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Author Topic: Weapons - Works in Process thread [WIP] (11907 messages, Page 334 of 341)
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DarkestSeptagon
Joined: Nov 29, 2012


Posted: Mar 15, 2013 09:53 AM          Msg. 11656 of 11907
Quote: --- Original message by: jabberwockxeno
Noob question:

How do I make it so in max, a weapon is linked to a biped's hands?

Do I just use the attach button?
Link the main weapon's bone to the hand bone. You can use the align tool and the spheres to help position the weapon.


Another noob question. How can I make it so the Assault Rifle's ammo count changes from 00 to 32 in 3DS Max. Does it have to do with keying textures if that's even possible?
Edited by DarkestSeptagon on Mar 15, 2013 at 09:57 AM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 15, 2013 10:25 AM          Msg. 11657 of 11907
Quote: --- Original message by: DarkestSeptagon

Quote: --- Original message by: jabberwockxeno
Noob question:

How do I make it so in max, a weapon is linked to a biped's hands?

Do I just use the attach button?
Link the main weapon's bone to the hand bone. You can use the align tool and the spheres to help position the weapon.


Another noob question. How can I make it so the Assault Rifle's ammo count changes from 00 to 32 in 3DS Max. Does it have to do with keying textures if that's even possible?
Edited by DarkestSeptagon on Mar 15, 2013 at 09:57 AM


Yes, you can keyframe textures.

By link, you mean attach, or skin the weapon to the hand bone?


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Mar 15, 2013 11:17 AM          Msg. 11658 of 11907
Quote: --- Original message by: jabberwockxeno
Yes, you can keyframe textures.

By link, you mean attach, or skin the weapon to the hand bone?
Thanks.

Use the link tool. Click on the weapon bone then drag your cursor to the hand bone. BTW it's at the top left of the screen.

Edited by DarkestSeptagon on Mar 15, 2013 at 11:25 AM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 15, 2013 01:05 PM          Msg. 11659 of 11907
Quote: --- Original message by: DarkestSeptagon
...is there like, a secret group or something that gets to rip Halo 4 models before anyone else?

I'm kinda new here.


Sure feels like it, doesn't it?


OashKoash
Joined: Nov 27, 2012

Dishin' Chickenpedes


Posted: Mar 15, 2013 05:57 PM          Msg. 11660 of 11907
I'm a big fan of the work done here, there are some really awesome weapon concepts and such listed on this thread.

But, considering I'm a terrible modeler, I wanted to leave this here and see who'd like to take a shot at creating these bad boys.

-EDIT:
I'll downsize the image so as to not take up so much space on the forums.



First up in blue is the Plasma Shotgun, and in Purple is the Heavy Needler Launcher.
Always wanted to see the latter realized, and as for the Plasma Shotgun, well, it came out on a whim.

You might also notice some other doodles and notes. Yes, I have an idea for Brute weaponry, mostly a harpoon-launching sniper rifle and an extremely close-quarters sawed-of shotgun.
-END EDIT

Go nuts, guys!
Edited by OashKoash on Mar 15, 2013 at 06:01 PM


bourrin33
Joined: Oct 19, 2009

I guess I like being hated.


Posted: Mar 15, 2013 07:41 PM          Msg. 11661 of 11907
looks awesome, I might model the second gun


Echo77
Joined: Jul 20, 2010

-Modder-


Posted: Mar 15, 2013 09:30 PM          Msg. 11662 of 11907
Quote: --- Original message by: OashKoash

I'm a big fan of the work done here, there are some really awesome weapon concepts and such listed on this thread.

But, considering I'm a terrible modeler, I wanted to leave this here and see who'd like to take a shot at creating these bad boys.

-EDIT:
I'll downsize the image so as to not take up so much space on the forums.

http://fc04.deviantart.net/fs70/f/2013/044/e/3/delta_squad_chronicles__new_covie_weapon_concepts_by_koshima07-d5utdt9.jpg

First up in blue is the Plasma Shotgun, and in Purple is the Heavy Needler Launcher.
Always wanted to see the latter realized, and as for the Plasma Shotgun, well, it came out on a whim.

You might also notice some other doodles and notes. Yes, I have an idea for Brute weaponry, mostly a harpoon-launching sniper rifle and an extremely close-quarters sawed-of shotgun.
-END EDIT

Go nuts, guys!
Edited by OashKoash on Mar 15, 2013 at 06:01 PM

These are amazing. Very unique, and they make sense. I'd very much like to see them in-game.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 16, 2013 10:38 AM          Msg. 11663 of 11907


http://www.youtube.com/watch?v=kRM8IXMrxjE&feature=youtu.be

My current progress on the needler.

I'll release it with a couple of variants for all of you guys to use for whatever once I'm satisfied with it, and get the okay from master noob since he helped with the reflection map.


master noob
Joined: Aug 10, 2012

Like Kennedy, I too am a jelly donut.


Posted: Mar 16, 2013 10:51 AM          Msg. 11664 of 11907
Quote: --- Original message by: jabberwockxeno
http://img27.imageshack.us/img27/1831/needlerhighres.jpg

http://www.youtube.com/watch?v=kRM8IXMrxjE&feature=youtu.be

My current progress on the needler.

I'll release it with a couple of variants for all of you guys to use for whatever once I'm satisfied with it, and get the okay from master noob since he helped with the reflection map.

you should slide the specular texture into the specular color slot to dampen the environment map instead of using the percentage.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 16, 2013 11:00 AM          Msg. 11665 of 11907
Quote: --- Original message by: master noob
Quote: --- Original message by: jabberwockxeno
http://img27.imageshack.us/img27/1831/needlerhighres.jpg

http://www.youtube.com/watch?v=kRM8IXMrxjE&feature=youtu.be

My current progress on the needler.

I'll release it with a couple of variants for all of you guys to use for whatever once I'm satisfied with it, and get the okay from master noob since he helped with the reflection map.

you should slide the specular texture into the specular color slot to dampen the environment map instead of using the percentage.


Even though I have the hex pattern masked with the specular map? Should I plug the masked maps into the spec color, or just the spec map?

EDIT: Both don't make a visible difference, assuming I understood you right.
Edited by jabberwockxeno on Mar 16, 2013 at 11:02 AM


master noob
Joined: Aug 10, 2012

Like Kennedy, I too am a jelly donut.


Posted: Mar 16, 2013 11:15 AM          Msg. 11666 of 11907
Quote: --- Original message by: jabberwockxeno
Even though I have the hex pattern masked with the specular map? Should I plug the masked maps into the spec color, or just the spec map?

EDIT: Both don't make a visible difference, assuming I understood you right.
Edited by jabberwockxeno on Mar 16, 2013 at 11:02 AM

the specular texture; there should be a noticeable difference.



jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 16, 2013 11:31 AM          Msg. 11667 of 11907
Quote: --- Original message by: master noob
Quote: --- Original message by: jabberwockxeno
Even though I have the hex pattern masked with the specular map? Should I plug the masked maps into the spec color, or just the spec map?

EDIT: Both don't make a visible difference, assuming I understood you right.
Edited by jabberwockxeno on Mar 16, 2013 at 11:02 AM

the specular texture; there should be a noticeable difference.
http://i.imgur.com/BGaR93K.png
http://i.imgur.com/AwzhHQm.png


Woah, clearly I'm misunderstanding you.

Do you mean the reflection map to the specular color?

Also, how did you get the needles like that? I can't get them close to how they look in game.

EDIT: Huh, that doesn't achieve that effect either.

Are you using mental ray?
Edited by jabberwockxeno on Mar 16, 2013 at 11:37 AM


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Mar 31, 2013 11:23 AM          Msg. 11668 of 11907
Not sure if anyone is interested in recreating any of these or simply using them for inspiration. I am no weapon modeler, so I guess I'll just leave this guy's profile from DA here. Check out his stuff it is absolutely SICK!!!

http://peterku.deviantart.com/
Edited by eliteslasher on Mar 31, 2013 at 11:23 AM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007

Glasgow's Green and White


Posted: Mar 31, 2013 01:25 PM          Msg. 11669 of 11907
Thanks for the link ES, those are fantastic :)


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 2, 2013 01:49 AM          Msg. 11670 of 11907


uh, yeah, this picture is auto tuned...


master noob
Joined: Aug 10, 2012

Like Kennedy, I too am a jelly donut.


Posted: Apr 2, 2013 02:07 AM          Msg. 11671 of 11907
Quote: --- Original message by: grunt_eater
http://i.imgur.com/AwzhHQm.png

uh, yeah, this picture is auto tuned...

elaborate.


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 2, 2013 06:04 PM          Msg. 11672 of 11907
so i decided to work on the halo 4 BR for practice on animations and shaders and i cam up with this:




the only issue i have encountered is setting up the ammo counter bitmaps, how do i compile the multiple bitmaps into 1 single image with perms like below

Edited by killzone64 on Apr 2, 2013 at 06:04 PM


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Apr 2, 2013 06:39 PM          Msg. 11673 of 11907
make them like you would make sprites, put them all consecutively in one tiff image separated by a 1x1 pure blue (0,0,255) pixel border


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 2, 2013 11:59 PM          Msg. 11674 of 11907
Ok now tool says "### ERROR can't extract sprites without a valid plate" how would I fix that?


altis94
Joined: Oct 5, 2012

It's better to be broken than to break


Posted: Apr 3, 2013 03:36 AM          Msg. 11675 of 11907
Quote: --- Original message by: killzone64
Ok now tool says "### ERROR can't extract sprites without a valid plate" how would I fix that?

You didn't make blue lines correctly.


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 3, 2013 11:32 AM          Msg. 11676 of 11907
ok so it created the pages, but now i need to make them cycle, i know its a function but does anyone have an example of how to set it up?
Edited by killzone64 on Apr 3, 2013 at 12:13 PM


Dumb AI
Joined: Sep 18, 2011

NMT Concept Artist and HUD creator (SP_HH 99%)


Posted: Apr 3, 2013 11:51 AM          Msg. 11677 of 11907
I think you can basically just copy the Assault Rifle numbers shader tag.


bourrin33
Joined: Oct 19, 2009

I guess I like being hated.


Posted: Apr 3, 2013 11:54 AM          Msg. 11678 of 11907
Quote: --- Original message by: Dumb AI
I think you can basically just copy the Assault Rifle numbers shader tag.

One day you'll speak about something you actually know... but not today.

Put 1 in shader permutation in the shader references of the GBXmodel.
Oh why do I help for that


clonecam117
Joined: Dec 11, 2012

Music composer for NMT


Posted: Apr 3, 2013 01:03 PM          Msg. 11679 of 11907
Great Shaders, looks very nice!


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 3, 2013 01:32 PM          Msg. 11680 of 11907
thanks, they still need work though as they're still missing some detail maps and detail bumps.

the BR is almost completed but i have one issue, whenever i start firing the gun my sounds that i made cut out if they haven't finished playing, how would i make them overlap if i press the trigger again before the sound has finished playing...


bourrin33
Joined: Oct 19, 2009

I guess I like being hated.


Posted: Apr 3, 2013 01:48 PM          Msg. 11681 of 11907
looks like it haves bad smoothing groups on the top...


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 3, 2013 01:55 PM          Msg. 11682 of 11907
yes, there are a couple bad smoothing groups in different places on the gun, but you may be seeing the bump map if your looking at the same place i am

on the other hand heres a video of the BR, and a better example of my sound issue
http://www.youtube.com/watch?v=QJWwkjsYeDE
Edited by killzone64 on Apr 3, 2013 at 02:48 PM


savinpvtmike
Joined: Apr 18, 2010


Posted: Apr 3, 2013 03:16 PM          Msg. 11683 of 11907
how did you get the ammo counter to work. i have been trying to do that with one of my models but it never wants to work.


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 3, 2013 03:39 PM          Msg. 11684 of 11907
it was explained a few posts up the list, place all the bitmaps in one image using photoshop and make sure each counter bitmap is seperated by a 1 pixel wide true blue (0.0.255) border

then in the gbx model put a 1 in the permutation box of the tens shader.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Apr 3, 2013 05:31 PM          Msg. 11685 of 11907
1: take firing sound file
2: increase mids so the gun doesn't sound semi silenced and has some weight to the sound
3: PROFIT!!! :D


waffles
Joined: Nov 18, 2010

bullpup


Posted: Apr 3, 2013 05:33 PM          Msg. 11686 of 11907
Actually, it doesn't have to be a 1 pixel border. Slap your counter elements into a pure blue background image, aligning them vertically. As long as the actual images (the black and white elements) are a power of two, then you can get sprite pages as 2d compressed bitmaps.

Just make sure that the elements you put in the image aren't touching, so that tool can perceive each image as a power of 2.

This occasionally won't work if you don't use layers for the elements in photoshop. Just make sure the bottom layer is pure blue.


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 3, 2013 06:04 PM          Msg. 11687 of 11907
ok thanks waffles that's good to know since i'm working on a reach HUD as a side project. any way to fix the sounds so that it doesn't cut off when firing rapidly


clonecam117
Joined: Dec 11, 2012

Music composer for NMT


Posted: Apr 3, 2013 07:12 PM          Msg. 11688 of 11907
Because Altheros was such a brilliant mapper.

Srsly, Killzone, the bloom is just beautiful, makes it look totally amazing. I wish I knew the syntax for such great bloom.

And "slapped normals"? Yeah right. How about the Normals slap Altheros? I'd PAY to see that.

MlgPro, tell Altheros to go to hell for me.
Edited by clonecam117 on Apr 3, 2013 at 07:14 PM


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 3, 2013 07:26 PM          Msg. 11689 of 11907
we can never escape him can we...

@ altheros (i know your watching) know that your stuff is lightyears behind anything anyone is doing here, and you wont even admit it.

and i can make collisions, everything is collideable and working fine. he has just been away for a while and i must admit i like it that way...
and my bitmaps have alphas as well your JUST LOOKING AT UNFINISHED STUFF AS THE FOCUS OF THE VIDEO WAS MAINLY ON THE BATTLERIFLES
Edited by killzone64 on Apr 3, 2013 at 07:27 PM

all in all that's real rich coming from you altheros
Edited by killzone64 on Apr 3, 2013 at 11:32 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?- -Art Director for HPMT-


Posted: Apr 3, 2013 10:39 PM          Msg. 11690 of 11907
Quote: --- Original message by: xXxMlgProxXx
lol clonecam i dont think latheros wuld love to die in hell a queston r u camycamera?


I'm sorry, what?


On topic: anyone fixed the needle rifle animations yet?

 
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