soundguy has contributed to 21 posts out of 465278 total posts
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20 Most recent posts:
Anybody know the seat name for the troop doors? the grav lift is "phantom" but I couldn't figure out what the doors were ._. Guerilla and docs didn't help...
Quote: --- Original message by: Masters1337 Thats likely due to your scenario not reffing the proper globals file, it doesnt see anything in it for the 3rd and 4th grenade types.
AH ok, thanks masters! Edited by soundguy on Apr 12, 2015 at 09:20 PM
It seems to give me a tag reference too large error, and will say the tag is corrupted... However, I do have a functional stock and clean halo 1 tagset... what's wrong? Edited by soundguy on Apr 12, 2015 at 07:08 PM
Nevermind, I restarted my computer and it magically worked :D greatest tagset ever (atleast what I've seen) Edited by soundguy on Apr 12, 2015 at 07:24 PM
However, it then crashes with the brutes and I get this in the debug log
04.12.15 16:36:39 sapien pc 01.00.09.0620 ---------------------------------------------- 04.12.15 16:36:39 reference function: _write_to_error_file 04.12.15 16:36:39 reference address: 401b13 04.12.15 16:36:39 CreateDevice succeeded with refresh rate = 0 04.12.15 16:36:40 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 04.12.15 16:36:40 Increasing sound decompression buffer size to 1048576 bytes 04.12.15 16:36:42 EAX: 0x00000001 04.12.15 16:36:42 EBX: 0x0BBC0001 04.12.15 16:36:42 ECX: 0x00000000 04.12.15 16:36:42 EDX: 0x00000000 04.12.15 16:36:42 EDI: 0x0018EFE8 04.12.15 16:36:42 ESI: 0x00000000 04.12.15 16:36:42 EBP: 0x0018EEC0 04.12.15 16:36:42 ESP: 0x0018EEB0 04.12.15 16:36:42 EIP: 0x77C20C42, 83 C4 04 C2 ????? 04.12.15 16:36:42 EXCEPTION halt in \halopc\haloce\source\units\units.c,#8284: (grenade_type >= 0) && (grenade_type < NUMBER_OF_UNIT_GRENADE_TYPES)
Edited by soundguy on Apr 12, 2015 at 07:36 PM
Quote: --- Original message by: SGT ArroyoQuote: --- Original message by: soundguyQuote: --- Original message by: SGT Arroyo I'm already doing one. I can send weighted marine with anims in a few days. Thanks man (wait, what kind of marine, just curious) Edited by soundguy on Feb 8, 2015 at 04:21 PM reach xD
oh............................................................ WEll then, I'll just uh, be on my way now... (no seriously thanks man, really appreciate it. And just in the nick of time as I finally found out how to change that wierd white color on the bitmaps to the reach army brown :D) Edited by soundguy on Feb 8, 2015 at 06:31 PM
Quote: --- Original message by: SGT Arroyo I'm already doing one. I can send weighted marine with anims in a few days.
Thanks man (wait, what kind of marine, just curious) Edited by soundguy on Feb 8, 2015 at 04:21 PM
I am trying to do weighting on a reach marine, however I don't understand weighting for marines, as marines have seperated parts for perms. I tried using the marine model from the original halo, but the weighting was in different positions for some reason (arm is supposed to move, but instead, leg moves when trying to move the clavicle.) Can someone shed some light as to how to weight marines (bonus cookies if they want to weight for me, which I highly doubt)
Edited by soundguy on Feb 8, 2015 at 03:27 PM
Quote: --- Original message by: rododoonceagain First way: 1) Download Paint.NET 2) Open your texture 3) Copy your texture and paste it in a new layer 4) Delete from this layer the parts you don't want to recolor, using the rubber tool 5) Go to Regulation => Curves 6) Switch from luminosity to RGB and drop down a little the channels you want to soften; for example, if you want a green marine, drop down IN THIS LAST LAYER both the red channel and the blue channel 7) Adjust the final result with Regulation => Hue\Saturation, then compile
Second way: 1) Download Paint.NET 2) Open your texture 3) Adjust the multipurpose map with the curve function to have reflections, details and stuff 4) Create an alpha mask (there are some scripts to do this lurking around); areas you don't want to be recolored must be completely transparent 5) Compile the bitmaps, set up your color permutations in actor-variant tag or biped tag and you are done.
Thanks
Edited by soundguy on Feb 8, 2015 at 04:06 AM Edited by soundguy on Feb 8, 2015 at 03:22 PM
Hello, I have reach marines ready to go (all 32 perms, just need animations), but I noticed that the bitmaps used are still thier original white color, instead of my color in max which is the reach army color (brown for their armor peices, white for helmet, green for cloth). How can I achieve the same color result in the bitmaps? Btw, the bitmaps look like this But in max the colors look like this also, how would I achieve the orange or clear glasses (I saw this in the reach bipeds uploaded by potterhalo) I really need major help on bitmaps :D
Quote: --- Original message by: teh lag
I don't quite remember the specifics of it, but I basically just animated another physics object in the scene to hit the Brute in the direction / area that the death animation needed.
Hmm, I'll figure it out thanks!
Quote: --- Original message by: teh lag
I created a ragdoll physics simulation in 3ds max's Reactor system for the Brute animation rig, and then I simulated some animations with the character being hit by an impact force from various angles.
How did you simulate the impact force? Kind of new to max
Hey masters, can you shed some light or give some tips as to how you guys did the "ragdoll-like" animation with the brutes? I want to do it with reach marines (possibly elites) Edited by soundguy on Feb 1, 2015 at 03:31 PM
Quote: --- Original message by: R93_Sniper The only tracer you really need is the Sniper contrail, you can just use a plane with a gradient texture for the rest.
But no all those are under contrails, not gradients. Textures are greyscale and are colored with a radial gradient. this allows for cheap as heck muzzle flashes and more space for other effects
Ah ok thanks!
Hey, what are the tracer's (or bullets) bitmaps called inside of reach? Are they the fx/bitmaps/weapon_fire/gradients?
Quote: --- Original message by: R93_Sniper actually that's because by default max will read alpha channels weird. you can alleviate this by setting the diffuse color (The small grey square next to the material name) to a darker color. setting it to flat out black will usually fix it but in some cases it will not (Halo reach frigate is the only instance I can immediately think of that does not)
Thanks for the help!
EDIT: http://i62.tinypic.com/jjw4y8.png I am trying to change the armor color to the kind of green in the game, but it only changed the helmet, why?? Edited by soundguy on Jan 25, 2015 at 12:24 AM EDIT *2: Never mind, fixed it :D Edited by soundguy on Jan 25, 2015 at 12:35 AM
Quote: --- Original message by: R93_Sniper oh I know whats going on there. Adjutant puts the color change slots in if you have it selected and oftentimes it tends to break the colors because its not yet perfect. I usually redo the materials a bit myself but that's a big factor.
as another thing, go to customize, preferences, gamma and LUT, and then change your gamma. set it to Gamma at 1.2, and then have input and output gamma at 1. It'll make your materials look much nicer and it'll remove of the mirror line.
Thanks! Also, is that the reason why when I preview the textures and try to edit them they end up being white?? Edited by soundguy on Jan 24, 2015 at 07:25 PM
Quote: --- Original message by: savinpvtmikeQuote: --- Original message by: soundguy
http://i59.tinypic.com/n3m4w7.png Uhh, what happened? The viewport looks fine, except for some wierd blue colors Edited by soundguy on Jan 24, 2015 at 05:54 PM 1- what render settings are u using 2- are there any lights set up 3- are the materials set up properly 5- do u have it set in the material editor on all textures alpha source set to none make shore all of your settings are set to what i said, mainly 3 and 5 I'll see what I have
http://i59.tinypic.com/n3m4w7.png Uhh, what happened? The viewport looks fine, except for some wierd blue colors Edited by soundguy on Jan 24, 2015 at 05:54 PM
Quote: --- Original message by: Mystryb0yQuote: --- Original message by: soundguy will it be possible to extract model animations?? Just wondering as I haven't ripped a model yet and i don't know if the stock halo ce animations work with it.... As has been said many a time, this may or may not come in the future. At the moment, no. They won't work "out of the box", but you can re-rig them to CE bones. It won't look quite right though. Your best bet is to make the animations yourself. OK thanks
EDIT: I just noticed that when I am trying to edit the bitmaps, the texture seems to be white and nothing else, I can't see any color Edited by soundguy on Jan 24, 2015 at 12:23 AM
will it be possible to extract model animations?? Just wondering as I haven't ripped a model yet and i don't know if the stock halo ce animations work with it....
Quote: --- Original message by: Masters1337
No marines in TSC:E, just ODST. Marines will be only in SPV3 POA, Halo, AOTCR for part 1. Edited by Masters1337 on Jan 21, 2015 at 01:25 AM Oh yeah I knew that, I was talking about the spv3 stuff
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