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Author Topic: Yoda's tutorial thread (234 messages, Page 5 of 7)
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Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 4, 2013 10:20 AM    Msg. 141 of 234       
Quote: --- Original message by: ASCENDANTJUSTICE
@Yoda:

Question >

Isn't it possible to animate a 3d modelled, bullet flying out of the ejection port of lets say a standard Ar for the Firstperson fire-1.jms animation?

(In order to replace those bullet sprites that halo use)


Yes and no.

Yes you technically could animate it within the fire-1 animation, but there would be two problems. First, since it would be part of the fp model, it would not land on the ground and bounce/roll around like the sprites do. Second, when firing full auto the fire animation is not played fully. Generally only the first couple of frames get played before the next round fires and it starts over.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 6, 2013 06:06 AM    Msg. 142 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:50 AM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 6, 2013 10:30 AM    Msg. 143 of 234       
Quote: --- Original message by: ASCENDANTJUSTICE
XD

Thanks for saving me a day of trying this out!

BTW, I have one beef with bullet sprites, the shells always turn towards the players view in fp how do I change this?

So they stay in there position without rotating to match the players fp rotation?


There isn't really a way to fix that problem because the shells are particles. So the options are "screen facing", "perpendicular to direction", and "parallel to direction" so no matter what they will still move as the player moves.

There is one way you could do it differently... but I don't know if its really a great idea.

Basically you could model a super simply, lowpoly, shell casing and then make it a projectile that just kinda bounces around like the shell casing particles do. Then within the firing effect your could "fire" the projectile from the shell ejection marker with a very low velocity.

This way it would be actual 3d shell casings that came out of the gun, but it also means your creating a LOT of projectile models whenever you fire your weapon.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 7, 2013 10:19 AM    Msg. 144 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:50 AM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 10, 2013 03:51 PM    Msg. 145 of 234       
Hey everyone. Sorry I haven't made a tutorial in a while. Still very busy with real life at the moment. Haven't had free time for anything lately.

I added a short text tutorial to the OP of this thread. I have received several questions about problematic sound files that just wouldn't compile. After helping those people with their files I decided I should write down the steps so that everyone knows how to fix them. Its a very common problem, but fortunately the solution is very simple. (so simple that the solution didn't even warrant a video tutorial... thus the short text tutorial in the OP )

As always feel free to ask any questions you may have.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 11, 2013 11:50 AM    Msg. 146 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:50 AM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 11, 2013 12:31 PM    Msg. 147 of 234       
Totall recall just implants memories. You don't actually experience anything... soumds overrated to me. Lol.

What we need is star trek style holodecks. Now that would be something. I would love to play halo on a holodeck!


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 13, 2013 02:11 PM    Msg. 148 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:51 AM


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Oct 25, 2013 01:29 AM    Msg. 149 of 234       
can I make wave as scenary so to make a surfing map in halo ce
if not than just scenary wud do




/size=1]
Edited by DOOM899 on Oct 25, 2013 at 09:16 AM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 25, 2013 09:08 AM    Msg. 150 of 234       
Quote: --- Original message by: DOOM899

can I make wave as scenary so to make a surfing map in halo ce
if not than just scenary wud do
]https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcTxKvuTLUY4vacUuHtl06nZh3FEUqpkIUSoTIRCO6SqxE4egNlq

or like this https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTPPuF6sLcaWaK02d2kvRtnSEWrYkzBwVEI03aim68p79B2QCs4wg
Edited by DOOM899 on Oct 25, 2013 at 09:05 AM


Well, I guess you could make something like that as a scenery object. But it would be very difficult to make it look right. And if you animated it than the collision wouldn't work quite right anymore, so I doubt it would work for surfing.


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Oct 25, 2013 09:21 AM    Msg. 151 of 234       
what is collision so it can not be use for surfing but it wud look cool see ingame


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Oct 25, 2013 10:00 AM    Msg. 152 of 234       
Quote: --- Original message by: DOOM899
what is collision so it can not be use for surfing but it wud look cool see ingame


Scenery objects are not actually collidable so you have to add collision geometry to them. Collision geometry is an invisible model that is collidable. Generally you use a simplified version of the object for collision geometry.

Basically yes, it could look cool. But it would not be very useful for surfing.


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Oct 25, 2013 07:20 PM    Msg. 153 of 234       
so do you no how I or someone can make a wave just as scenary wud do just to see ingame wud bee something good and new

Edited by DOOM899 on Oct 25, 2013 at 07:23 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 1, 2013 02:13 PM    Msg. 154 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:51 AM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Nov 1, 2013 06:44 PM    Msg. 155 of 234       
Quote: --- Original message by: ASCENDANTJUSTICE
Btw, Yoda im still struggling with modifying the m90 shotgun model, do you think you could make a quick. "picture" or video tutorial demonstrating the steps to modify an existing shotgun model and program it in game? (Of course when ever college stops chasing after with a baseball bat)
Edited by ASCENDANTJUSTICE on Nov 1, 2013 at 02:20 PM


Remind me again what you are trying to do with it. (sorry... I don't remember exactly what the problem was)


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 7, 2013 11:39 AM    Msg. 156 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:51 AM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Nov 7, 2013 05:41 PM    Msg. 157 of 234       
Quote: --- Original message by: ASCENDANTJUSTICE
Adding basic attachments to pre-existing models., like a suppressor and a Red dot sight for the M90 shotgun model, so they would show up in game, in both FP and 3p.

I supposed you could take the suppressor and sight from your Tactical Ump model and just attach them as elements to the shotgun, and export.

And then switch the node list checksums or whatever you have to do to get it in game.


Right, I'll see what I can do about making a quick tutorial for your problem.

Quote: --- Original message by: ASCENDANTJUSTICE
Chirstmas holidays soon yay! Possible tutorials?


I am hoping to knock out some of the tutorial requests over Christmas break.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 8, 2013 11:09 AM    Msg. 158 of 234       
If you get the opportunity great, if not no worries.


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Dec 4, 2013 04:16 PM    Msg. 159 of 234       
can I pm you something new that 1 wud like to put in my update map but that I don't no how to do ?


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Dec 5, 2013 10:02 AM    Msg. 160 of 234       
Quote: --- Original message by: DOOM899
can I pm you something new that 1 wud like to put in my update map but that I don't no how to do ?


Sure go ahead. I'm always happy to help if I can.


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Dec 5, 2013 06:04 PM    Msg. 161 of 234       
Quote: --- Original message by: Yoda
Quote: --- Original message by: DOOM899
can I pm you something new that 1 wud like to put in my update map but that I don't no how to do ?


Sure go ahead. I'm always happy to help if I can.
take a look at this http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=44623&start=lastpage
well now I can not pm sorry


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 31, 2013 06:14 AM    Msg. 162 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:51 AM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Dec 31, 2013 06:33 AM    Msg. 163 of 234       
That's when opensauce comes into play.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Dec 31, 2013 04:27 PM    Msg. 164 of 234       
Quote: --- Original message by: ASCENDANTJUSTICE
@Yoda: Any tutorials planned for release soon?

And 1 question:

What is the process of incorporating a normal from an object in halo?

1. High poly mode > 2. Save it > 3. Make a low poly version out of that > 4. Unwrap the low poly

5. Use the cage modifier and blend in the high poly with the low poly. > 6. Generate your map in 3dsmax.

After that I am stuck with what should be done with the normal map.

Are you supposed to the Nmap generated as your main diff texturing or specular map? Or is it supposed to be uses as a bump map?

Forgive my naitivity, I haven't touched the HEK in 2 months.


I would like to make a couple of tutorials soon but things have been extremely busy for me.

Cheddars is right, you will need OS to use normal maps in Halo. Within the OS shader_model tag there are slots for one base normal map (this will match your unwrap) and 2 detail normal maps (these work like basically like detail maps on a BSP, they are simply tiled over certain parts of the weapon based on alpha channel).
Edited by Yoda on Dec 31, 2013 at 04:28 PM


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 31, 2013 08:29 PM    Msg. 165 of 234       
Is it possible to extract sky/ring/ark bitmaps from H3/reach/4 and use them in CE? and if so, how?


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Dec 31, 2013 10:03 PM    Msg. 166 of 234       
Quote: --- Original message by: clonecam117
Is it possible to extract sky/ring/ark bitmaps from H3/reach/4 and use them in CE? and if so, how?


I believe it is possible, but I honestly don't know how to do it. I never really had an interest in porting content from later Halo games, so I never learned how it worked.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 3, 2014 05:21 AM    Msg. 167 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:51 AM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Jan 3, 2014 10:22 AM    Msg. 168 of 234       
Quote: --- Original message by: ASCENDANTJUSTICE
is there no other way to do it without using OS?


I'm afraid not. Before OS Halo did not support Normal maps at all.


sshers4
Joined: Apr 28, 2013


Posted: Jan 3, 2014 12:04 PM    Msg. 169 of 234       
I need a tutorial how to rig a dinosaur.
Edited by sshers4 on Jan 5, 2014 at 07:49 AM


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jan 3, 2014 06:55 PM    Msg. 170 of 234       
Quote: --- Original message by: sshers4
I need a tutorial how to rigg a dinosaur.

how to rig a dinosaur:
rig a dinosaur.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 7, 2014 09:38 AM    Msg. 171 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:52 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 10, 2014 11:40 AM    Msg. 172 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:52 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 11, 2014 06:52 AM    Msg. 173 of 234       
Removed.

Edited by Super Flanker on Jul 29, 2016 at 05:52 AM


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Jan 31, 2014 03:24 AM    Msg. 174 of 234       
I just got it to work but I don't no how to put some more than one sound in halo ce say 3 in one file

I use Audacity

o and how do you make sprites?
and thanks for your time

Edited by DOOM899 on Jan 31, 2014 at 04:54 AM


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Jan 31, 2014 12:28 PM    Msg. 175 of 234       
Quote: --- Original message by: DOOM899

I just got it to work but I don't no how to put some more than one sound in halo ce say 3 in one file

I use Audacity

o and how do you make sprites?
and thanks for your time

Edited by DOOM899 on Jan 31, 2014 at 04:54 AM


I'm not quite sure what you are talking about. Could you be a little more specific? What are you trying to do?

Are you trying to compile multiple sounds into permutations of a single .sound tag?


Also, do you need to know how to set up the bitmap for creating sprites or how to set up the tags or both?

 
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