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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Rooking for..

Author Topic: Rooking for.. (12 messages, Page 1 of 1)
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Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Sep 17, 2013 02:25 PM    Msg. 1 of 12       
That wouldn't be very difficult. The process is just like making any other weapon.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Sep 17, 2013 02:32 PM    Msg. 2 of 12       
Quote: --- Original message by: Tiel
Rip geometry --> follow generic tagging process?


You will of course need custom animations, but yes.

For example, lets say you just want the chaingun from the good old halo 1 warthog:

First you would import the gbxmodel and delete everything but the gun. Then you would need to add the necessary nodes and markers and export it.

After that you would need to go through the normal animating and tagging process. The only difficult part would be that you will definitely need custom 3rd person animations for a weapon like this.


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Sep 17, 2013 03:16 PM    Msg. 3 of 12       
i can make them if you want me to?
Edited by savinpvtmike on Sep 17, 2013 at 03:17 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 17, 2013 03:32 PM    Msg. 4 of 12       
On the subject of man-portable turrets, the Rocket 'Hog's triple-barreled launcher would be nice to see in a portable configuration. It has a rail across the top that could be used as a carrying handle, and if the metal shield was removed, it could be remniscent of the Missile Pod from Halo 3.


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Sep 17, 2013 06:43 PM    Msg. 5 of 12       
Quote: --- Original message by: Tiel
Quote: --- Original message by: Yoda
Quote: --- Original message by: Tiel
Rip geometry --> follow generic tagging process?


You will of course need custom animations, but yes.

For example, lets say you just want the chaingun from the good old halo 1 warthog:

First you would import the gbxmodel and delete everything but the gun. Then you would need to add the necessary nodes and markers and export it.

After that you would need to go through the normal animating and tagging process. The only difficult part would be that you will definitely need custom 3rd person animations for a weapon like this.


What do you mean by markers and nodes? I've never tagged anything in all the time I've been here.

Also, could I be lazy and use the Flamethrower anims? Maybe even steal the cooldown functionality as well?

I mean, technically you could if you were to just slap the ft's nodes/markers onto the model. but it would look absolutely awful (I checked, the models don't line up at all).


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Sep 17, 2013 06:56 PM    Msg. 6 of 12       
Quote: --- Original message by: Tiel
What do you mean by markers and nodes? I've never tagged anything in all the time I've been here.

Also, could I be lazy and use the Flamethrower anims? Maybe even steal the cooldown functionality as well?


If you really want to learn I recommend you follow my custom weapon tutorial. Yes it is long... but when you finish it you will have done every single step and created your own custom weapon from scratch. After that it is relatively easy to apply the same concepts to any other weapon you want. If you do it from scratch once then doing stuff like this turret thing will be super easy.

-------------------------------------------------------------------------------------------------
Examples of what nodes and markers are:

any moving part of the weapon will need to be attached to a frame... you then animate the frame (NOT the geometry itself) and in-game the geometry will do what you animated the frame to do.

you will need a marker called "#primary trigger" to tell halo where the bullet comes from and where the muzzle flash plays, and you will need a marker called "#ground point" to tell the game where the gun rests on the ground etc...

frames must have the word "frame" before the name (i.e. "frame gun")
markers must have a "#" before the name (i.e. "#primary trigger")

Warning: that was an overly simple description, but that's the general idea.
-------------------------------------------------------------------------------------------------

you could probably use most if not all of the flamethrower animations (I would only use the 3rd person ones though, fp really should be custom so the barrel will rotate and such). As for the functionality of the gun (like the cooldown and such) you could just copy stuff directly from the .weapon tag of the warthog.
Edited by Yoda on Sep 17, 2013 at 06:58 PM


Nickster5000
Joined: Dec 11, 2010


Posted: Sep 17, 2013 07:45 PM    Msg. 7 of 12       
It is very difficult to "rook" for what you are requesting, kind sir.

I do hope the replies above have helped you though!


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Sep 17, 2013 11:40 PM    Msg. 8 of 12       
Quote: --- Original message by: Tiel
I did watch the first three or four, though I regret not taking the opportunity to go through all of them then seeing as my router's gone potato to the point that streaming videos is a no-go.

I redownloaded a map called fox_island_insane I played a lot in '09, it has a machinegun using the flamethrower anims, and while the barrels don't spin it's hard to complain. It would just be a matter of toying with values in Guerilla.

However, if something's worth doing it's worth doing right, so I guess I'll hold off until I can get on the Tube again.

e: I don't suppose it's possible to force third person on a map-basis? Like, the camera is always behind the player. I will confess the prospect of trying to pull some Gamma927 style osik does frighten me a fair bit. Back when the Sandtrap V2 thread was still alive they were debating it with the Missilepod but iirc the problem was just doing it for a specific weapon.
Edited by Tiel on Sep 17, 2013 at 08:03 PM


If you are really interested in going through the tutorial I could be convinced to zip up the videos and provide a download. Then you could download them and watch locally at your leisure? Just let me know if you want them.

"if something's worth doing it's worth doing right", my thoughts exactly. There are plenty of people in the world doing a mediocre job... we need more people willing to do a great job.

I honestly don't know of a way to play halo in third person. Although if memory serves, someone had macgyvered some crazy third party program to run in the background that sort of worked. idk for sure though, the prospect never really appealed to me.
Edited by Yoda on Sep 17, 2013 at 11:41 PM


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Sep 18, 2013 06:48 AM    Msg. 9 of 12       
Skys the Limit 2.0?

On the subject of turrets, would it be easy to turn the hog's turrets into AI? I want to make some stationary turrets that don't need invisible AI... The auto turret tags on the site have glitched anims.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Sep 18, 2013 08:59 AM    Msg. 10 of 12       
Quote: --- Original message by: game user10
On the subject of turrets, would it be easy to turn the hog's turrets into AI? I want to make some stationary turrets that don't need invisible AI... The auto turret tags on the site have glitched anims.


I have never worked with AI, so I honestly don't know.


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Sep 18, 2013 06:34 PM    Msg. 11 of 12       
Quote: --- Original message by: game user10
Skys the Limit 2.0?

On the subject of turrets, would it be easy to turn the hog's turrets into AI? I want to make some stationary turrets that don't need invisible AI... The auto turret tags on the site have glitched anims.

ya you can set up the turret as a vehicle like normal and the attach an actor variant to it like this


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Sep 18, 2013 09:23 PM    Msg. 12 of 12       
Its never too late to become a useful member of society.

 

 
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