Reach energy sword, Reach shotgun (horrible condition), and focus rifle (untextured horrible condition). Basically I need someone who can pretty things up. My time for Halo CE modding is nearing it's end I think. Getting busier day by day and I don't even have the time to check these forums anymore. Sometimes I'd be going to bed at 1 in the morning even when there are exams/quizzes the next day (or same day to be more accurate). http://www.mediafire.com/?q8ixv3qpi77y3rj Link to my test map. OS only because the marines and elites take up so much space. (That needs fixing too...) http://www.mediafire.com/?jb2fbmmbkrqf9j9 OS Config file. You need this to run the map. Replace the one in: My Documents\My Games\Halo CE\OpenSauce Alright this is hopefully the last hurdle... If not.. Copy paste data_files into you rmaps folder and it should get working. http://www.mediafire.com/?jmie93we90vwk4e PM me if you think you've got time and the will to take my mantle. E: Video http://www.youtube.com/watch?v=LUU2G07ZT4E Edited by Spartan314 on Feb 28, 2013 at 03:30 AMEdited by Spartan314 on Feb 28, 2013 at 01:46 PMEdited by Spartan314 on Feb 28, 2013 at 11:29 PMEdited by Spartan314 on Feb 28, 2013 at 11:43 PM
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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: Feb 28, 2013 05:40 AM
Msg. 2 of 37
thank you for the DMR and the Elite.
i think all you need is a time off, then before you know it, you'll start missing something.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Feb 28, 2013 09:11 AM
Msg. 3 of 37
um yea, just one issue, it cant be opened because it uses a modset. could you compile it again using this command os_tool.exe build-cache-file-ex "" 0 0 1 that should keep it from making a modset and allow anyone to use it
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Feb 28, 2013 10:31 AM
Msg. 4 of 37
I can do shaders pretty well.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 28, 2013 01:45 PM
Msg. 5 of 37
Sorry about that, but I forgot you guys needed my config file to run it. http://www.mediafire.com/?jb2fbmmbkrqf9j9 Use this to replace the on in:My Documents\My Games\Halo CE\OpenSauce Edited by Spartan314 on Feb 28, 2013 at 01:46 PM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Feb 28, 2013 02:28 PM
Msg. 6 of 37
this is yet again because it was created as a project file
@ spartan314 it would just be easier to compile in tool with the command i sent you earlier. the mod option is more for creating a custom campaign instead of a single map.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Feb 28, 2013 10:45 PM
Msg. 7 of 37
He didn't supply everything. Problem with his compiling parameters.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 28, 2013 11:44 PM
Msg. 8 of 37
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 28, 2013 11:49 PM
Msg. 9 of 37
Quote: --- Original message by: DanYeah, he needs to re-compile it. Try using this command, OS_Tool build-cache-file-ex <scenario tag name> 0 0 1 <scenario tag directory> With that command it should compile everything but it doesn't include memory upgrades and ending up as a large file and it compiles as .a yelo file but it will still include the OS features. OS_Tool build-cache-file-ex <scenario tag name> 0 0 0 <scenario tag directory> With this code, it will disabled all the OS features besides the shader enhancement and it will compile as .map file. If the tags are extracted in HEK+, the shaders with enhancements will corrupt and so as the other OS features. for full example os_tool build-cache-file-ex "" 0 0 1 levels\test\tutorial\tutorial
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 1, 2013 08:56 PM
Msg. 10 of 37
Actually,a lot of people can.
If they can fix it,then they can ask 314 for the tags.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 1, 2013 09:29 PM
Msg. 11 of 37
Precisely the point. I'm looking for someone to consult me. So far only one person has sent me a PM. I'll give it 6 days.
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Mar 2, 2013 10:43 AM
Msg. 12 of 37
You've really progressed a lot lately, 314.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Mar 2, 2013 07:52 PM
Msg. 13 of 37
yes, nice job on the elites they turned out great, i also like your shaders for the spartan. Edited by killzone64 on Mar 2, 2013 at 07:54 PM
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Yoshiman
Joined: Mar 2, 2013
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Posted: Mar 3, 2013 02:53 AM
Msg. 14 of 37
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 3, 2013 02:00 PM
Msg. 15 of 37
Great work Yoshiman!
Mine don't use any OS features. The only reason it's a .yelo file is because of the file sizes.
Btw, how did you get the mandibles to work with the mouth data? Whenever I tried it would mess up the Elite.
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Yoshiman
Joined: Mar 2, 2013
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Posted: Mar 3, 2013 03:23 PM
Msg. 16 of 37
The Elite is rigged to the Halo Combat Evolved Elite bones. I got the original elite rig and placed it in with the Reach Elite. The Reach Elite was skinned to the bones and I skinned each of the elite's mandible to the the correct frame mandible. To see if the mandibles were correctly rigged, I used halo animation importer and used the berserk animation for the elite since his mouth spreads apart on that animation. The mouth data inside the sound tags are what makes them move their mouth for that sound. If there is no mouth data in the sound, then they don't move their mouth. But for marines to move their mouth, you have to rig their jaw to the ponytail bone. Edited by Yoshiman on Mar 3, 2013 at 03:24 PM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Mar 3, 2013 03:26 PM
Msg. 17 of 37
those are very well done yoshiman, the os shaders could use a few tweaks in places and the mouth may need adjustment, but it looks good so far.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 3, 2013 03:35 PM
Msg. 18 of 37
The rigging on those bipeds are indeed very well done. Great job yoshiman!
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 3, 2013 08:58 PM
Msg. 19 of 37
*cough cough* Do you mean Halo 1? Cause they're using Halo 1 anims, rigged to Halo 1 bones.
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Yoshiman
Joined: Mar 2, 2013
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Posted: Mar 3, 2013 09:06 PM
Msg. 20 of 37
Its true that they are using Halo 1 animations but I added the melee, different flee animation, different shotgun reload, and removed the h-ping animations from the unit_damage for the marines. That way, the Marines would actually live on Legendary without you throwing yourself at the enemies to try and save them.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 4, 2013 12:53 AM
Msg. 21 of 37
There comes the question of whether this is for private use or public release :)
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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: Mar 4, 2013 06:50 AM
Msg. 22 of 37
i think Spartan314 takes a part of the decision. I really hope he agrees for the release 
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Dark Angel
Joined: Mar 3, 2013
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Posted: Mar 4, 2013 12:56 PM
Msg. 23 of 37
Same here, those tag's would be good.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Mar 4, 2013 02:56 PM
Msg. 24 of 37
i think he wants someone to finish them first, if he gives me the chance to finish them. once they're fixed i will try to do a public release if he agrees. Edited by killzone64 on Mar 4, 2013 at 02:58 PM
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 4, 2013 03:47 PM
Msg. 25 of 37
Quote: --- Original message by: Yoshiman Its true that they are using Halo 1 animations but I added the melee, different flee animation, different shotgun reload, and removed the h-ping animations from the unit_damage for the marines. That way, the Marines would actually live on Legendary without you throwing yourself at the enemies to try and save them. They look very awesome. The rig is nearly perfect. I just have a little question, they have a proper collision model ? Or it's just the halo 1 marine and elite collision ? :)
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Yoshiman
Joined: Mar 2, 2013
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Posted: Mar 4, 2013 05:49 PM
Msg. 26 of 37
Quote: --- Original message by: darksoldierQuote: --- Original message by: Yoshiman Its true that they are using Halo 1 animations but I added the melee, different flee animation, different shotgun reload, and removed the h-ping animations from the unit_damage for the marines. That way, the Marines would actually live on Legendary without you throwing yourself at the enemies to try and save them. They look very awesome. The rig is nearly perfect. I just have a little question, they have a proper collision model ? Or it's just the halo 1 marine and elite collision ? :) They have their own collision models for the Elite, Marines, and ODSTs.
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 4, 2013 07:28 PM
Msg. 27 of 37
Very nice ! Do you have in plan to release them ? That's would be very good to the community :)
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Yoshiman
Joined: Mar 2, 2013
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Posted: Mar 4, 2013 08:21 PM
Msg. 28 of 37
Quote: --- Original message by: darksoldier Very nice ! Do you have in plan to release them ? That's would be very good to the community :) Maybe, but I am trying to give them different animations.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 5, 2013 12:07 AM
Msg. 29 of 37
I've given the tags to Killzone64 to finish. Hopefully they will get finished, and all of you will get good Reach tags to play with. ^_^
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 5, 2013 07:18 AM
Msg. 30 of 37
Quote: --- Original message by: YoshimanQuote: --- Original message by: darksoldier Very nice ! Do you have in plan to release them ? That's would be very good to the community :) Maybe, but I am trying to give them different animations. That's would be awesome. I looked the melee animation, it's your animation ? (because it looks fantastic). Oh and I have a little request, someone can do for me the rig of my marine please ? I can do it, but right now I don't have the time with my the floods remake project, it's diffucult to work on some different things. I fixed the bitmaps textures, added multipurpose, fixed the material setup in 3ds max. The only things I need it's a rig, that's would be very helful ! :D : Edited by darksoldier on Mar 5, 2013 at 07:22 AM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Mar 5, 2013 08:15 AM
Msg. 31 of 37
did you keep the reach rigging intact?. if so it should be a breeze. i plan to make all the permutations for both the elite and marine but as soon as i get mandible animations for the elite and fix the marine ill release the two.
and by the way, the current marine rig isn't too bad, the most noticeable part is the hand being askew. and that's just because of a rotated marker Edited by killzone64 on Mar 5, 2013 at 08:17 AM
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 5, 2013 08:32 AM
Msg. 32 of 37
Quote: --- Original message by: killzone64
did you keep the reach rigging intact?. if so it should be a breeze. i plan to make all the permutations for both the elite and marine but as soon as i get mandible animations for the elite and fix the marine ill release the two.
and by the way, the current marine rig isn't too bad, the most noticeable part is the hand being askew. and that's just because of a rotated marker Edited by killzone64 on Mar 5, 2013 at 08:17 AM Yeah that's the reach rigging :)
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Mar 5, 2013 08:35 AM
Msg. 33 of 37
ok cool pm me the model and ill have it rigged by this evening
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darksoldier
Joined: Dec 28, 2010
Helo my friend, it's time to fight ;)
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Posted: Mar 5, 2013 08:39 AM
Msg. 34 of 37
Quote: --- Original message by: killzone64 ok cool pm me the model and ill have it rigged by this evening A big thanks to you Killzone64 ! :DDDD
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Mar 5, 2013 10:25 AM
Msg. 35 of 37
ok so i found this amazing tool today and i thought i might post it here for everyone to use: http://dl.dropbox.com/u/2904948/Tools/Martinez_RemoveBoneAssignWeights.ms it is a maxscript that allows you to select a skinned object and delete a bone from the skin modifier, then you can transfer the vertice weights to any bone you choose, it makes character porting 100 times easier. Edited by killzone64 on Mar 5, 2013 at 06:08 PM
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