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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »:3 Waffles' WIP/RELEASE thread

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Author Topic: :3 Waffles' WIP/RELEASE thread (735 messages, Page 18 of 21)
Moderators: Dennis

R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 7, 2012 03:45 PM    Msg. 596 of 735       
i was actually working on halo 3 brutes a while ago, never really bothered finishing because 3DS decided to derp on me. However, if i do end up ripping those, i'd probably hand it off to Altheros first then to waffles.

On the other hand, i'll shut up from here as to not take over waffle's thread :x


killzone64
Joined: Jun 9, 2010

Too many hobbys not enough time


Posted: Sep 7, 2012 06:47 PM    Msg. 597 of 735       
i would port the brutes except alteration adjudiant and extraction all excetion when i try to extract them and the ones in i halos pack will not import into max either


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Sep 7, 2012 11:41 PM    Msg. 598 of 735       
Just give it to waffles.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 11, 2012 04:00 PM    Msg. 599 of 735       
Whats up now then waffles? any new stuff?


killzone64
Joined: Jun 9, 2010

Too many hobbys not enough time


Posted: Sep 11, 2012 06:44 PM    Msg. 600 of 735       
did you use adjudiant to extract these? because it crashes every-time i try to extract anything, even bitmaps.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 11, 2012 08:05 PM    Msg. 601 of 735       
For the Bugger, you going to make custom animations and keep the original rig or are you planning on using the existing bugger setup?


heempy
Joined: Apr 13, 2011


Posted: Sep 11, 2012 10:21 PM    Msg. 602 of 735       
will the elite fp be the original fp animations like an invisible 5th finger or will it be like tehlag's has to be a certain weapon for it to work properly and looks better but restricts you to a certain set of animations/weapons kinda thing?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 12, 2012 04:10 PM    Msg. 603 of 735       
if you want me to do animations for that bugger, you know where to find me


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Sep 12, 2012 04:53 PM    Msg. 604 of 735       
Waffles if you released the h3 arms that fit teh_lag's animations that would be so cool.


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Sep 12, 2012 06:50 PM    Msg. 605 of 735       
^ yes. that would be cool.

but i still want an invisible 5th finger so it can use more weapons like heempy said.


P3
Joined: Dec 2, 2011


Posted: Sep 12, 2012 09:36 PM    Msg. 606 of 735       
Waffles, may i have the jackals and elites rigged for animating? :)


teh lag
Joined: May 6, 2008


Posted: Sep 12, 2012 09:48 PM    Msg. 607 of 735       
Quote: --- Original message by: Jesse
Waffles if you released the h3 arms that fit teh_lag's animations that would be so cool.


The update I made to that from a while back came with H3 Elite FP arms: http://forum.halomaps.org/index.cfm?page=topic&topicID=37886&start=49
Edited by teh lag on Sep 12, 2012 at 09:49 PM


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Sep 13, 2012 08:22 PM    Msg. 608 of 735       
so invisible 5th finger?


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Sep 13, 2012 08:30 PM    Msg. 609 of 735       
ok.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 18, 2012 10:22 PM    Msg. 610 of 735       
I can help you fix your animator thing


Kureha
Joined: Sep 1, 2012

SUBARUUU!~~~


Posted: Sep 18, 2012 10:28 PM    Msg. 611 of 735       
Unhide EVERYTHING when exporting with CAD's animation exporter. and I mean EVERYTHING, even your layers.


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Sep 19, 2012 12:09 AM    Msg. 612 of 735       
Yeah I didn't know teh_lag's release had them. I'm on a roll with the h3 and h2 elite items.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 21, 2012 01:17 AM    Msg. 613 of 735       
did you link frame gun to frame bone24?


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Sep 21, 2012 07:44 PM    Msg. 614 of 735       
Quote: --- Original message by: waffles
Seriously? You have to do that to export? I had no idea... ill try it later.


NO. It is not required to link frame gun to frame bone24. Only the upper arms of both arms are absolutely REQUIRED to be linked to frame bone24. The frame gun can be linked to any bone you wish as long as it does not break the animations.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 21, 2012 07:52 PM    Msg. 615 of 735       
You have never exported a weapon animation have you querty? I've exported more than 30 weapon with custom animations. true you can link it to any bone, doesnt mean its smart. Linking to frame bone 24 makes it easy to export and makes sure no animations are messed up.

Another useful tip is to unlink the upperarms from bone 24, set up movement controllers for them, link CONSTRAINT the upperarms to the controllers, then relink the upperarms to bone24. This allows you to make usable upperarm movements (and as long as you dont give bone24 an actual keyframe, you'll be completely set to go


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Sep 21, 2012 07:57 PM    Msg. 616 of 735       
Quote: --- Original message by: R93_Sniper
You have never exported a weapon animation have you querty? I've exported more than 30 weapon with custom animations. true you can link it to any bone, doesnt mean its smart. Linking to frame bone 24 makes it easy to export and makes sure no animations are messed up.

Another useful tip is to unlink the upperarms from bone 24, set up movement controllers for them, link CONSTRAINT the upperarms to the controllers, then relink the upperarms to bone24. This allows you to make usable upperarm movements (and as long as you dont give bone24 an actual keyframe, you'll be completely set to go


Oh Have I not? I've exported over 20 animations, both FP and 3P and of course it is true that you can link it to any bone. However, the way you animate it, if you linked it to one bone while it was animated, you should not relink it to another bone as that will mess up the animation hierarchy. It's what waffles had already done, not what he should do now. Nowadays, I also link the frame gun to frame bone24 because I link constraint the frame gun to the r hand frame. Don't always assume just because you think so.
Edited by XlzQwerty1 on Sep 21, 2012 at 07:58 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 21, 2012 10:50 PM    Msg. 617 of 735       
Note that it was a retorical question, the only reason i stated it was because you decided to go against something that's used by most major animators (ODX, Flameomega, T3hLag to name a few). Im pointing something out, if you want to put in your opinion about it, thats fine, but dont try to correct me on something that's already correct as is


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Sep 22, 2012 10:04 AM    Msg. 618 of 735       
Lol, congratulations. Ahh well r93, you were right in this situation :P


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 22, 2012 06:56 PM    Msg. 619 of 735       
:D
Glad to be of assistance


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Sep 26, 2012 08:18 PM    Msg. 620 of 735       
Quote: --- Original message by: waffles

bump

http://desmond.imageshack.us/Himg513/scaled.php?server=513&filename=b311c2f2d7d12d7e2f68c06.gif&res=landing

really wanted to use that :3

idk, I think there are better gifs of tsugumi than that one. Parts where you can see her cat ear headset improve the quality. Even more, why not a gif including her getting ready to hit it? *shrug*

And I personally feel this one is more relevant to the thread; you getting buried in work.


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Sep 26, 2012 08:29 PM    Msg. 621 of 735       
Guilty crown?


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Sep 27, 2012 04:25 PM    Msg. 622 of 735       
Those gif's show fine for me. Just press enter on your address bar again.


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Sep 27, 2012 04:33 PM    Msg. 623 of 735       
How big was the animated bitmap in size?


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Sep 27, 2012 09:04 PM    Msg. 624 of 735       
Why you never online :(


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 27, 2012 09:44 PM    Msg. 625 of 735       
Quote: --- Original message by: waffles
Ah, thanks. And....

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

Does the video look really dark to you guys? I just updated fraps and stuff seems really dark...


it is indeed dark as a lark in a park

thats poet loet speak for yeah it's dark


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Sep 27, 2012 11:07 PM    Msg. 626 of 735       
Yeah it is a bit dark.

Time to go gif hunting for halos.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 28, 2012 04:04 AM    Msg. 627 of 735       
Quote: --- Original message by: waffles

lol 23 frames, resolution was 8192x256, bitmaps size when compiled was 7mb. Used functions with a normal bitmap rather than a bitmap with 23 actual frames. It was just a test anyway, probably not practical to use often in a single map, maybe make one just for a easter egg or something.

Also used an animated bitmap for the plasma current on the pp, works fairly well, probably the best way to fake having shader_transparent_generic :[
Edited by waffles on Sep 27, 2012 at 04:57 PM


So you used a sliding bitmap with an incremential function ? coooooool !
I never thought of it !
Awesome idea. Tell me if I'm wrong tho, but theway I said should work, and this way we can make short lowres videos, it would look cool with a blurry mask,for in game screens etc.
awesome !


GAIGHER
Joined: Nov 5, 2008


Posted: Sep 28, 2012 07:49 AM    Msg. 628 of 735       
Quote: --- Original message by: waffles

lol 23 frames, resolution was 8192x256, bitmaps size when compiled was 7mb. Used functions with a normal bitmap rather than a bitmap with 23 actual frames. It was just a test anyway, probably not practical to use often in a single map, maybe make one just for a easter egg or something.

Also used an animated bitmap for the plasma current on the pp, works fairly well, probably the best way to fake having shader_transparent_generic :[
Edited by waffles on Sep 27, 2012 at 04:57 PM


>_<"
I use ".effect" for my Stack-of-Dead secret room.

The sprites:


In game:
http://beta.xfire.com/videos/5b1d9c

197 textures for duo of girl.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Sep 28, 2012 10:03 AM    Msg. 629 of 735       
You don't really need to supply pictures,GAIGHER


Ubergoober
Joined: Oct 11, 2010


Posted: Sep 28, 2012 10:59 AM    Msg. 630 of 735       
some people dont appreciate u gaigher, but i do :P

 
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