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Jul 14, 2019 05:49 PM |
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Dec 5, 2022 01:22 AM |
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France, Gironde, Bordeaux |
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Being occuped. |
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RAVE AGE |
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Halo, halo and moar halo. |
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HEK not installed tho
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bourrin33 has contributed to 2030 posts out of 465278 total posts
(.44%) in 4,840 days (.42 posts per day).
20 Most recent posts:
Hey. Nice stuff. Dont Forget To give credit where due. Did you rip the files or got them from lone? I might have the shotgun anims somewhere, which are absent from stkft. I'll try to dig them
He was implying you had halo editing kit (hek) installed, that contains uncompiled source files. Hmmm basically you need to install the hek, rip tags from map files with an extractor and locate lock doors files, then import with the tags.
Or maybe you can grab the gbxmodel with a realtime tag editor, avoiding installing the hek.
Or directly ask people on discord channels, because that's a 2 minutes job.
Sorry not to be more helpful but I didn't use halo s dk for a while
Hey, nice stuff ! Could you send me the model of the base of the gun ?
If I find some time, i'd like to experiment with a design I drawed quickly in 2011, like this, if it can give you some inspiration (it's much bulkier than the reach models) :
That's the tool of my dreams (4 years ago). Figuring out how collision geometry works was a lot of pain.
Does it import in max the geometry with selection groups/regions named specificly for quick export ?
If you want to know more about that I'll try to find example of full collision model w/regions. Or you can ask Masterz about CMT source collision models as they can be quite complex.
Who's Bourris ?
My problem with the idle anim is that left hand weird movement. Try to use the curves panel to reduce the intensity of the motion, and eventually adjust curves slopes. One thing that usually works is always separating ROTATION and MOVEMENT keyframes for each node. It gives a good feeling of smoothness. e.g : this is the frame I use(d) for wriste controller in fp anims edit : green is rotation only frame, red is motion and blue is scale (which I used to open the hand fully since I have finger controllers linked to the wrist controller). You can delete keys specifically by right clicking on the keyframe markers in the timebar. Edited by bourrin33 on Jan 5, 2017 at 09:48 AM
Maybe you can add some light/laser beams as a support for the holographic map
Exporting block elements ? I remember dreaming of this, sounds great. How about bookmarking tag files? Edited by bourrin33 on Dec 30, 2016 at 09:40 PM
Looks good, now time to make things on a larger scale
tbh I didn't find it harder than polygon or worse, mesh modeling
You could try a tutorial about patch modeling if you want surfaces like this easily.
^Here is an explaintation https://www.gov.uk/intellectual-property-an-overview/what-ip-is Nice job Flanker, but there is a lot of the lowpoly triangulation that I find weird, don"t you have a version with flat quads only ? it would help me to understand it better. Oh and is the whole weapon on 1 smoothing group ? Because if so, they look bad when ported in halo CE
No idea if you know about that, but you should use filterforge for your textures, there are lots of bitmaps with bump AO and specular for free, and it's pretty good, I used it for bigass bases and a few things. And you could try to do like mootjuh suggested, using a blended shader to give more variations to the texture, like the ground maps. This way you could use one detail map for parts that are more worn off or were shot and use the rest somewhere else, + details for color etc on the main map. Rip bigass bases to know more (Hey, flagging my stuffz again !) https://www.filterforge.com/filters/category47-page1.html Edited by bourrin33 on Sep 7, 2016 at 04:57 PM
I'm gathering stock psd files of things I made. Here is the texture of the DMR I originaly wanted in bigass : I'll post links later
Quote: --- Original message by: HyperSeanQuote: --- Original message by: Super FlankerQuote: --- Original message by: bourrin33 The endless story of the ripper blaming the ripper Marvelously put. So why is it wrong of me to not want unoptimized crap being used in even crappier maps? I'd figure just releasing it is generous enough.
I never told you to do so. It's even better if you release the source along with it Edited by bourrin33 on Aug 28, 2016 at 05:28 AM
so you give the source but not the AO, few layers that helps texturing and anything ?
The endless story of the ripper blaming the ripper
@flanker why not put a rock scenery over this, fixed.
@halolamininatator https://en.wikipedia.org/wiki/Tardigrada here is one decent monstriousity seen in scanning electron microscopy leeches also bears some horrible details.
basically googling "scanning electron microscopy ugly" gives the inspiration you need. https://www.google.com/search?..._AUIBigB Edited by bourrin33 on Aug 17, 2016 at 11:35 AM
*admin fixed link Edited by Dennis on Aug 18, 2016 at 06:12 PM
Make sure your weapon type is shotgun in the tags too, or the reload exit full animation may be skipped
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