
greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Oct 30, 2013 02:47 PM
Msg. 36 of 106
carbine is a great example for covenant ambidextrous weaponry (and the sword [laughs])
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Oct 30, 2013 09:55 PM
Msg. 37 of 106
Alright, I need some help here. After exporting/compiling the animations for the lmg, it doesn't seem to show up ingame. I know that the amount of frames is exported (as the actions still take the amount of time), but the gun/fp arms don't show up (the muzzle flash is in the right place though...). Could it have something to do with the animation type (I started with jmm, but retried with jma)?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Oct 30, 2013 10:01 PM
Msg. 38 of 106
JMA works. make sure the node index is the same
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olly12345
Joined: Jul 30, 2008
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Posted: Oct 31, 2013 10:18 AM
Msg. 39 of 106
Quote: --- Original message by: Echo77 I'm fairly certain the Spartan Laser and rocket launchers could be fired from either shoulder. Reloading the rocket wouldn't be all that fun, because if you didn't hold it right, it'd fall out on top of you. the FN-P90 is a really good example of an ambidextrous small arm's weapon, because the ejection port is on the bottom, meaning the brass just falls at your feet. But yeah, most of the UNSC weaponry isn't ambidextrous by design, while most of the covenant weaponry is, purely because they like their organic while symmetrical shapes.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 31, 2013 10:31 AM
Msg. 40 of 106
Quote: --- Original message by: olly12345Quote: --- Original message by: Echo77 I'm fairly certain the Spartan Laser and rocket launchers could be fired from either shoulder. Reloading the rocket wouldn't be all that fun, because if you didn't hold it right, it'd fall out on top of you. the FN-P90 is a really good example of an ambidextrous small arm's weapon, because the ejection port is on the bottom, meaning the brass just falls at your feet. But yeah, most of the UNSC weaponry isn't ambidextrous by design, while most of the covenant weaponry is, purely because they like their organic while symmetrical shapes. Most Covenant weapons don't seem to actually have ejection ports.
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Oct 31, 2013 12:17 PM
Msg. 41 of 106
Quote: --- Original message by: R93_Sniper make sure the node index is the same Yeah, I was wondering about that. It said the node indexes weren't the same, yet I made sure to animate off of the same, unedited base.
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olly12345
Joined: Jul 30, 2008
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Posted: Oct 31, 2013 08:45 PM
Msg. 42 of 106
Quote: --- Original message by: Dumb AIQuote: --- Original message by: olly12345Quote: --- Original message by: Echo77 I'm fairly certain the Spartan Laser and rocket launchers could be fired from either shoulder. Reloading the rocket wouldn't be all that fun, because if you didn't hold it right, it'd fall out on top of you. the FN-P90 is a really good example of an ambidextrous small arm's weapon, because the ejection port is on the bottom, meaning the brass just falls at your feet. But yeah, most of the UNSC weaponry isn't ambidextrous by design, while most of the covenant weaponry is, purely because they like their organic while symmetrical shapes. Most Covenant weapons don't seem to actually have ejection ports. Most of them don't need it, since they don't have casings, or use gunpowder like humans do. The only one that might would be the Mauler or brute-shot, but they're primitive weapons like our own.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Oct 31, 2013 09:16 PM
Msg. 43 of 106
Quote: --- Original message by: SASQuote: --- Original message by: R93_Sniper make sure the node index is the same Yeah, I was wondering about that. It said the node indexes weren't the same, yet I made sure to animate off of the same, unedited base. unfortunately, unless you're exporting this stuff from max8 with blitzkreig, Bluestreak will mess up for you. you can fix the error by opening up the fp.model_animations and fp.gbxfile with a modded guerilla (preferably OS, because the other variants are weird) and change the node list checksum (First box) on the model to the checksum on the animations (scroll all the way down, 6th or 7th box iirc)
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 1, 2013 02:10 PM
Msg. 44 of 106
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yup
Joined: Nov 7, 2013
*bump*
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Posted: Nov 7, 2013 08:16 PM
Msg. 45 of 106
will their be new huds?
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 7, 2013 08:18 PM
Msg. 46 of 106
Yes, I am already making better huds and redoing some of the sounds as well as doing some rough animating for the new pistolgrip shotgun
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 8, 2013 12:08 AM
Msg. 47 of 106
Is that a LMG at the end?
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 8, 2013 08:12 AM
Msg. 48 of 106
A basic one, yes.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 8, 2013 09:53 AM
Msg. 49 of 106
Quote: --- Original message by: SAS A basic one, yes. The design is a lot like some modern LMGs combined with a Halo shotgun.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Nov 8, 2013 02:00 PM
Msg. 50 of 106
I'm Liking the weapons so far. Two things though. 1. That firing sound for the SMG is terrible. If you want, i can send you H3ODST's retail sounds and you can modify them as you see fit. 2. I see what you meant about your animations not being too great. If you wouldnt mind, i'd like to try to animate that LMG for you
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 8, 2013 02:40 PM
Msg. 51 of 106
1. Yeah, I think I accidentally compiled the worst of the three retail smg sounds and just forgot to redo it. 2. Sure, I'll pm you the link
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Nov 8, 2013 02:44 PM
Msg. 52 of 106
Your SMG looks absolutely stellar, I have to say that. If you wanted your LMG to function like one would IRL, you can change the self-damage settings a bit as well as the spread. I assume placing a bipod in CE is pretty much impossible so you couldn't do what you would in battlefield 3, but you can make it so shooting the gun inflicts stun on the wielder to encourage them to find a good shooting position and stay there. you can also add a lot of error acceleration to promote the use of controlled bursts. That, or add a scope to your weapon and check the 'weapon only uses error when unzoomed' box.
I'm just trying to help you make a weapon that would be fun to use. Right now (from my perspective) it feels like an AR with a slower rate of fire.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Nov 8, 2013 02:49 PM
Msg. 53 of 106
Quote: --- Original message by: xnx Your SMG looks absolutely stellar, I have to say that. If you wanted your LMG to function like one would IRL, you can change the self-damage settings a bit as well as the spread. I assume placing a bipod in CE is pretty much impossible so you couldn't do what you would in battlefield 3, but you can make it so shooting the gun inflicts stun on the wielder to encourage them to find a good shooting position and stay there. you can also add a lot of error acceleration to promote the use of controlled bursts. That, or add a scope to your weapon and check the 'weapon only uses error when unzoomed' box.
I'm just trying to help you make a weapon that would be fun to use. Right now (from my perspective) it feels like an AR with a slower rate of fire. As I understand it, he used the .50 caliber M247H machine gun from Halo: Reach as the basis of the weapon. So it's more of a man-portable HMG like the Russian Kord than it is an LMG. So while it may be similar to the AR in some respects, I would think that it would have a much higher damage and longer range to compensate for the lower rate of fire. The slight stun due to recoil is an interesting idea, though. If the weapon is overpowered, that might be a good way of balancing things out. Edited by Echo77 on Nov 8, 2013 at 02:51 PM
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 8, 2013 03:09 PM
Msg. 54 of 106
Since I've been more focused on getting the weapons working correctly (still having an issue with custom sounds, which irritates me), I actually forgot to alter the error/damage up until now. Thanks for reminding me! And this stun effect, I like the idea. Possibly making you move slower while firing to discourage run-n-gun.
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yup
Joined: Nov 7, 2013
*bump*
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Posted: Nov 8, 2013 11:40 PM
Msg. 55 of 106
Are these os? another thing, why were the mg sounds not working right in the video?
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 8, 2013 11:43 PM
Msg. 56 of 106
No, I prefer to not use os. Not that I have anything against it, I just don't feel like learning how to take advantage of it right now.
As for the sounds, I have no idea. It seems like the first time a custom sound is supposed to play, it doesn't.
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yup
Joined: Nov 7, 2013
*bump*
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Posted: Nov 13, 2013 02:44 PM
Msg. 57 of 106
*bump* updates?
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 13, 2013 05:45 PM
Msg. 58 of 106
I've been kind of busy with life lately, so I haven't gotten too much work in recently. Mainly, I have an early version of the countersniper dmr working. Basically, it does slightly under half the damage of the sniper rifle and has some mean recoil (unzoomed it can get as inaccurate as the lmg if firing at top speed. With both zoomed and unzoomed, there is still upwards recoil).
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Nov 13, 2013 06:03 PM
Msg. 59 of 106
One quick note. I'm almost done with your LMG animations (the reload is 200 frames long and doesn't look too bad).
Once the melee, posing and walking are done, it should be finished
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 13, 2013 06:22 PM
Msg. 60 of 106
Quote: --- Original message by: R93_Sniper One quick note. I'm almost done with your LMG animations (the reload is 200 frames long and doesn't look too bad).
Once the melee, posing and walking are done, it should be finished Ah, sweet! Thanks, man!
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Nov 14, 2013 12:29 AM
Msg. 61 of 106
thats what the dmr shuold look like and btw the ma5k  thats what it should look like Edited by savinpvtmike on Nov 14, 2013 at 12:30 AM
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 14, 2013 10:35 PM
Msg. 62 of 106
As of now, I don't really plan on making an ma5k.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Nov 15, 2013 12:18 AM
Msg. 63 of 106
Quote: --- Original message by: SASI've been kind of busy with life lately, so I haven't gotten too much work in recently. Mainly, I have an early version of the countersniper dmr working. http://i.imgur.com/81algtx.png Basically, it does slightly under half the damage of the sniper rifle and has some mean recoil (unzoomed it can get as inaccurate as the lmg if firing at top speed. With both zoomed and unzoomed, there is still upwards recoil). I like this very, very much. Gameplay-wise, I'm not sure that it should be as inaccurate as the LMG (as this is a platform built for accuracy, as opposed to volume of fire), and it definitely shouldn't have as much recoil as the stock sniper rifle, seeing as how it fires a cartridge that's roughly half the size. Edit: In regards to the MA5K, if you by any chance change your mind, I found a good reference image that might be helpful. It seems to me that one could be made from a shortened, slightly stripped-down assault rifle fitted with a battle rifle-esque carry handle. Edited by Echo77 on Nov 15, 2013 at 12:23 AM
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 15, 2013 11:48 AM
Msg. 64 of 106
^I'll definitely keep that one in mind should I ever do an ma5k.
Quick question, should the dmr have a silencer?
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Nov 15, 2013 12:40 PM
Msg. 65 of 106
As long as there's an unsuppressed variant, as well, I don't see any harm in making a suppressed version.
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Nov 15, 2013 03:52 PM
Msg. 66 of 106
Quote: --- Original message by: SAS ^I'll definitely keep that one in mind should I ever do an ma5k.
Quick question, should the dmr have a silencer? put both
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SAS
Joined: Feb 26, 2013
I comment every once in a while
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Posted: Nov 15, 2013 06:51 PM
Msg. 67 of 106
Ok, I made a variant that is silenced. I also tweaked the damage/recoil for both versions. With a twelve round mag, it takes 3 rounds to kill. And the unzoomed projectile error is no longer as bad (Though I kept the upwards to discourage rapid fire). Also, I made a quick MA5K model (sorry for the low quality picture) I don't know if I'll actually end up finishing this one, since there are still quite a few things to do for it including UV fixes and animations (there are a couple things preventing me from just using the assault rifle's anims)
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Nov 16, 2013 09:28 PM
Msg. 68 of 106
Doesn't look that bad, although it could do with a bit more detail in places.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 17, 2013 01:05 AM
Msg. 69 of 106
Quote: --- Original message by: Echo77 Doesn't look that bad, although it could do with a bit more detail in places. That's an understatement...it needs a lot more detail (on the model or the texture, whichever is better).
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Nov 17, 2013 01:08 AM
Msg. 70 of 106
I cant see the gun worth anything, could you show it with better lighting and/or a brighter background?
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