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Author Topic: :3 Waffles' WIP/RELEASE thread (926 messages, Page 24 of 27)
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Soul Viruz
Joined: Aug 1, 2012

I will destroy the halo! once and for all!


Posted: Sep 6, 2012 03:17 PM          Msg. 806 of 926
Yes omg please release the halo 3 brute tags I want to used the in my firefight maps


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Sep 6, 2012 06:30 PM          Msg. 807 of 926
yes the h3 brute models would be nice

of course you could just send me the modded alteration in a pm


Soul Viruz
Joined: Aug 1, 2012

I will destroy the halo! once and for all!


Posted: Sep 6, 2012 07:57 PM          Msg. 808 of 926
I only have the halo 3 map 010_jungle and you could go to a website and download alteration.


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 6, 2012 09:00 PM          Msg. 809 of 926
Thanks for the emf's



Every permutation, all bitmaps, ik rig/controllers. Needs a bit of work on the markers and gotta make collision, but its a good possibility im porting these guys.

Gunna release source inb4 i go too far and quit soon enough.


Dumb AI
Joined: Sep 18, 2011

NMT Concept Artist and HUD creator (SP_HH 99%)


Posted: Sep 6, 2012 09:15 PM          Msg. 810 of 926
Why are so many things wrong with it?
The chestpiece has a low res version of the body texture in the middle.
And camo looks very bad.There's also something weird with the visor.
Edited by Dumb AI on Sep 6, 2012 at 09:16 PM


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 6, 2012 09:58 PM          Msg. 811 of 926
Quote: --- Original message by: waffles
"Every permutation"


-_- that picture has all permutations on at the same time

Dutch



hid the other perms... better?


soooo many layers

Edited by waffles on Sep 6, 2012 at 09:59 PM


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: Sep 7, 2012 02:38 AM          Msg. 812 of 926
Quote: --- Original message by: Dumb AI

Why are so many things wrong with it?
The chestpiece has a low res version of the body texture in the middle.
And camo looks very bad.There's also something weird with the visor.
Edited by Dumb AI on Sep 6, 2012 at 09:16 PM

i think its cool! but really not recommended in the battlefield, you think you can still walk with those???


Soul Viruz
Joined: Aug 1, 2012

I will destroy the halo! once and for all!


Posted: Sep 7, 2012 03:20 PM          Msg. 813 of 926
Guys how about halo 3 brutes


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 7, 2012 03:45 PM          Msg. 814 of 926
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

shaders, textures, and forerunner level design


Posted: Sep 7, 2012 06:47 PM          Msg. 815 of 926
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

Grenades are like RAM you can never have too much


Posted: Sep 7, 2012 11:41 PM          Msg. 816 of 926
Just give it to waffles.


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 8, 2012 01:39 PM          Msg. 817 of 926
PM the emf to me and ill work on it.

Think im pretty much finished with the source on the odst's, too lazy to import the teeth for johnson right now :p (will fix later for people who care)

Otherwise, the materials match the shader info in the tags, bones have "bip01" prefix, markers have "#" prefix, and are correctly aligned to h3 weapon markers. Also all of my render settings and lighting are included to learn from (plus bloom settings for 3dsmax). And everything is organized by layers. And technically its game-ready, though you have to get rid of bones/pose fingers yourself, bone count amounts to around 50 or so, so halo wont like it so much as is.

It may take a bit for me to get a custom biped ingame, but ill get some player models (cyborg bones) in eventually, otherwise feel free to use it for your own ports/machinima w/e.







Link:
http://www.mediafire.com/?2dhsu2o8r33b2wv

No readme because i really dont have anything to say lol, plus im lazy. All content belongs to Bungie. Also wanted to have a coolio render as a preview, but I just wanna get this thing out there.

P.S: If you dont know how to use layers look at the previous posts above with the tutorial i made :p
Edited by waffles on Sep 8, 2012 at 02:11 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 11, 2012 04:00 PM          Msg. 818 of 926
Whats up now then waffles? any new stuff?


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 11, 2012 06:36 PM          Msg. 819 of 926
I got a bunch of stuff in max, did materials and the like, none of it is honestly game ready, made a collision model for the odst's (for the rookie at least). But its just a lot of random stuff, might release the sp elite source soon as i mess with the markers.

odst collision



bugger (still fixing some normals/working with markers/no ik yet lol)



needler (thanks to gravemind i got a hold of those fancy plasma bitmaps) got it in max to help with markers for the most part



monitor (messed up my lights playing with him :/ so the smoothing is looking bad in places)



waste door small (so awesome)



jackal (all perms showing, so you can see the sexy helmet)



sp elite (shipmaster and specops perms there, just not in the picture [also poopy lighting])



elite fp ik rig



Thats basically what ive accomplished in the last few days, the source files will go out eventually, i really wanna get some sounds and collision b4 i ingame them myself tbh. so expect source files!


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Sep 11, 2012 06:44 PM          Msg. 820 of 926
did you use adjudiant to extract these? because it crashes every-time i try to extract anything, even bitmaps.


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 11, 2012 07:10 PM          Msg. 821 of 926
Yes, and you have to make sure you have at least one map and these 3 other maps; shared.map campaign.map and mainmenu.map, the other maps pool resources from these 3 maps, without them you have no resources to extract. Also make sure the maps are in the same directory as one another.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 11, 2012 08:05 PM          Msg. 822 of 926
For the Bugger, you going to make custom animations and keep the original rig or are you planning on using the existing bugger setup?


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 11, 2012 08:21 PM          Msg. 823 of 926
The h3 bugger and h2 bugger are virtually the same rig wise, so if anything ill try my hand at doing some custom stuff at some point. But for now ill work on getting the source out for people who cant or dont want to rip.


heempy
Joined: Apr 13, 2011


Posted: Sep 11, 2012 10:21 PM          Msg. 824 of 926
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?


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 12, 2012 12:28 PM          Msg. 825 of 926
lol, whatever you want it to be, thats why im sourcing it, for other people to do whatever they want with the model and textures, otherwise, right now its using the h3 boneset and rigging.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 12, 2012 04:10 PM          Msg. 826 of 926
if you want me to do animations for that bugger, you know where to find me


Jesse
Joined: Jan 18, 2009

texture-model-animate-tag-unwrap-light-HUD


Posted: Sep 12, 2012 04:53 PM          Msg. 827 of 926
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. 828 of 926
^ 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. 829 of 926
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. 830 of 926
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


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 13, 2012 01:50 PM          Msg. 831 of 926
Quote: --- Original message by: Jesse
Waffles if you released the h3 arms that fit teh_lag's animations that would be so cool.


Would be a pointless 2 minute job lol, tehlags is the exact same thing, except his comes with animations and two other rigs. Though all the bitmaps and material info will be in my source if you need it (detail maps/bumps).


spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Sep 13, 2012 08:22 PM          Msg. 832 of 926
so invisible 5th finger?


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 13, 2012 08:24 PM          Msg. 833 of 926
Do it yourself when i get the source out? Theres no reason i should do something like that, to where it doesnt even function properly ingame...


spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Sep 13, 2012 08:30 PM          Msg. 834 of 926
ok.


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 18, 2012 08:56 PM          Msg. 835 of 926
Here, have fun. I'm a bit grumpy, actually animated something using the rig, and i cannot get cad's animation exporter to work for fp stuff period.





Quote:
Readme

Halo 3 retail Elite fp ik rig:

-Comes with all bitmaps used in the game (detail maps/bumps),
with information from tag/shader data (thanks to adjutant).

-Scene setup with lights and rendering settings, for fast easy rendering.

-Organized with 3dsmax's layer system, easily hide or freeze any object in the scene.

-Source files located in "Source" folders within bitmaps and model directories to
learn/edit.

//////////////

All content belongs to Bungie/343i/Microsoft and their respective copyrights,
please use responsibly and give credit to the original authors.

/////////////////

The "Import.max" is the original imported content straight from the emf file
(for those who can't use the maxscript for w/e reason), be warned though if you dont
know what your doing! The model extraction tools were never finished (public), so
the mesh will have random faces stretched, and face normals will be flipped to hell!

Included Max files are 2010


link: http://www.mediafire.com/?m488y385rj83zcf


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 18, 2012 10:22 PM          Msg. 836 of 926
I can help you fix your animator thing


Kureha
Joined: Sep 1, 2012

SUBARUUU!~~~


Posted: Sep 18, 2012 10:28 PM          Msg. 837 of 926
Unhide EVERYTHING when exporting with CAD's animation exporter. and I mean EVERYTHING, even your layers.


Jesse
Joined: Jan 18, 2009

texture-model-animate-tag-unwrap-light-HUD


Posted: Sep 19, 2012 12:09 AM          Msg. 838 of 926
Yeah I didn't know teh_lag's release had them. I'm on a roll with the h3 and h2 elite items.


waffles
Joined: Nov 18, 2010

bullpup


Posted: Sep 20, 2012 06:41 PM          Msg. 839 of 926
Quote: --- Original message by: Kureha
Unhide EVERYTHING when exporting with CAD's animation exporter. and I mean EVERYTHING, even your layers.


Totally did that lol. Im getting a node index error, whenever i hide all of the weapon nodes, it exports.... which is really stupid and pointless, i can also hide all of the fp rig nodes and it will export, however having both in the scene at the same time it will not export :[


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 21, 2012 01:17 AM          Msg. 840 of 926
did you link frame gun to frame bone24?

 
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