
DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Aug 25, 2013 08:16 AM
Msg. 106 of 234
Quote: --- Original message by: DOOM899
I need some help on making music tag for the nuts map and the music is brutal doom mp3 so help if you can Edited by DOOM899 on Aug 21, 2013 at 07:33 AM no1 ths did not help I got the problem ### failed to import couldn't locate samples in file so man is ths bad or not no2 can i make weapons label marksman rifle to mr and brute shot bs can i do ths or not Edited by DOOM899 on Aug 25, 2013 at 08:17 AM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Aug 25, 2013 10:11 AM
Msg. 107 of 234
Quote: --- Original message by: DOOM899 no1 ths did not help I got the problem ### failed to import couldn't locate samples in file so man is ths bad or not
no2 can i make weapons label marksman rifle to mr and brute shot bs can i do ths or not no.1 PM me with the music file you are trying to compile, I will try to find some time to try it for you. no.2 The "Label" field in the .weapon tag tells the weapon which 3rd person animations to use, changing it without creating the new set of animations will cause the weapon to not be "pickupable" (I love using non-existant words). I have several requests for a 3rd person animation tutorial, hopefully I will find the time to make it fairly soon then everyone will understand this particular problem. Hope this answered your questions.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Aug 30, 2013 07:13 PM
Msg. 108 of 234
Thanks man for help on I can collect all my weapons Thanks man if I got time I post a link for the music Can't wait tell halo star wars come owt nice map Edited by DOOM899 on Aug 30, 2013 at 07:19 PM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Aug 31, 2013 10:51 PM
Msg. 109 of 234
@DOOM899: I downloaded the song that you needed from youtube and got it compiled for you. I sent you a PM with a download link for the final .sound tag. Let me know if you have any more questions.
Hope that helps.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 1, 2013 03:38 AM
Msg. 110 of 234
Removed.
Edited by Super Flanker on Jul 29, 2016 at 05:49 AM
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Sep 1, 2013 04:02 AM
Msg. 111 of 234
thanks for the music I will see if I can get the nuts map done in 2 weeks if i got some time but i will be makeing 2 Versions of nuts map 1 with music 1 without music for now tho i doing 2 maps 1 map burial_mounds v1 2map Quagmire_Daylight yelo thank for your help yoda man Edited by DOOM899 on Sep 1, 2013 at 04:03 AM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 1, 2013 03:55 PM
Msg. 112 of 234
Okay, this is gonna be a long post...
@ASCENDANTJUSTICE: I haven't noticed that, I'll have to get in-game later and see if it does it for me.
@DOOM899: No problem, glad I could help. Good luck with all your project! Feel free to ask if you have any more questions.
@vampire_girl: darnit... I was hoping nobody would ask for that, lol. I'll have to think about it, not entirely sure if I'm up the task. I am very bad at modelling anything character related. I'll have to practice a bit first.
------------------------------------------------------------------------------------------- Now there is something that I want to clear up. I have received lots of questions about the part in the .weapon tag called "label"
It seems that everyone wants to change it to something other than a default Halo label. I can't for the life of me figure out why, since nobody seems to understand what it does... SO I HAVE DECIDED TO EXPLAIN WHAT THAT "LABEL" ACTUALLY IS. (I actually just posted this in another thread as well.... but I want it in my thread for future reference.)
What people around here call "third person weapon animations" are actually character animations and they have absolutely nothing to do with the weapon itself, only with the character. It is simply the movements that the character does while he is holding the gun.
(there is such a thing as actual third person weapon animations for moving part of the guns third person model... but lets not get into that right now)
Because these animations are ONLY connected to the character they need some way of deciding which ones to play when a particular weapon is being held (for example: master chief stands differently when holding the pistol than he does when holding the assault rifle). This is where the "label" field in the .weapon tag comes into play. Depending on what label you put into that slot the character will use a different set of character animations.
What you have to understand is that you can ONLY use labels that are already defined in the characters model_animations file. So if you want to have custom animations for your character when he is holding your weapon you have to FIRST create a new label inside the "weapon type" section of the characters model_animations file. And then of course you have to fill that new "weapon type" with all of the appropriate animations.
THEN AND ONLY THEN can you put your new label into the .weapon tag.
If you try to type ANYTHING other than a default halo label into the "label" slot of the .weapon tag without first defining the new "weapon type" and its animations then you WILL NOT be able to pick up your weapon in-game because Halo wont know what to do with it.
*takes deep breath*
NOW, the great thing is that not ALL weapons have to have their own custom character animations. Halo uses fairly generic character animations so that various weapons (EVEN several default halo guns) can SHARE the same set of character animations.
Let me explain that further. There is some minor adjustment that can be done without creating new animations. The "#left hand cyborg" in your weapon model actually affects the third person positioning (BUT NOT MOVEMENT) of the left hand. So how does this help us? I'll give an example:
Say you create a custom weapon that is some form of rifle. Now lets assume further that the forgrip (the part where you would hold it with your left hand) is closer or further (or higher or lower) than the default halo assault rifle forgrip. In this case you would simply move your "#left hand cyborg" marker to the appropriate position before you export your weapon model (specifically before you export the third person version, if you only have one version... ignore that and just place the marker accordingly before exporting). Now in your .weapon tag you would type "ar" into the "label" slot. This tells halo that it is using the rifle third person animations. (which means that master chief will stand like he is holding some kind of rifle). Now if you look at master chief in-game you will see him holding your gun (with his left hand positioned properly) and standing in a good shooting stance for someone trying to shoot a rifle.
I hope that starts to clear up the confusion about "labels"
I intend to create a third person animation tutorial sometime (hopefully soon), and I will cover this topic in more detail when I do that. Until then feel free to ask if you have any other questions.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 4, 2013 02:04 PM
Msg. 113 of 234
Removed.
Edited by Super Flanker on Jul 29, 2016 at 05:49 AM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 4, 2013 02:51 PM
Msg. 114 of 234
Quote: --- Original message by: ASCENDANTJUSTICE
> Question Yoda.
How come bungie or 343 hasn't hired you for work?
(I darn't think of anyone who will ask about label's anymore after reading the above :D)
"@vampire_girl: darnit... I was hoping nobody would ask for that, lol. I'll have to think about it, not entirely sure if I'm up the task. I am very bad at modelling anything character related. I'll have to practice a bit first."
Your swat biped and the starwars trooper biped rocked, I think you underestimate your self far too much Edited by ASCENDANTJUSTICE on Sep 4, 2013 at 02:06 PM Maybe because Yoda didn't ask for a job at 343? Edited by Dumb AI on Sep 4, 2013 at 02:51 PM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 4, 2013 11:27 PM
Msg. 115 of 234
Quote: --- Original message by: ASCENDANTJUSTICE
> Question Yoda.
How come bungie or 343 hasn't hired you for work?
(I darn't think of anyone who will ask about label's anymore after reading the above :D)
"@vampire_girl: darnit... I was hoping nobody would ask for that, lol. I'll have to think about it, not entirely sure if I'm up the task. I am very bad at modelling anything character related. I'll have to practice a bit first."
Your swat biped and the starwars trooper biped rocked, I think you underestimate your self far too much
lol, maybe they wouldn't want someone who is only familiar with their software from 10 years ago. I hope that cleared up the confusion... sorry it was so long. Feel free to ask any questions if anyone still doesn't understand something. those bipeds were not bad, but I'm am still very bad at doing it right on the first try. Those took a lot of work and editing to get them right. (and they still are not perfect). Quote: --- Original message by: Dumb AI Maybe because Yoda didn't ask for a job at 343?
that could also have something to do with it 
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 6, 2013 10:36 AM
Msg. 116 of 234
Removed.
Edited by Super Flanker on Jul 29, 2016 at 05:49 AM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 6, 2013 10:57 AM
Msg. 117 of 234
Quote: --- Original message by: ASCENDANTJUSTICE Yoda if Bungie won't hire you I'll get on the horn to Colt and Red Jacket.
Im sure they wouldn't pass up your kind of talents.
Keep up the good tuts! You sir, need to get a hold of yourself. Edited by Dumb AI on Sep 6, 2013 at 10:58 AM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Sep 6, 2013 10:59 AM
Msg. 118 of 234
Quote: --- Original message by: Yoda
those bipeds were not bad, but I'm am still very bad at doing it right on the first try. Those took a lot of work and editing to get them right. (and they still are not perfect). From my experience, it helps to have some reference material to start with. Say you want to model a car. There are lots of different cars out there, so you need to pick the one that you're going to model, get some all around shots of it, and then set the scene correctly to make it, with the shots in the correct places per-viewport. Then start. It also helps to start out small and work your way up. Pick a relatively simple car to try to get the hang of things before you go for something more detailed. Basically what i'm saying is, maybe it would be easier to model something that you already know exactly what it looks like. Hope this helped a little, and good luck.
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 6, 2013 11:19 AM
Msg. 119 of 234
I've watch all the sound tutorials there is. I can't get sound on my maps
How can i find out the difference between these files, where to place them, and how to make them.
.sound .sound_looping (i know that looping means to repeat) but there has to be more to it. .sound_environment .sound_scenery
one tutorial says that the wav file has to be 22,050 hz, 16 bit, and mono in order to work.
others say that the wav file can be 44,100 Hz and stereo.
Tool ++ never works for anything i put in it.
i made a few sound files, placed them with guerilla and sapien, but they never work.
i just found out how to make a .sound_looping file by watching one of Yodas videos, but i don't know where to place it.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 6, 2013 04:49 PM
Msg. 120 of 234
Quote: --- Original message by: YesUar I've watch all the sound tutorials there is. I can't get sound on my maps
How can i find out the difference between these files, where to place them, and how to make them.
.sound .sound_looping (i know that looping means to repeat) but there has to be more to it. .sound_environment .sound_scenery
one tutorial says that the wav file has to be 22,050 hz, 16 bit, and mono in order to work.
others say that the wav file can be 44,100 Hz and stereo.
Tool ++ never works for anything i put in it.
i made a few sound files, placed them with guerilla and sapien, but they never work.
i just found out how to make a .sound_looping file by watching one of Yodas videos, but i don't know where to place it. Just use regular Tool. I never figured out how to use Tool++.
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 7, 2013 01:15 AM
Msg. 121 of 234
Quote: --- Original message by: ASCENDANTJUSTICE Yoda if Bungie won't hire you I'll get on the horn to Colt and Red Jacket.
Im sure they wouldn't pass up your kind of talents.
Keep up the good tuts! Lol, not so sure about that. But I appreciate the compliment. Quote: --- Original message by: grunt_eater From my experience, it helps to have some reference material to start with. Say you want to model a car. There are lots of different cars out there, so you need to pick the one that you're going to model, get some all around shots of it, and then set the scene correctly to make it, with the shots in the correct places per-viewport. Then start.
It also helps to start out small and work your way up. Pick a relatively simple car to try to get the hang of things before you go for something more detailed.
Basically what i'm saying is, maybe it would be easier to model something that you already know exactly what it looks like.
Hope this helped a little, and good luck. Trust me, that is exactly what I did. For example, when I modeled the stormtrooper for halo star wars I found all around images of the whole body as well as just up close images of the helmet and various other pieces of the armor. We are not discussing whether or not I can model bipeds... we are discussing whether or not I can TEACH someone else to do it. I think I still need more practice before I should teach it. Quote: --- Original message by: YesUar I've watch all the sound tutorials there is. I can't get sound on my maps
How can i find out the difference between these files, where to place them, and how to make them.
.sound .sound_looping (i know that looping means to repeat) but there has to be more to it. .sound_environment .sound_scenery
one tutorial says that the wav file has to be 22,050 hz, 16 bit, and mono in order to work.
others say that the wav file can be 44,100 Hz and stereo.
Tool ++ never works for anything i put in it.
i made a few sound files, placed them with guerilla and sapien, but they never work.
i just found out how to make a .sound_looping file by watching one of Yodas videos, but i don't know where to place it. That really depends on what you are trying to use the sound for. For example... if you have a .sound_looping tag and you are trying to create a "radio" for a car like I did in the end of my sound tutorial then you would want to add it in the .vehicle tag as an attachment scaled by some function that allowed you to toggle it on and off. ---------------------------------------------------------------------------------------------------------- EDIT: ---------------------------------------------------------------------------------------------------------- I uploaded a new tutorial, link is in the OP. Just a quick tutorial for getting scenery objects in-game. Edited by Yoda on Sep 9, 2013 at 04:02 PM
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Sep 12, 2013 02:27 AM
Msg. 122 of 234
I need cyborg.model_animations that work for concussion_rifle covenant_carbine energy_sword gravity hammer smg magnum third person character animations. can you help me or not Thanks if you do I do understand third person character animations now tho
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Sep 12, 2013 09:19 AM
Msg. 123 of 234
majority if the time it is because the weapon labels in the weapon tags don't match the ones in the spartan. change the weapon labels and you will be able to pick them up.
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 12, 2013 09:50 AM
Msg. 124 of 234
Quote: --- Original message by: DOOM899 I need cyborg.model_animations that work for concussion_rifle covenant_carbine energy_sword gravity hammer smg magnum third person character animations. can you help me or not Thanks if you do I do understand third person character animations now tho I'm not sure what you want me to do. Are you asking me to create animations for all those weapons for you? The concussion rifle and covenant carbines could probably be set to "pp", the magnum could be set to "hp", and the smg could be set to "ar", but the energy sword and gravity hammer will almost definitely need entirely new animations. Where did you get these weapons? Are you porting them yourself, or did you download them? Edited by Yoda on Sep 12, 2013 at 09:51 AM
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Sep 12, 2013 10:26 AM
Msg. 125 of 234
he might be talking about the zteam weapons (a lot of them have that issue)
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 12, 2013 10:27 AM
Msg. 126 of 234
Quote: --- Original message by: YodaQuote: --- Original message by: DOOM899 I need cyborg.model_animations that work for concussion_rifle covenant_carbine energy_sword gravity hammer smg magnum third person character animations. can you help me or not Thanks if you do I do understand third person character animations now tho I'm not sure what you want me to do. Are you asking me to create animations for all those weapons for you? The concussion rifle and covenant carbines could probably be set to "pp", the magnum could be set to "hp", and the smg could be set to "ar", but the energy sword and gravity hammer will almost definitely need entirely new animations. Where did you get these weapons? Are you porting them yourself, or did you download them? Edited by Yoda on Sep 12, 2013 at 09:51 AM I think it would be better to set the first 2 weapons as ar, rather than pp.
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 12, 2013 12:03 PM
Msg. 127 of 234
Quote: --- Original message by: Dumb AIQuote: --- Original message by: YodaQuote: --- Original message by: DOOM899 I need cyborg.model_animations that work for concussion_rifle covenant_carbine energy_sword gravity hammer smg magnum third person character animations. can you help me or not Thanks if you do I do understand third person character animations now tho I'm not sure what you want me to do. Are you asking me to create animations for all those weapons for you? The concussion rifle and covenant carbines could probably be set to "pp", the magnum could be set to "hp", and the smg could be set to "ar", but the energy sword and gravity hammer will almost definitely need entirely new animations. Where did you get these weapons? Are you porting them yourself, or did you download them? Edited by Yoda on Sep 12, 2013 at 09:51 AM I think it would be better to set the first 2 weapons as ar, rather than pp. your right, my mistake. It definitely should not be pp.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Sep 12, 2013 07:10 PM
Msg. 128 of 234
ok if you download the map longest_halo3.yelo you see gravity_hammer smg magnum energy_sword the third person animation look good on that map how do I do the cyborg.model_animations as good as that I will upload some screenshots if I got some time to do so Edited by DOOM899 on Sep 12, 2013 at 07:39 PM Edited by DOOM899 on Sep 13, 2013 at 12:35 AM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 12, 2013 10:56 PM
Msg. 129 of 234
Quote: --- Original message by: DOOM899
ok if you download the map longest_halo3.yelo you see gravity_hammer smg magnum energy_sword the third person animation look good on that map how do I do the cyborg.model_animations as good as that I will upload some screenshots if I got to do so Edited by DOOM899 on Sep 12, 2013 at 07:39 PM My guess is that they have custom third person animations. 1) Upload a screenshot of one of the weapons in 3rd person (doesn't matter which one) I'm sure I'll recognize whether or not its a default animation. 2) Did these tags you have come with a cyborg.model_animations file?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 14, 2013 02:15 PM
Msg. 130 of 234
T'was but a harmless joke.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Sep 14, 2013 09:48 PM
Msg. 131 of 234
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 14, 2013 11:53 PM
Msg. 132 of 234
@DOOM899: Most of those are definitely custom animations.
Why can't you use the cyborg.model_animations that came with the tag pack?
Their cyborg.model_animation file probably has all the custom animations for the tag pack. Without that file they wont work, that is probably your problem right there.
@MEGAVKNG: That tutorial has been requested before as well. I have it in my to-do list in the OP. Since 3rd person animation seems to be a big roadblock for so many people maybe I'll try to get that one done next. (I've been super busy with real-life... so don't hold your breath... but I'll try to get around to it as soon as possible).
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Sep 15, 2013 12:43 AM
Msg. 133 of 234
I can not see the third person animation or the 1 person animation if I use the zteam_Tag_Pack and the EXCEPTION halt source\memory\array 160000 I can pm you the cyborg.model_animations Edited by DOOM899 on Sep 15, 2013 at 12:48 AM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 15, 2013 10:57 AM
Msg. 134 of 234
Quote: --- Original message by: DOOM899
I can not see the third person animation or the 1 person animation if I use the zteam_Tag_Pack and the EXCEPTION halt source\memory\array 160000 I can pm you the cyborg.model_animations Edited by DOOM899 on Sep 15, 2013 at 12:48 AM go ahead and PM me the cyborg.model_animations and I'll see if I can figure out what the problem is. @MEGAVKNG: Do you mean UI as in the main menu/pause menus and stuff like that?
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Sep 26, 2013 03:29 AM
Msg. 135 of 234
h3 foundry is using zteam cyborg.model_animations I did import cyborg.model_animations form h3 foundry but thes will not work to so if you can help Edited by DOOM899 on Sep 26, 2013 at 03:29 AM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 26, 2013 08:42 AM
Msg. 136 of 234
Quote: --- Original message by: DOOM899
h3 foundry is using zteam cyborg.model_animations I did import cyborg.model_animations form h3 foundry but thes will not work to so if you can help Edited by DOOM899 on Sep 26, 2013 at 03:29 AM I'm honestly not sure what else I can do. I have never used zteams tags so I don't know how they are set up. I did notice when you sent me the model_animations file that it seemed to be set up for a custom biped maybe? Have you tried to contact zteam and ask them how to use their tag? Or is there a readme.txt that you can refer to?
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Sep 26, 2013 09:04 AM
Msg. 137 of 234
hek plus screws up the model animations so use the ones that came in the zteam tag pack. they are exactly the same except Jesse removed a bunch of unnecessary stuff Edited by killzone64 on Sep 26, 2013 at 09:04 AM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 26, 2013 10:30 AM
Msg. 138 of 234
Quote: --- Original message by: killzone64
hek plus screws up the model animations so use the ones that came in the zteam tag pack. they are exactly the same except Jesse removed a bunch of unnecessary stuff Edited by killzone64 on Sep 26, 2013 at 09:04 AM This is may be important...
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 26, 2013 01:48 PM
Msg. 139 of 234
@killzone64: Have you used the tagpack before?
@Doom899: Seems like the best idea will be to ask someone who has used the tagpack before.
@UNDEROATH RMT: I added your request to the list.
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I have been really busy with real life stuff so I haven't had time to work on any tutorials lately. Hopefully pretty soon I will be able to get back to Halo stuff.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 4, 2013 05:30 AM
Msg. 140 of 234
Removed.
Edited by Super Flanker on Jul 29, 2016 at 05:49 AM
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