
anonymous_2009
Joined: Jun 13, 2009
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Posted: May 11, 2012 11:44 AM

Msg. 3466 of 4151
Well make it lowpoly and put it in-game. No point putting that ingame.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 11, 2012 06:34 PM

Msg. 3467 of 4151
Nice blender model, But yeah, you have WAY to many pollies there, there are a lot that aren't doing anything at all. And there's no way halo would be able to support that.
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 14, 2012 07:58 PM

Msg. 3468 of 4151
well i got bored and decided to customize the halo 1 warthog a bit, i first added some metal bars and some different headlights to make it look more rugged i also added some side handles for the passenger and driver and made it look like there was a radiator in the hood. not all of the textures are complete yet, and i would really like to find a way to make the troophog texture fit better with the stock ce textures. rear picture  i would like to help you with the aiming altis. Edited by killzone64 on May 14, 2012 at 08:00 PM
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kirby_422
Joined: Jan 22, 2006
銀河美少年
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Posted: May 14, 2012 08:32 PM

Msg. 3469 of 4151
Hmm, a vehicle thread.. This just might be relevant! EMP-able vehicle test *shrug* You will use OS.. you shall obey kirby.. Obey.. Obey!
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 14, 2012 10:27 PM

Msg. 3470 of 4151
small update some more texture work has been done on the bumpers (truthfully im not really happy with them yet) and just one question should i use the mudflaps, and if i did would they be able to have physics. i have a gauss variant and a chaingun variant planned as well
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 14, 2012 11:54 PM

Msg. 3471 of 4151
For the mud flaps you could make them flags, like the flag on the flag in ctf, and change the physics to make it seem thicker and less fabric looking.
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Echo77
Joined: Jul 20, 2010
-Modder-
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Posted: May 15, 2012 12:01 AM

Msg. 3472 of 4151
I don't know about the mudflaps, but I do like the look of the vehicle so far. Using the stock Warthog as a base is helpful, too, because that means it will fit in with the default tagset fairly well.
Edit: I think maybe the front bumper should look a bit more like the ramming bar found on police cars, while the rear bumper should probably be a bit simpler-looking, functioning more as a step to access the passenger bay. Edited by Echo77 on May 15, 2012 at 12:04 AM
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Spartan314
Joined: Aug 21, 2010
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Posted: May 15, 2012 12:14 AM

Msg. 3473 of 4151
Quote: --- Original message by: kirby_422Hmm, a vehicle thread.. This just might be relevant! EMP-able vehicle test *shrug* You will use OS.. you shall obey kirby.. Obey.. Obey! Sweet! Will this be included in SPV3?
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 15, 2012 12:19 AM

Msg. 3474 of 4151
Iwas thinking of adding bumpers like the ones on this truck 
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Echo77
Joined: Jul 20, 2010
-Modder-
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Posted: May 15, 2012 09:05 AM

Msg. 3475 of 4151
Aha, that would be cool. Someone should make the truck itself at some point. o:
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 15, 2012 04:35 PM

Msg. 3476 of 4151
heres an attempt at the bumpers ,it beginning to look better, any more ideas. 
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kirby_422
Joined: Jan 22, 2006
銀河美少年
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Posted: May 15, 2012 04:40 PM

Msg. 3477 of 4151
banshee flip something something. One line of script is all that's needed (Plus, your conditions for activating it), (unit_data_set_real <banshee> "driver_power" -0.4) Get OS! Obey kirby.. obey.. Obey!
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 15, 2012 05:32 PM

Msg. 3478 of 4151
(script static void flip (if (unit_get_current_flashlight_state (unit (list_get (players) 0))) true) (custom_animation banshee "vehicles\banshee\banshee" "flip" true) (sleep 10) (unit_stop_custom_animation "banshee") (unit_set_desired_flashlight_state (unit (list_get (players) 0)) false) ) (script continuous checkstuff (if (vehicle_test_seat_list banshee "B-driver" (unit (list_get (players) 0))) (flip)) ) The above is a quick 3 minute script i made for an OS free version of Kirby's flip script. I haven't tested it or anything, but what you'd need to do is add a 10 frame animation named flip into the banshee's animations that is an animation of the banshee flipping. Compile that script and in-game enter the vehicle and hit flashlight. But like i said, i haven't tested it and don't really have the time to right now, so there's no guaranteeing it'll work. But some actual scripters could take a look at it and see what it needs :P. If you get it working, you could also use a modified version for boost, flipping to the side, back flip, banshee barrel roll, ect. You get the idea. Like for boost (script dormant stop (if (unit_get_current_flashlight_state (unit (list_get (players) 0)) true) (unit_stop_custom_animation "ghost") ) (script continuous boost (if (unit_get_current_flashlight_state (unit (list_get (players) 0)) true)) (custom_animation teh_ghost "vehicles\ghost\ghost" "boost" true) (wake stop) ) Edited by grunt_eater on May 15, 2012 at 05:47 PM
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kirby_422
Joined: Jan 22, 2006
銀河美少年
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Posted: May 15, 2012 05:43 PM

Msg. 3479 of 4151
That has one predefined animation, you want people to freely control what they are doing. (Also, there is no point to using a static script in that.. Also, the if is broken in the static. And why are you even using ifs? with the setup you have, you should have a (sleep_until (and <flashlight> <seat_test>) <time>)
But at that point, you might as well not even use scripts, and set the animation up to a function block so you don't need scripts.
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 15, 2012 05:45 PM

Msg. 3480 of 4151
okay now i think opensauce is now broken im typing in the command correctly and everything but it says "exception thats all i know" or lists off the commands in tool.
heres my command line os_tool.exe build-cache-file-ex "" 0 0 1 kzcm\opensauce_maps\tagstest
it all happened after i extracted altis's falcon from the map he sent me i made some changes and went to compile and it started doing this, i even completely removed it from the map and globals and it still is doing it.
sorry altis it looks like i may take longer than expected.
edit: i just finished re-installing opensauce and it didn't fix anything and there is nothing showing up in os debug or normal debug. Edited by killzone64 on May 15, 2012 at 05:47 PM
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kirby_422
Joined: Jan 22, 2006
銀河美少年
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Posted: May 15, 2012 05:47 PM

Msg. 3481 of 4151
Do you know exactly what tags you extracted? And where they set to overwrite? etc.
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 15, 2012 05:50 PM

Msg. 3482 of 4151
i extracted all the tags in his map but it was not set to overwrite, i never use that because it always screws stuff up.
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kirby_422
Joined: Jan 22, 2006
銀河美少年
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Posted: May 15, 2012 05:55 PM

Msg. 3483 of 4151
So, since you grabbed everything, your only option to find what tag is broken is to go through every tag you see in his map until you find the broken one. Good luck. (Also, did you rip any OS tags from his map? because those would all be corrupt, HEK+ isn't designed for OS tags)
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 15, 2012 05:59 PM

Msg. 3484 of 4151
i dont think his map uses opensauce. im just going to reinstall the hek then extract all my tags back from my maps. Edited by killzone64 on May 15, 2012 at 05:59 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 15, 2012 06:27 PM

Msg. 3485 of 4151
So something like this? (script continuous stop (sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 0)) 0) (unit_stop_custom_animation ghost) ) (script continuous boost (sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 0)) 1) (custom_animation ghost "vehicles\ghost\ghost" "boost") (wake stop) ) I understand what you're saying about the function block, this is just for experimentation, to learn. So then is this the best way possible to do this with scripting? or is there a better way of going about it?
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kirby_422
Joined: Jan 22, 2006
銀河美少年
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Posted: May 15, 2012 06:36 PM

Msg. 3486 of 4151
what you just wrote, will stop your animation any time the flashlight is on, checking CONSTANTLY (0 ticks between checks). Any time flashlight is on, it will try to start the animation, although the other script terminates it instantly, as well as it preforming the wake which will insure the animation is stopped even if the flashlight isnt on. You don't even need to stop the animation, it will end itself when it gets to the end.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 15, 2012 07:00 PM

Msg. 3487 of 4151
I disagree with one thing. The animation will be constantly replayed until it is told to stop, that i do know because i'v had that problem before. And i was trying to make the script check to see if your flashlight was turned off before doing that :/...Hmm... So the second part of the script does work though? the part that says (script continuous boost (sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 0)) 1) (custom_animation ghost "vehicles\ghost\ghost" "boost") (wake stop) ) So if i were to change that to an if command like this (script continuous stop (if (unit_get_current_flashlight_state (unit (list_get (players) 0)) 0) (unit_stop_custom_animation ghost)) ) (script continuous boost (sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 0)) 1) (custom_animation ghost "vehicles\ghost\ghost" "boost")) (wake stop) )
Would that work or do the same thing that the other one did?
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kirby_422
Joined: Jan 22, 2006
銀河美少年
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Posted: May 15, 2012 07:10 PM

Msg. 3488 of 4151
That wont compile, and if you fix the bug it will do the same thing. You never once check if the flashlight is off.
unit_get_current_flashlight_state returns true or false, if's and sleep_until's wait for true. You need to do a logical step so that only when it returns false, this logical command will then return true to the if or sleep_until commands like (not <boolean>) (= <value> <value>) (!= <value> <value>) or even a (and <value> <value>) if you really wanted. not will toggle it, when its true it will return false, when false will return true, etc. with = you can check if it = 0 (or false), with != it will return true when ever it isn't equal, so if you went != true, it would only return true when its false or void (-1).
If you want to use your if statement, you should notice (if <condition> <expression> [<else>]), using that, you only need to mention the flashlight once. If its true, it will do the first option. If it is false, do the second statement (the optional statement)
There is many different ways to go about this situation, etc.
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Skidrow925
Joined: Mar 19, 2010
The One and Only. Right?
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Posted: May 15, 2012 07:25 PM

Msg. 3489 of 4151
While this is being discussed, is there a way to overshoot memory of the HSC and force it to go back to the beginning of the script?
I think that being able to do that would make what you are doing a lot easier as well as scripts in general.
Just sayin'
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kirby_422
Joined: Jan 22, 2006
銀河美少年
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Posted: May 15, 2012 07:41 PM

Msg. 3490 of 4151
can you better define what your talking about? (Also, why is this thread becoming a script thread? lol. Just post some vehicle things that use scripts, and then suddenly, script thread! lol)
Continuous scripts loop back to the beginning when they hit the end. Using if statements, you can set up routes it follows where it only reaches those commands with the right requirements. If you for whatever reason don't care about doing it reasonably, you can have it sleep -1, and then have another script re-awaken it so it starts back at the top.
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Skidrow925
Joined: Mar 19, 2010
The One and Only. Right?
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Posted: May 15, 2012 07:58 PM

Msg. 3491 of 4151
What I am talking about is that have have this much memory [ ] and you use this much memory [ ] over using memory and causing the script to go back to the top hence why I called it an overshoot of memory
It's something I have seen used and actually used while programming. You can make a 4 line program that eventually takes up a ton of space by overwriting it self. Will explain more later I suppose.
Was just wondering if HSC could do it. Kinda doubt it now but would be super awesome.
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 15, 2012 08:03 PM

Msg. 3492 of 4151
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kirby_422
Joined: Jan 22, 2006
銀河美少年
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Posted: May 15, 2012 08:04 PM

Msg. 3493 of 4151
no, if you have too many scripts executing at once, it game will start disabling scripts, completely unable to wake them or make them function again without reloading the map.
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 17, 2012 03:45 PM

Msg. 3494 of 4151
i really haven't ever messed with sounds a lot but i think that there's something wrong with your sound looping tag. did you make a start stop and loop sound for the falcon?
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 17, 2012 04:04 PM

Msg. 3495 of 4151
could you compile the sounds into tags that i posted on the previous page then send them to me i will work on it Edited by killzone64 on May 17, 2012 at 04:05 PM
i also adjusted the physics a bit and its starting to fly better, still dont have the rotors spinning ill look that over and check to see whats going on. Edited by killzone64 on May 17, 2012 at 04:07 PM
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killzone64
Joined: Jun 9, 2010
shaders, textures, and forerunner level design
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Posted: May 21, 2012 09:50 PM

Msg. 3496 of 4151
those sounds are good but i was hoping to have someone compile the ones i posted previously into sound tags, because they are actually directly taken from the falcon.
on the other hand i completely deleted my tags folder because i was over the maximum limit. so i didn't get much work done on the falcon other than some physics work. the animations still dont show up even after extracting your tags first. could you save some of the tags that it shares with the hornet to different names so that there isn't any conflicting tag files. the recompile it into a map and sent it to me.
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P3
Joined: Dec 2, 2011
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Posted: May 23, 2012 08:22 PM

Msg. 3497 of 4151
I don't know why but... I like almost everything but the purple texture... and the gun seems to far forward... And maybe a bit slanted side ways.
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xKRONNiKx
Joined: Nov 15, 2011
Turkey Farm.
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Posted: May 24, 2012 02:49 PM

Msg. 3498 of 4151
it'd be cool if i could actually find a halo 3 ghost tag to download!, seems like everyone does one but i never see any releases, except that one, but the download links are broken now..
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P3
Joined: Dec 2, 2011
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Posted: May 24, 2012 06:05 PM

Msg. 3499 of 4151
Looks worse than before. Did you change the metal or did you change everything? Cause the metal looked good before.
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waffles
Joined: Nov 18, 2010
bullpup
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Posted: May 24, 2012 07:52 PM

Msg. 3500 of 4151
needs a better cubemap, and more pink/red. and you really should actually commit and finish simple stuff like collision, and "rigging" before you post stuff, at least in my experiences.
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