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Author Topic: [WIP] SOI's Tag dump (983 messages, Page 22 of 29)
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Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 11, 2014 12:52 AM    Msg. 736 of 983       
I'm not sure I like this iteration of the Shade, to be honest. I see what you were going for, and you did manage to blend elements from all of the models into one, but it just doesn't look quite right to me.

The Combat Evolved model was a relatively light, fairly mobile emplacement. The Halo 3 model was a heavy, static emplacement. So it's a bit odd to see a light chassis on a bulky, heavy-looking base. The energy shield seems a bit too far forward and has an unecessary segment on the bottom, and the gun looks overly complicated.

It's definitely different, but it doesn't really appeal to me, personally, as much as your other models have.
Edited by Echo77 on Dec 11, 2014 at 01:09 AM


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Dec 11, 2014 07:09 AM    Msg. 737 of 983       
I'll fix those issues you guys pointed. Also, I think the overall appearence is ruined by the overly complicated texture in the grey metal parts. I'd say let's just wait the final product before suggesting something else, this is definitely still a WIP.

P.S. Bump this post pls


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Dec 12, 2014 01:18 AM    Msg. 738 of 983       
Quote: --- Original message by: SOI_7
P.S. Bump this post pls


Juzo
Joined: Jul 1, 2014


Posted: Dec 12, 2014 10:49 AM    Msg. 739 of 983       
Quote: --- Original message by: EtchyaSketch
Quote: --- Original message by: SOI_7
P.S. Bump this post pls
Supportive bump.


unkowndevelopername
Joined: Nov 2, 2014


Posted: Dec 12, 2014 05:23 PM    Msg. 740 of 983       
Quote: --- Original message by: SOI_7

I just needed a bump :/
Well, actually I've been really busy due to the university, and probably I won't be able to work on my stuff before the 23th of this month, after the last exam. The stuff I'm gonna show you is something that I did around the end of May, so it is really old, but I think you'll find it interesting as well.

1) I have finally fixed the compass. I messed with all the settings in the hud tags, and it seems that the problem was the color function. After some tests, I got the result I wanted changing it from "multiply" to "subtract". Now the compass is finally colored, and doesn't disappear anymore. There is only a little problem: at certain angles, it becomes blue instead of cyan, but that's not a big deal.

2) I have finished a thing that I always wanted to see in Halo CE: the Flood Juggernaut!

http://oi57.tinypic.com/281bvhe.jpg

http://oi61.tinypic.com/4q69tg.jpg

http://oi60.tinypic.com/210ykxl.jpg

The story behind this thing is simple: the Juggernaut is available in the Flood Campaign, hidden in the tags folder (it seems that Beachparty did it), but it has been rigged with the Carrier Form boneset, and it wasn't even good enough, since its UVs were flipped (WTF). Other people did a working Juggernaut (like Kirby), but they never released it, so I wanted to do it by myself.
I initially fixed the UVs, then made a new boneset, then rescaled the model, made a new collision and finally a new set of animations. Don't expect the best animations on the forum, but at least they're... passable.
In the collision, I gave to the hands an indistructible material, and I did a crouch animation in which the Juggernaut covers his face in a defensive pose:

http://oi60.tinypic.com/21jnl9e.jpg

And, lastly, I did a custom set of dialogues, recording and modifying some inhales on YouTube (thanks to greg079 for his suggestion).

3) Since the Juggernaut was the last biped I had to do (excluded the secret ones), I started working on the sceneries. For now, I just did some of the a10 sceneries:

http://oi62.tinypic.com/2e0pxxf.jpg

http://oi57.tinypic.com/fc1jes.jpg

http://oi62.tinypic.com/sw4i8g.jpg

http://oi62.tinypic.com/bhwpi8.jpg

http://oi59.tinypic.com/19tj4y.jpg

On a side note, some parts are still solid gray because I still have to mess with the a10 BSP textures, so they'll be fixed later.

Now, I'd like to make a video about the Juggernaut, but I still need to mess with the actor variant. Now it acts basically like a simple Combat Form, with the only difference that it runs at you faster when it berserks, and has a letal melee.
Does anyone here have some experience with actor variants, and can give me some tips for making it more savage and different from the other Flood forms? I'd like some tips for the Brute Form and the Drones as well, since they still look like reskinned sentinels...
Edited by SOI_7 on Jul 17, 2014 at 09:02 AM






Thats a good flood model you made. At least you're only one that can produce floods.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 13, 2014 09:55 AM    Msg. 741 of 983       
Quote: Thats a good flood model you made. At least you're only one that can produce floods.


Not true.

Bungie can too.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 13, 2014 10:34 AM    Msg. 742 of 983       
Quote: --- Original message by: Lucifrost
Quote: --- Original message by: SS Flanker
Bungie can too.

But where is Bungie now? Oh yeah, being absolute garbage after the disaster known as Destiny.


This isn't the thread for this but I will say.

Among the blockbuster games of yesteryear and today perhaps destiny is a halo combat evolved just submitted in the wrong generation.

Give it time to evolve, mean while moan about Halcod.
Edited by SS Flanker on Dec 13, 2014 at 10:43 AM


unkowndevelopername
Joined: Nov 2, 2014


Posted: Dec 13, 2014 10:39 AM    Msg. 743 of 983       
Quote: --- Original message by: SS Flanker
Quote: Thats a good flood model you made. At least you're only one that can produce floods.


Not true.

Bungie can too.




Sorry I meant he is only guy can produce flood mesh, I don't know anyone who can make flood mesh in this community. Only SOI does.




Bungie did amazing job in halo 1 but halo 2 and halo 3 they look poorly done.

Edited by unkowndevelopername on Dec 13, 2014 at 10:41 AM
Edited by unkowndevelopername on Dec 13, 2014 at 10:43 AM


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Dec 13, 2014 12:44 PM    Msg. 744 of 983       
Quote: --- Original message by: unkowndevelopername
Thats a good flood model you made. At least you're only one that can produce floods.


I don't want to destroy your enthusiasm, but actually I didn't create that model, and I clearly stated it:

Quote: --- Original message by: SOI_7
the Juggernaut is available in the Flood Campaign, hidden in the tags folder (it seems that Beachparty did it), but it has been rigged with the Carrier Form boneset, and it wasn't even good enough, since its UVs were flipped (WTF). Other people did a working Juggernaut (like Kirby), but they never released it, so I wanted to do it by myself.
I initially fixed the UVs, then made a new boneset, then rescaled the model, made a new collision and finally a new set of animations.
Edited by SOI_7 on Jul 17, 2014 at 09:02 AM


I agree with you about the H3 Flood, though.

Anyway, a little update. I've tweaked the things you guys pointed:





I've removed the bottom piece of the shield and improved its shaders (so that the pulse fades on the edges). I've also rounded it so that it covers the driver more, and I've rounded the muzzle of the gun, simplified the texture in the grey areas, and added two pipes.

Is it ok now? Feel free to suggest any tips


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Dec 13, 2014 02:17 PM    Msg. 745 of 983       
maybe an indicator of where it is initially facing. Something to tell you which side is the front. Kinda like the front fins on your wraith, pointing forward.


Or perhaps add a ring thingy around it like the base of this turret.


I still feel like the turret is jutting out a bit weird, but it defiantly looks better now. Do you have a top view of this one?
Edited by Spiral on Dec 13, 2014 at 02:19 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 13, 2014 04:22 PM    Msg. 746 of 983       
in Halo 3 and Reach, they had a little piece that jutted out near the base, kind of like a circular extrusion. You might be able to do that if you wanna follow through with Spiral's suggestion.


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Dec 14, 2014 07:19 AM    Msg. 747 of 983       
Quote: --- Original message by: Spiral
Do you have a top view of this one?
Edited by Spiral on Dec 13, 2014 at 02:19 PM


Yep:



I like the base ring idea, though. I'll see what I can do and try to find something better for the gun


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 14, 2014 07:43 AM    Msg. 748 of 983       
Perhaps adding curved horizontal spikish arms to imbed the chassis of the turret within the ground it's firing upon to stabilize the vehicle whilst excessive fire might help too?

\/


Edited by SS Flanker on Dec 14, 2014 at 07:45 AM


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Dec 14, 2014 02:19 PM    Msg. 749 of 983       
Quote: --- Original message by: SS Flanker

Perhaps adding curved horizontal spikish arms to imbed the chassis of the turret within the ground it's firing upon to stabilize the vehicle whilst excessive fire might help too?

\/

http://img2.wikia.nocookie.net/__cb20071216081303/halo/images/b/b8/Snowbound_Turret.jpg
Edited by SS Flanker on Dec 14, 2014 at 07:45 AM


I was gonna suggest that but then it might turn out like the halo 4 turret



Actually the h4 turret looks OK I guess. The horrid looking grunts kinda ruined it I think.
Edited by Spiral on Dec 14, 2014 at 02:20 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 14, 2014 02:58 PM    Msg. 750 of 983       
Quote: --- Original message by: Spiral
Actually the h4 turret looks OK I guess.

If you removed the base, it'd look almost like some sort of Star Wars-esque speeder bike.


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Dec 14, 2014 05:36 PM    Msg. 751 of 983       
While I don't have anything against the H4 Shade (It's designed among the lines of the H1 Shade after all), I'd prefer keeping the circular base, simply because there's already something planned for my mod that has legs... OPS! SPOILER!

Anyway, I have worked on it today. I have refined a bit the muzzle, added a support piece under it, and added the Halo Wars-like ring to the base:







Opinions?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 14, 2014 05:56 PM    Msg. 752 of 983       
It looks much better now, I think. It looks like it would fire a continuous beam in short bursts, similar to an upscaled Sentinel beam


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Dec 14, 2014 06:23 PM    Msg. 753 of 983       
kinda looks like a seraph from the top


not bad thing tho


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Dec 14, 2014 07:14 PM    Msg. 754 of 983       

Not necessary at all, do what you want!

I think the turret should have a secondary fire. Maybe a plasma thrower so the player can't run up to it. That sounds like a fun mechanic.
Are there going to be variants of the turret? That might be better.
If you do add a flame thrower thing to it may I suggest adding barrels to the back of it?

Or have a single barrel on it's side

Maybe have the barrel as a weak point. Explode or light the driver on fire or something.

Just suggestions. As of now, It looks good.


Juzo
Joined: Jul 1, 2014


Posted: Dec 18, 2014 05:58 PM    Msg. 755 of 983       
The shade turret should have two cannons instead of one, like the Halo 3 and Reach shades.
Edited by Infinite Guardian on Dec 18, 2014 at 06:01 PM


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Dec 20, 2014 10:18 AM    Msg. 756 of 983       
I need to see how the Shade plays in game before deciding to put alternate firing modes/turret variants. As for now, I'll step on.

I have finished the Banshee:











I started from the H1 model, adding some influences from Halo Reach, 3 and Wars. The cabine has the green shine like in H3 and Wars, the wings are an hybrid between the Halo Wars and Reach ones, the tails are more sharp and aerodynamic, and I've added two longer plasma cannons, similiar to the Halo Reach Space Banshee. Also, it has an actual muzzle for the Fuel Rod bomb now:



(Ignore any UV error, they'll be fixed once the model passes the approval).

The firing sound is the H3 one, and the plasma cannons have an alternate firing rate.

Opinions?


Juzo
Joined: Jul 1, 2014


Posted: Dec 20, 2014 10:55 AM    Msg. 757 of 983       
I like it l, can you do a video of it in gameplay?


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Dec 20, 2014 01:09 PM    Msg. 758 of 983       
I just made a large post with opinions but unfortunately this specific website crashed for 4 mins.

Ok, I like the look, except the barrel, I think they need to fit in a bit better, maybe add something like this?

Perhaps with pipes? I like pipes.

I feel like a long barrel would not shoot plasma bolts, or round ones I mean. I think a laser looking projectile would be nice. Something like the halo 2 specter.

I suggest search lights!


Cmt had fun ones:


Overall, I like the design. Wings are nice. Barrel could use some work.
Can you put an elite in it real quick?


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Dec 20, 2014 01:25 PM    Msg. 759 of 983       
Search lights were something that I originally planned, but that I cut out because I was afraid they would have been superfluous, but since you think the opposite, I'll implement them!

I'll take a quick video of the Banshee both when you drive it and when Elites use it, once I have fixed those things


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Dec 20, 2014 02:57 PM    Msg. 760 of 983       
Oh man, that shader-work looks totally gorgeous. Nicely done.


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Dec 21, 2014 03:13 PM    Msg. 761 of 983       
Added search lights and improved the cannons:







As for the video: http://youtu.be/Pab7n36FYIc


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Dec 21, 2014 03:25 PM    Msg. 762 of 983       
The projectile seems a bit too messy/masculine for a long barreled weapon. Not much of an issue. I feel like the projectile can be fired at too far of an angle from 0 degrees. As in the projectile is coming out of the barrel at a maximum of 45 degrees. Looks kinda funny.

Barrel looks much better and I like the lights a lot. Like a lot.
Have you gotten the boarding animation for this one?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 21, 2014 03:58 PM    Msg. 763 of 983       
Very exotic-looking, the new Banshee. Pretty neat.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Dec 21, 2014 04:17 PM    Msg. 764 of 983       
Really cool projectiles, love the search-lights.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Dec 21, 2014 04:28 PM    Msg. 765 of 983       
May I suggest to make the banshee's barrel rotating just a little? Something similar to the ghost, so that the bolts' trajectory won't deviate much from the barrel.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 21, 2014 05:00 PM    Msg. 766 of 983       
Quote: --- Original message by: rododoonceagain
May I suggest to make the banshee's barrel rotating just a little? Something similar to the ghost, so that the bolts' trajectory won't deviate much from the barrel.

I think it'd be better if the barrels were fixed in place, and the projectiles had 0 deviation, so that the whole craft has to move to aim the guns.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 21, 2014 05:17 PM    Msg. 767 of 983       
Not gun-related, but I feel like it'd make more sense aerodynamically if the trailing edges of the wings and fin on the back of the Banshee moved whenever you were turning, too?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 21, 2014 05:34 PM    Msg. 768 of 983       
Quote: --- Original message by: renegade343
Not gun-related, but I feel like it'd make more sense aerodynamically if the trailing edges of the wings and fin on the back of the Banshee moved whenever you were turning, too?

I'm not sure that "Banshee" and "make sense aerodynamically" can be used in the same sentence without a "doesn't," but I think that could be a cool idea, having functional tail flaps. I believe it was a feature that was originally intended to be in Combat Evolved.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 21, 2014 05:38 PM    Msg. 769 of 983       
theres bones and rigging for it, so probs


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Dec 22, 2014 08:41 AM    Msg. 770 of 983       
Sniper is right, the back fins have bones and are already rigged. Perhaps the turning animation is disabled or inexistent, but I can create it from scratch. As for the cannons, I'll adjust the angles as you guys pointed.

@Spiral: I didn't make boarding for this vehicle because, with the method I used, it would be almost impossible to get it correctly. It would make sense if the PP EMP was possible without OS, but I'm still looking for a method that can do it...

 
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