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Jan 7, 2010 06:21 PM |
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May 1, 2014 04:40 AM |
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Mar 28, 2016 11:21 PM |
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Canada |
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I can model levels, scenery, and weapons really well.But I'm not too great with textures! |
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Halo, Pokemon, Guitar, Singing, Drums, Drawing, 3d Modeling. |
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20 |
| What Games do you play: |
Halo, Mass Effect, Gears 3 |
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Halo: Accession
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Hell_Jumper_056 has contributed to 124 posts out of 465278 total posts
(.03%) in 4,761 days (.03 posts per day).
20 Most recent posts:
https://www.facebook.com/photo.php?fbid=784465524898612&set=ms.784324064912758.784465524898612.bps.a.760462273965604.1073741830.746518345359997&type=1&theater I'm having trouble getting the UNSC symbol and 'MA5B' to stop glowing in the dark. They have an alpha which separates the black background from the white. I've moved to OS and its using a .shader_transparent_generic, but it was a .shader_model, but it still glows. idk if Os changed the way the shaders work, or I just forgot how to do normal non glowing alpha shaders...
I built a blank map with a black back ground so I can take pics of my content with their shaders in use. I've come across 2 problems:
#1. Sapien isn't placing items at their appropriate coordinates. it should look like this:  I haven't run into this problem before.
#2. After 20-30 seconds the weapons unspawn and never respawn. I've never been able to fix this. If you spawn in a normal halo match the weapons stay their until their picked up or the game ends. In my maps they disappear after 20-30 seconds. Does anyone know how to fix this? I've check multiple tutorials but nothing on spawning things.
Thanks!
I had this problem when I switched over to open sauce, which apparently changed some of the shader properties. You should make a whole new shader and just copy the contents over.
if it says that there is no geometry to export, then you don't have your model or markers linked to the frame (which you wouldn't see if you imported it).
tool will ALWAYS say 'Couldn't read map file' lmao. (tool plz... stahp...).
this vid might help: http://hce.halomaps.org/index.cfm?fid=4183
moving the markers while using the original animations might make things a little weird. I would recommend keeping it as close to the original as possible.
You should check out the tutorial section: http://hce.halomaps.org/index.cfm?pg=1&sid=23 Alot of people have contributed to this community through some pretty awesome tutorials.
do you know what the " 0 0 1 does (it wasn't listed in the OS site)? And I don't understand how to get past the:
04.02.14 03:01:13 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid animation_graph_unit_seat_block index in [#0,#1)
I finally got the model, collision and physics files working together with out errors, but I can never get an animation file to work past that point. any ideas? Edited by Hell_Jumper_056 on Apr 2, 2014 at 03:11 AM
lmao, I finally got it to compile! And I'm starting to under stand what you were meaning A Juicy Frank with the missile physics being weird. I'm starting to think that the orientation of the missile vehicle has something to do with the missile flying out of the player differently every time, or maybe that the node it's spawning in the player from moves with the animation. So I might make a node that sits perfectly still all of the time to see if that helps.
I can also see what you meant by the physics being weird too, like how the missile has a hard time hitting ground targets (It's perfect for aircraft though, I haven't had any problems with it in that aspect (i think it might have something to do with the velocity, or the limbo time it has after its launched, but before it starts tracking its target)). Edited by Hell_Jumper_056 on Apr 2, 2014 at 12:06 AM
I've been looking through the .hsc file and I think that I have a decent grasp of it (with the awesome help of the notes left behind ). I had trouble starting because I didn't know how to set up the encounters and such. So i got the scenario and from what I can tell, you told it to attack just about everything, as a possible target. I'm still figuring out the names of objects and such, but does it have to be a .yelo file? I add the -ex to tool but it still fails... so I can't seem to work around that. But I have gotten it to compile correctly (WOOT).
This is the error I get from tool, but I think thats only because the -ex compile isn't working (so right now its a .map and not a .yelo).
03.31.14 01:29:51 tool pc 01.00.09.0620 ---------------------------------------------- 03.31.14 01:29:51 reference function: _write_to_error_file 03.31.14 01:29:51 reference address: 42ca20 03.31.14 01:29:51 WARNING: 1 clusters in structure_bsp levels\g4h-dush\g4h-dush have no background sound or sound environment. 03.31.14 01:29:51 recompiling scripts after scenarios were merged. 03.31.14 01:29:51 [b_homing_rocket_SCOPE_SYSTEM line 122] this is not a valid function or script name.: weapon_data_trigger_set_real rl 0 rounds_per_second upper 0.1) ;==Prevents rocket from firing again===\
(ps, I think I had WAY too much fun just flying around as the missile and running into targets lmfao!)
Thanks DOOM899 but like I said, I can compile them and they will play in Guerrilla, but won't activate in game at all. I've attached them to a marker, and also to be activated by stuff, but still nothing. (then again, you could be right since other loop files work in game...hmm).
and thanks for the pics Echo77. Mootjuh's the one whose in charge of the textures and models. The ones I'm making are just a quick reference to get this weapon closer to it's release, but I'll definitely change it up after I configure the parts that A Juicy Frank just released.
SWEET! I'll start working with this in an hour. I'm almost finished the missile for my launcher too:
https://www.facebook.com/photo.php?fbid=768803989798099&set=a.758105760867922.1073741825.746518345359997&type=1&theater
The wings on the 'Stalker' Missile individually unfold from the body after it's launched. I've gotten the missile launch and loop sounds to compile, but they don't ever play in game and IDK why... and I still have some more effect tags to make.
Hey Mootjuh, are you going to want to use this missile? Or make your own? I'm still trying to figure out vehicle animations and physics... but I am ready to make the FP animations.
geez Echo77, that method of reloading is actually a pretty good idea. I might actually give you credit for that in the animations lmao.
and OHunterO You'll have to see what Mootjuh says, since he's in charge of making the model, texturing and rigging. I bet that it will give him some ideas on how to build it though, since the original pic is unproportionate (Mine had the side angular piece at the front sticking out sidways with a tracker built into it, poking out beside the barrel).
Sounds good to me! What about the flash light? will that be added to the helmet like covenant weapons? And what method of reloading are you considering? I think the weapon will have to be farther forwards if it's reloading through the back:
https://www.youtube.com/watch?v=SWJ-zMBS0fM&feature=youtu.be
Here is Halos best output. You can already see that the hud is 'pixelly'. That's just how the whole game is.
What you could try, is scale the bitmaps larger manually, and see if that makes a difference. I think one way that people make high-res huds is by making the bitmaps big, then in the engine, shrink them down to the appropriate size.
Looking at your pic, The Unreal Engine is shrinking the bitmaps vertically. Edited by Hell_Jumper_056 on Mar 27, 2014 at 05:10 AM
I remember hearing people having problems with halo and its resolution (I think OS fixed it). But your problem might be related with the screen resolution. I'm pretty sure that Halo outputs at 800x600, while The Unreal Engine outputs at 1080 something, so the bitmaps might be stretching. Not too sure though, but it might be worth looking into (I think the High-res scale has something to do with the pixel ratio, not too sure though).
so Hobbet360, I'm guessing that will overwrite the original list of nodes with the current ones? I got past the error by re-adding another animation to the overcharged one (which was originally from the plasma pistol).
lmao Mootjuh, I had no idea that making the model extremely high res then baking it was even a thing. It does make sense though! I can't wait to see how it well it turns out!
https://www.facebook.com/photo.php?fbid=766519536693211&set=a.758105760867922.1073741825.746518345359997&type=3&theater
I got a funny command line prompt after the first animation compile failed "not all animations were using the same node graph! import failed. ask jason to push you around in a wheel chair if you need it"
The model now has it's own animations that work perfectly and are ready to be animated.
Lmao Frank, I thought that it had to be OS no matter what? I upgraded to OS and I've gotten everything running smoothly (didn't know i had to add 'OS_tool' because I didn't see that os_tool had been added lmfao). I was originally hoping for non OS because I think that most people are still using non OS data and maps. But if you think that OS would be a better option, I'd say go for it.
Should I add a frame (or does it need to be a marker?) to the first person model for you to fire the missile out of? I'm adding the overheated animation now. I could recompile every animation with the frame/marker and send it to you if you want to test with it.
That missile just keeps getting cooler and cooler!
Is there another method of locking on that won't cause the domino effect? And whats wrong with the reloading animations? I can't say that I saw anything wrong with them in the video, but the animations are triggered normally right? or are they triggered by scripts?.
I've been working on the FP animations but I've been having trouble setting up the bones (to be ready to animate them after Mootjuh finishes the model), and I don't understand how to convert them after they've become JMA files.
What do you mean when there are problems with the firing animations when the player jumps, crouchs and such? If it's using the exact ones that the original rocket launcher uses, then thats how it is. Most of the original animations have those problems, but I'm pretty sure that they can be fixed, but only by re-doing them from scratch (which is what I am going to do).
Right now I have darkened the lens texture and created the firing flash and smoke tags, and I added a light shader and light to the front, so when it's 'locking on' or generating heat, the light turns red.
um... I didn't add the os_ at the beginning of tool... lmfao. I looked to see if there was an os_tool but i guess i originally missed, so I figured that the command wouldn't need to be changed. Thanks for everything again kirby!
I just reinstalled Halo and OS seems to be working. OS sapien seems to be working (I'm loving the faster radiosity time). But OS tool is giving me the same error that normal tool gave me. theres nothing in the debug that talks about OS tool, just OS sapien and how its working.
tool still gives me:
tag data 'hs_syntax_data_definition' too large. failed to load... tag data 'hs_syntax_data_definition' too large. failed to load scenario tag 'levels\newmap2\newmap2' need to get the following tags:
### FAILED TO LOAD SCENARIO
which I don't understand. I compiled the map, it worked, then I installed OS, then compiled again and then that error started and won't go away. I changed absolutely nothing in between the time before OS and after.
I've seen 'tag types' before, but I have been unable to find out what that means. Do you Kirby?
Thanks and what should I do next? Edited by Hell_Jumper_056 on Mar 24, 2014 at 01:02 PM
I finally got around to upgrading to OS. At first I didn't know why I hadn't done it sooner. Then I found out, that it rendered me almost completely unable to compile my map files.... So here's the error's:
tag data 'hs_syntax_data_definition' too large. failed to load... tag data 'hs_syntax_data_definition' too large. failed to load scenario tag 'levels\newmap2\newmap2' need to get the following tags:
### FAILED TO LOAD SCENARIO CAUSE I SUCK (tool plz, stahp)
I can load my maps perfectly in standard Sapien (still can't compile), but not OS. OS gives me this:
03.21.14 17:27:43 a hobo pc 01.01.00.0609 ---------------------------------------------- 03.21.14 17:27:43 reference function: _write_to_error_file 03.21.14 17:27:43 reference address: 401b13 03.21.14 17:27:43 Couldn't read map file './a_hobobeta.map' 03.21.14 17:27:43 *found 2 adapters... 03.21.14 17:27:43 CreateDevice succeeded with refresh rate = 0 03.21.14 17:27:44 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 03.21.14 17:27:45 Increasing sound decompression buffer size to 1048576 bytes 03.21.14 17:28:08 WARNING: 1 clusters in structure_bsp levels\newmap2\newmap2 have no background sound or sound environment. 03.21.14 17:28:08 local player 0, weapon (0x0), deleted unexpectedly
I spent 2 hours trying to figure out anything about OS's use, but found nothing. I checked the OS website, but it didn't help. It came with a program called 'Open Sauce IDE'. I have no idea what it does, and it didn't come with any description of what it's supposed to do. Any ideas? I really wanna work on Halo again...
Oh ya, there are no scripts in this map either. Edited by Hell_Jumper_056 on Mar 24, 2014 at 08:08 AM
that could replicate the Targeter in halo reach! Edited by Hell_Jumper_056 on Mar 22, 2014 at 12:24 AM
I just had an idea, what if after the missile left the weapon, it switches to FP of the missile with the player controlling it? It might be harder to implement into a multiplayer game, but still a pretty cool idea right? I'm still rooting for the AI method though lol. Edited by Hell_Jumper_056 on Mar 23, 2014 at 02:35 AM
I finally got OS to work, and I got the lens shader almost done. Doo you guys think that it should be darker, or have more black in general? https://www.facebook.com/photo.php?fbid=765868460091652&set=a.758105760867922.1073741825.746518345359997&type=3&theater This is not the model that will be used, I'm just using it as a reference for the marker and node locations. as you can see, the player has enough room to reload the missiles through the front, but it still should be possible to load through the back part behind the box (both work fine i think).
I'm also thinking of adding the shrinking reticle to the 3d model of the weapon\hud , so I can link the heat to the cosine animations. I've also recorded the missile zooming sound, but still need to make the important launch sound 'G4H-DuSH' lmao.
Edited by Hell_Jumper_056 on Mar 24, 2014 at 03:12 PM
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