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Viewing User Profile for: modtyrant
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Joined: Apr 2, 2010 03:39 AM
Last Post: Nov 14, 2010 10:37 PM
Last Visit: Dec 25, 2013 11:07 PM
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Occupation: Destroying Bad Developer's and Bad Review Critics
Interests: Games, Game DEV, Game Modding, other stuff
Your Age: 18
What Games do you play: The ones i like, Like Halo & Dawn of War 2
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modtyrant has contributed to 25 posts out of 465278 total posts (.01%) in 4,677 days (.01 posts per day).

20 Most recent posts:

I solved the problem through sheer luck!!

There is a spot at the bottom of the animation graph file called "Loop Frame Index". I had no clue what it does so i said screw it and typed in the maxim amount of frames my Animation had into that Box.

Got in game and the Animation no Longer Loops, Yippee!!!


Also by the way thanks for posting guys.


Edited by modtyrant on Nov 14, 2010 at 11:09 PM


Master Chief's default move-front is a JMA (Base animation). The Default moving animations are base not overlay.

I could change it to overlay, but chances are the animation would stop working entirely.


Edited by modtyrant on Nov 14, 2010 at 10:37 PM

Halo CE Technical / Map Design » how i can put vehicles and weapons?! Nov 14, 2010 09:43 PM (Total replies: 3)

The Global Tag has to be edited with Guerrilla and is found in Tags/Globals/Globals.Global

Make a back up just in case.

Edited by modtyrant on Nov 14, 2010 at 09:44 PM

Halo CE Technical / Map Design » how i can put vehicles and weapons?! Nov 14, 2010 09:23 PM (Total replies: 3)

You will have to go into the Globals.Globals tag and add a new vehicle slot. You can only have 6 Vehicles in the Globals i believe, so you will have to delete one of the default vehicle entries under multipayer in the Globals.

Your weapon files have to be in net game equipment while in sapien.

Halo CE Technical / Map Design » Halo CE's character/model limit Nov 14, 2010 09:01 PM (Total replies: 5)

While i have never done a biped rig the process is fairly simple. Add a skin to a model with the correct bones and then skin it accordingly. Once skinned check the model to see if it moves right for animation. Once that's out of the way you can Export it, but when you do make sure you export it as a Rigged Model (that's if your using Gmax or 3DSmax. I,am not sure as how it would be in blender.)


Here is a simple Rigging tutorial for 3DS max (Same method can be done in Gmax).

http://halo2.filefront.com/file/Jahrains_Character_Rigging_Tutorial;57522


Move-Front does not work right. It keeps looping the fire animations even though i stopped firing. It does not do this with the original fire animations though.

From my experience in first person animation it does not effect any thing in 3rd person. I,am making a 3rd Person mod so i have no 1st Person animations. Even with 1st person animations it continues to loop the firing animations even though I'm not shooting.

As a side note the fire animations don't even register unless there JMO. (3rd person fire animations that is)

The reason there JMO is that i think they have to overlay and blend with the moving and idle animations.
Edited by modtyrant on Nov 14, 2010 at 08:56 PM


1.I have all the animations for standing.

2.I,am using JMO, which is what the original animation uses for all of the Fire Animations.

As i have said before i have tried to re-make the moving, idle and fire animations, but that did not work. I think it's some sort of setting, because the shooting animation looks really nice except when it starts to loop.

As a side note i,am using my own custom Labels (HAG for Hand Gun). I renamed the label in the .weapon file so that he could use the weapon.

My animations would look like this.

stand pistol HAG idle.jma

stand pistol HAG fire-1.jmo

stand pistol HAG fire-2.jmo

stand pistol HAG airborne.jma

stand pistol HAG move-front.jma

One more thing! The Fire animations work perfectly for move-back, move-left and move-right.
Edited by modtyrant on Nov 14, 2010 at 08:30 PM


It's okay i will just have to keep on waiting. While i wait i will continue doing trial and error; i might get lucky and fix it.
Edited by modtyrant on Nov 14, 2010 at 07:53 PM

Halo CE Technical / Map Design » Blender > Gmax Export Nov 14, 2010 07:44 PM (Total replies: 2)

To make a Texture show up in Gmax on the Model you have to enable show map in viewport which is a blue and white checkered cube in the materials panel.

As a side note i use Gmax for every thing from Weapons to Maps, Vehicles, Characters, Animations etc.
Edited by modtyrant on Nov 14, 2010 at 07:50 PM


I do not think scripting is needed for animations, but i could be wrong. I will just have to wait and see, because i do not know how to script at all. I really just think it's a setting issue in guerrilla that i completely missed.

Making the Animation and getting it in the game and all that is easy, however i just recently started 3rd Person Animation. Trying to get things to work 100% is difficult for me at the moment.

Thanks for posting.
Edited by modtyrant on Nov 14, 2010 at 07:39 PM


I solved the problem through sheer luck!!

There is a spot at the bottom of the animation graph file called "Loop Frame Index". I had no clue what it does so i said screw it and typed in the maxim amount of frames my Animation had into that Box.

Got in game and the Animation no Longer Loops, Yippee!!!


Also by the way thanks for posting guys.


Edited by modtyrant on Nov 14, 2010 at 11:10 PM

Halo CE Technical / Map Design » 1 Tiny Problem, Please Help. Nov 13, 2010 05:59 PM (Total replies: 2)

Oh, okay thanks. The importer was saying JMT so maybe that's why it's not working. I will change it to JMR then (I actually had the directions right the whole time).

Halo CE Technical / Map Design » 1 Tiny Problem, Please Help. Nov 13, 2010 05:41 AM (Total replies: 2)

Hey!

Hehe, i thought i was done after i got vehicles down, but another problem pops out of the wood work.

Any ways i,am having a problem with a Biped's Aim Still & Aim Move. I,am not sure what position each frame is. Aim Still & Aim Move both have 9 frames, but like vehicles (I think) each frame is a specific direction for aiming such as down right, down middle , down left etc. I'm not sure which frame is which for Bipeds.

See basically all my other Biped animations work besides turning left, turning right, aim move and aim still. For some reason i believe turn left and turn right are related to aim move and aim still and they all have to be working in order for them to work correctly (Meaning if one is bad those 4 won't work properly). That's only a guess as to why my turning and aiming is not working for master chief.

Well i will greatly appreciate any help and will defiantly give credit where it is due to all the people who have helped me with my problems.

Thanks!

Summery of Problems

1.Biped will not turn left or right
2.Aiming is all screwed up (default animations)

I made custom aiming animations, but it did not work right. The Biped only aimed in 1 or 2 directions and he still did not turn with the custom aiming animations.
Edited by modtyrant on Nov 13, 2010 at 05:54 AM


I don't know, i never thought that was an issue. I will go check real quick to see if it fixes it.


Whooooooooooooooo it's fixed!!!
Edited by modtyrant on Sep 29, 2010 at 12:56 AM

Halo CE Technical / Map Design » Vehicle does not spawn in Sapien. Aug 27, 2010 04:52 AM (Total replies: 3)

Quote: --- Original message by: Amazingcuziam
Simple Reason. There is a different number of nodes in your animation than in you model thus halo goes WHAT HECK I CANT WORK WITH THIS! and doesnt spawn your vehicle. A simple reason with a simple fix, go into your animation (assuming you saved your animation) and instead of compiling it from your saved model export it from the animation (make sure to delete any unneed things ive never animated a vehicle to i dont know what it requires) and compile that it should fix and quite frankly look better. hope it helps!


That might be the problem so I'm gonna go check and thanks for the reply.


Quote: --- Original message by: kev3344

The second solution if you're sure you have the same nodes and it doesn't work:

You only need to open your animation graph and your model with kornman 00.

In the animation graph scroll down almost to the bottom and you will see a some numbers called node list checksum. Copy it and paste it instead of your model's checksum(it's almost at the top).

You can get kornman00 here: http://hce.halomaps.org/index.cfm?fid=1081
Edited by kev3344 on Aug 26, 2010 at 10:51 AM


I have kornman's version of guerrilla and that animator injector/editor. This is not the problem, i have ruled this out because i have made a working 100% custom vehicle, but it was a very simplistic vehicle. I just over looked some thing vital and I'm not sure what i over looked so i will have to go back in and find out what mistake i made.

Thanks for the reply though.

(Sorry for bump, but i like to leave a thanks for people who reply)
Edited by modtyrant on Aug 27, 2010 at 04:53 AM

Halo CE Technical / Map Design » Vehicle does not spawn in Sapien. Aug 25, 2010 10:10 PM (Total replies: 3)

Hello!!

Well this is what happens when i try and put the vehicle in the map with Sapien.

---------------------------------------------------------
(1st Error)

(Part A).the model ' vehicles\land_speeder\land speeder' and the animation graph ' vehicles\

Can't see the rest of the first directory, but there is a second directory underneath it.

(Part B).the object ' vehicles\land_speeder\land speeder' will not animate
-------------------------------------------------------
(2nd Error)

(Part A).OUT OF OBJECTS:Cannot Create "land speeder"

Sapien does not do this with other objects or vehicles. I even made my vehicle into a Scenery object and it spawned with no errors.

Here is the list of animations I'm using and my vehicle is also a ghost type vehicle. My vehicle is 100% custom it's not just a model overwrite. My vehicle has it's own frames and tags, but it does use some default tags and frames like frame "hull" and "frame gun". It has two weapons, one weapons is for the driver and the other one is for the gunner.

1.Stand Fixed Aim-Still.
2.Stand Fixed HB Fire-1.
3.Stand Fixed AC Fire-2.
4.Suspension

Here are the Ghost's animations.

1.Stand Fixed Aim-Still
2.Stand Fixed C Ghost Gun Fire-1
3.Vehicle Steering -- (My Vehicle don't need this unless i have to have it then i will use it)
4.Suspension

So I'm confused on which animation is broken. I know it has some thing to do with animations, but I'm not sure what. I basically made each animation from scratch following a JMO and Animation Guide that i downloaded from here. All my animations are in the place they should be on the Guerrilla Animation Game File.

I had no problems with tool. Every thing complied and modeled correctly. I also have the collision for the model too. I also placed the vehicle file in the Globals.

Well thanks for your time. While i wait for responses I'm gonna try to make a very simple 100% custom vehicle.

Basically all i want is just a list of reasons why my vehicle is not working. Thanks!!
Edited by modtyrant on Aug 25, 2010 at 10:12 PM

Halo CE Technical / Map Design » I need A little Help with Animations Aug 3, 2010 05:44 PM (Total replies: 2)

Okay i will try that and see if i can get it right with a bit of trial and error. Thanks for the reply and pointing me in the right direction.



Halo CE Technical / Map Design » I need A little Help with Animations Aug 2, 2010 11:23 PM (Total replies: 2)

Hello!!


I want the 3rd person animations to roughly match the 1st person animations for my gun, but I have no clue how to do that. I make my 1st person animations with Gmax and then I get it into the game, but when ever i get into the warthog and it shows me in 3rd person, Master Chief is holding it like a pistol when he should be duel wielding them because my weapon is a gun and sword.


How do i get them to match up, 3rd person and 1st person? I tried making my own 3rd person animations with master chiefs bones & model, but that didn't work. I have made my own 3rd person animations before like Jumping and Walking, but when ever i made a 3rd person weapon animation with his full body bones it never works.

Basically the idle for 3rd person looks like crap because he is still using the 3rd person pistol idle and when ever i fire the gun he still uses the 3rd person pistol fire.

If any one can help me on this I would appreciate that a lot.


Edited by modtyrant on Aug 2, 2010 at 11:27 PM

Halo CE Technical / Map Design » For the sake of progress!! Apr 21, 2010 07:16 PM (Total replies: 0)

Hello!!

I need a 3rd person animation tutorial for 3rd person shooting and weapon animations.

I can make animations like jumping and walking, but I cannot get Master Chief to hold my weapons the correct way or even have them fire the correct way in 3rd person, because I don't know how to make third person weapon/fire animations.

I can do 1st person easily and most 3rd person stuff too, but I cannot get weapon animations to work in 3rd person or have Master Chief hold it the correct way.

This is the ONLY thing that is holding me back from finish my mod, please, PLEASE help me!!


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