I see a lot of cool stuff here!
I'm really interested in this project (I love the heretics), shame that I'm too busy for doing something for helping you :/ But I'll at least try to answer to your problems, where my knowledge allows me to do it
Quote: --- Original message by: spiral
Collision Importer?
Now I can create collision on my own but does a collision importer exist? As in I want a .collision_geometry to be taken to 3dsmax. This would save some time If i'm going to make something like an attachment to an existing model that needs collision. That would save some time!
Afaik there isn't a collision importer. Banshee64 did it, but he never released it. Collisions aren't that hard, though... you can easily do them using a bunch of boxes, and link each bone to the adiacent box.
Quote: --- Original message by: spiral
Halo 2 tools!
Lets be real here. Gravemind is really poopy. I've been using Gravemind 1.6b for years now and it crashes way more than it should. Anything related to 3d models doesn't work for me. Just crashes. Now with sound extraction it works well enough except with cinematic dialog. It extracts at x2 deeper pitch/x2 slower speed. Not sure why. Yes i'm running as admin. Perhaps i'm using an outdated version? Or Gravemind is an old school tool and something newer is around?
I don't know, perhaps the newest build of Adjutant supports H2 stuff, but I'm not sure. For cinematic dialogues, I'd change the pitch and the speed with audacity, if you can't solve that problem.
Quote: --- Original message by: spiral
Animation injector
Now why does this offer the ability to inject more than one animation at a time but crashes if you do so? It works fine injecting one at a time but I find myself in a situation where I have dozens of new animations and injecting them takes quite a bit of time.
Same here, unluckily I never found something better than exporting all the anims and recompiling all together. There are tools on Halomaps that allow you to extract all the anims in a single shot, though
Quote: --- Original message by: spiralAi ConversationsI've been using (sound_impulse_start <sound> <object> <real>) for both cutscene and game play speaking, and that seems wrong. Are these to be used for this? :
http://i.imgur.com/NdSgGFv.png sound_impulse_start worked fine for me. The only problem is that you can't control mouth anims, but with unit dialogues you can. Btw, if the sound doesn't play with the script you're using, maybe you didn't set it up correctly when you compiled it, or maybe there's something wrong in the script.
Quote: --- Original message by: spiral
Lightmaps
Some of these take hours. Is there a pc setting I can change to have the time reduced maybe? I'm not sure how lightmaps work...
Are you using tool or Aether? Afaik Aether is far more efficent...
Quote: --- Original message by: spiral
Two Shields, One model
Lets just say I want a jackal with both a depletable shield and a depletable shielding system. Like an elite with a jackal shield. Possible? I know I can have permutation like that, it can be destroyed but it will not recharge. I want the shields to be independent of each other! Scripts can make this possible but I might have several placements of this unit and having a large script would suck...
When you set up a biped, there is only one shield vitality source. Unluckily there isn't the option for indipendent shields. But you could make the Jackal shield smaller and indistructible, like the Elite commander in Lumoria
Quote: --- Original message by: spiral
Multi turrets that AIs would like
I know multiple turrets is possible through scripts but the AI do not want to get in with the player when the player needs them to.
(ai_vehicle_enterable_actors <unit> <ai>) isn't what i'm looking for, I want the AI so say "oh look the player, I'll get in with him on that extra turret". A script could solve this but I don't want a mass of units trying to enter the vehicle without detecting that others are already on their way to get in.
If with "muliple turrets" you mean like the Scorpion in H3, what you have to do is making the turret as a separated vehicle, and attach it to the bigger vehicle via script. As for making AIs enter into the turret, you could leave them the freedom of doing it, or simply make a script that make a unit go into the turret, and if the unit is dead, make another unit from the squad do the same thing.
Quote: --- Original message by: spiralAI switching weapons or grenade types?Is there a way to make a unit switch weapons? Do recorded animations support weapon switching? The actor will use the new weapon properly if I filled this in on the weapon right?
http://i.imgur.com/jusLZuE.png Perhaps the solution is just a "kill unit make new unit" script.
Now what about grenade types? One minute plasma grenade thrower, next frag thrower?
Ki11ahFTW did it with his Ultra Elite, making it switch from a Plasma Rifle to an Energy Sword, but afaik that's OS related. But yes, you can recreate the same thing using object_create and object_destroy.
Quote: --- Original message by: spiral
Script by biped/actor?
Now most of those problems up there could be solved by a script that references a certain biped/actor. Not specific as in "elite_02" but specific in directory like "characters\elite\elite_minor". That would be great to have. I'm not Kirby so I don't know how most of this stuff works.
I'm interested in this too...
Quote: --- Original message by: spiralSound_environment, Space like?Is there a way to make the sounds muffled as if in a space mission?
This thing:
http://i.imgur.com/NLSVExc.png I'm pretty sure there are values with the sound_environment that will result in muffled sounds.
I'm not sure about sound_environment, but afaik there isn't the option for changing how a sound plays in different ambients. The hardest way would be making the space battle a separated scenario in which you use special weapons/bipeds/etc. with already muffled sounds
Quote: --- Original message by: spiral
OS Flashlight Stuff!
OS's new scripts like unit_data_get_real can work with integrated_light_power (flashlight).
Now i this flashlight power a on/off or a percent of how much is left? If it is a percent then does 1 = 100% or does 100 = 100% or does this even work? I'm not Kirby so I don't know this stuff.
Flashilight is controlled by power percentage, in a range from 0 to 1, I'm not sure, but definitely it isn't 100
Quote: --- Original message by: spiralFP Flashlight Animation/ FP scripts http://youtu.be/aRunaCu6hEM CtrlAltDestr0y clearly had/has an animation for throwing the equipment. I've seen some version of OS that supported flashlight on/off animations. How do I do that? I've looked through animations and assigned the flashlight section with reload to see if I can play reload everytime I turn on/off the flashlight. Didn't work :( . Maybe there is a way that FP animations can be played through scripts?
Yes, OS can control FP anims, so you can use scripts for making a weapon play an animation. I don't know the specific command, though...
Quote: --- Original message by: spiral
OS 3.1 or whatever is publicly out
What the hell happened to normal detail maps? They seem to not work for me.
Now is boarding existing?
Biped boarding?
I was told boarding well held off for OS 3.1.1
It is strange that a new version of OS isn't out, especially after the new halo patch.
The next build is coming soon... it's rumored that it will come out with B30:E... or at least Masterz said that on the forum...
Quote: --- Original message by: spiralChanging Biped SpeedI found that this is a way to change a bipes speed:
http://i.imgur.com/UNdcQXI.png I've tried reanimating to speed up the movement but when the animation is about to loop the biped goes at the standard speed for a brief moment then uses the animations speed. Is there a better way to change a biped's speed? Maybe I animated wrong?
Bipeds speed is controlled by the movement of the root node in the move-front animation. The farther the root node goes, the faster your biped will move. Making the animation shorter can do the same. If you're messing with the player, though, you can change its speed in the globals
Quote: --- Original message by: spiral
Vehicle with Legs
Biped boarding would solve this.
Is there a proper way to get a vehicle with legs, such as a mech, to have its legs correctly move? That includes feet on the floor when not moving. All i've seen are vehicles with legs that are actually wheels and it looks pretty bad.
Even if you make it a biped, the animation system will be the same, so it won't change too much. Take the Scarab from Extinction as reference, if you're not doing it already
Quote: --- Original message by: spiralMoving Camera in FP http://youtu.be/11hMd4q_QCg As you can see there the head of the person moves as he is doing things. Is this possible in a FP animation? I would like to make a weapon that moves the players head when playing certain animations. No, this isn't recoil.
Yes, Teh Lag explained how to make FP cinematics and how to animate the camera. Check the CMT thread, there's an in-depth tutorial
Quote: --- Original message by: spiral
Sword Lunge
I feel like OS would make this possible. I'm not Kirby so I can't do this on my own.
Kirby told me how to make the sword lose its battery only when the reticle is red via OS. I'm pretty sure he knows also how to perform a perfect lunge.
Quote: --- Original message by: spiral
AI on Elevators
Vehicles to, like a scarab. I wish I was as good a Kirby.
Again, he knows how to do it. Elevators can be used quite well by AIs and the player, though. Take as reference the elevators in the stock campaign, like in b40. If the player doesn't have problems when he stays on the elevator, AIs should do the same (but firing positions will be a problem though)
Quote: --- Original message by: spiral
A Loadout Tutorial Anyone?
I've seen loadouts in quiet a few places. Anyone willing to make a tutorial (video pref) for this? OS or not, I don't care.
Check Firefight Descent. It has a Loadout System, so you can see how it has been made via scripts.
Quote: --- Original message by: spiral
Proper Jet Pack
I've done the cheesy damage_effect flashlight script to get a jetpack and that had its downsides. Anyone know a good way to do this? Seems like OS would have a good advantage on this, unfortunately my mind isn't identical to that of Kirby's.
You can make the jetpack movement as an overlay animation, and make it played via script when you press the flashlight button
Quote: --- Original message by: spiralAI Taking CoverIn other Halo games AI have been known to hide behind scenery/walls randomly like this:
http://i.imgur.com/Vy5Lf3g.png http://i.imgur.com/TYSFOup.png Ok those specific ones seem triggered but I've seen marines hide behind boxes that are randomly placed. This would take a master scripter, I'm ok at it but not Kirby good.
Not sure, but afaik AIs don't consider sceneries as cover. Then only thing that you could do is place the firing positions behind the sceneries, but it will be a mess
Quote: --- Original message by: spiral
UI Buttons and Functions
How do I make these? I want to have a prompt to come up with words or buttons, or I want to have an extra button on the pause menu that does things. Not sure how to do this stuff. This would go great with a loadout tutorial.
You need to edit widgets. CMT did it with SPv2 d40, so check those tags
I don't have the time to model it, but I could make new sounds for it when I have some free time. Also, if ASCENDANTJUSTICE is making effects for you, I'd like if he did some fancy electric fxs for the Energy Sword too
Hope I cleared your doubts. Good luck with your project!
Edited by SOI_7 on Jul 1, 2014 at 09:12 AM