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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »I Need some one to help me with a fp animation

Author Topic: I Need some one to help me with a fp animation (12 messages, Page 1 of 1)
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Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: May 16, 2015 12:24 AM    Msg. 1 of 12       
Hey !, i have some weapons with wrong fp animations, so i need someone who can fix some of these animations for me (cuz i have no idea how to do it by my own) , please if you can do it PM me, plz !!


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 16, 2015 12:53 AM    Msg. 2 of 12       
give a bit more detail on what you mean and I might be able to help you


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: May 16, 2015 02:49 AM    Msg. 3 of 12       
okay, im working on a bloodgulch mod, (a replacement for the original)
i want to put custom weapons, but with custom animations Of Course,
the problem is some of the new fp animations are too short in comparation
of the old ones, here is a video

https://youtu.be/SE7rPlS2FPE

as you see the melee animation on the assault rifle is more short than the original
,it doesn't make much diference but i still wanting more perfection, so i just need
help to fix them to fit exactly. i hope you could help.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 16, 2015 03:07 AM    Msg. 4 of 12       
from what im seeing the animations aren't your only issue. Doing those kinds of replacements aren't really good for you because they cause a lot of random inconsistencies in gameplay. You would be better off making your own mod to be honest.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 16, 2015 11:02 AM    Msg. 5 of 12       
-phone post-

Google "yoda73811 halo ce weapon tutorial"

Scroll through his incredibly helpful channel until you find his fp weapon anim segments. What he tutors in those particular parts maybe of some use to you.

Id like to mention also that it is not a valid strategy to rely on someone else to fix what you feel is 'broken'.

Unless you have contributed in some way to the community, its highly unlikely someone would even consider scrolling down to view the rest of your post.

I am not mentioning this because I am plankton. I'm encouraging you to instead research your problem so you can fix whatever obstacles you incur rather than living in the hope that some great saint will rock on up to help you. Because 70% of the time they won't.

With all that said good luck with your project.


NeX
Joined: Apr 11, 2013


Posted: May 17, 2015 11:01 AM    Msg. 6 of 12       
More like 99%. The easier the solution the more willing they become. No one wants to waste several hours reanimating weapons for a BG mod


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: May 17, 2015 11:29 AM    Msg. 7 of 12       
Quote: --- Original message by: NeX
More like 99%. The easier the solution the more willing they become. No one wants to waste several hours reanimating weapons for a BG mod


is not necesary a remake of the animations,is just make them fit to the correct times, thats all


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 17, 2015 04:36 PM    Msg. 8 of 12       
he's modding a version of bloodgulch that he can use so that when he's playing default bloodgulch it shows that version instead. Basically doing the same thing as PC/Trial modders. You'd need to match pretty much everything to be perfect, and then modify things such as that HUD to work better, cuz you also have to realize that the weapons you're using have different magazine sizes, bullet travel times, recoil and etc


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: May 17, 2015 05:40 PM    Msg. 9 of 12       
Quote: --- Original message by: R93_Sniper
he's modding a version of bloodgulch that he can use so that when he's playing default bloodgulch it shows that version instead. Basically doing the same thing as PC/Trial modders. You'd need to match pretty much everything to be perfect, and then modify things such as that HUD to work better, cuz you also have to realize that the weapons you're using have different magazine sizes, bullet travel times, recoil and etc


i'm going to replace only the models,shaders, effects and sounds. not the default settings, I will relase a little beta next weekend, to test if you can play properly, about the HUD, yep needs some work.

EDIT
At the moment this mod offers 2 little advantages(they aren't game breaking):
-you now can clearly see when your oponent loses his shields (clank sound and mini explotion)
-and see when he recovers his shields too (typical h3 shields regeneration)
Edited by Kinnet on May 17, 2015 at 06:34 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 17, 2015 10:16 PM    Msg. 10 of 12       
But see you have inconsistencies

AR has 60 rounds per mag, yours had 32
Needler in your version would fire faster than the regular one if you're using the CMT one
Animation timing is completely off
Effects may make gameplay a bit more favorable for the mod user (see blue-walling)


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: May 17, 2015 11:20 PM    Msg. 11 of 12       
i think you don't realize that everything in this mod is "client-side only"


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 18, 2015 12:53 AM    Msg. 12 of 12       
that's exactly the issue I'm commenting on

 

 
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