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»Forums Index »Halo CE Maps (Bungie/Gearbox) »Halo CE General Discussion »team specific multiplayer characters ?

Author Topic: team specific multiplayer characters ? (8 messages, Page 1 of 1)
Moderators: Dennis

killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 29, 2012 10:03 PM          Msg. 1 of 8
yea i was wondering does anyone know how to setup the tags as show in this video

http://www.youtube.com/watch?v=fOiaPK6ynRg

I've been experimenting for months with no results. i think its under the player units section but that doesn't do anything on its own, also how for the different fp arms.


game user10
Joined: Dec 9, 2011

Fear the Wraith Reaper!


Posted: Apr 30, 2012 08:29 AM          Msg. 2 of 8
Also wondering about this.
I think it has something to do with project_yellow_globals cause I see NETGAME Player Units there.


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Apr 30, 2012 04:36 PM          Msg. 3 of 8
so has anyone figured it out yet


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Jun 6, 2012 09:55 PM          Msg. 4 of 8
you do realize that as i have come to find out that it was never put into opensauce, those videos were before opensauce was released to to public and that feature was for some reason left out,
but i believe they have the code for vehicle boarding is on their Google code website.

oh and about you already beggining implementing it let me know how that goes for ya


Tiel
Joined: Apr 10, 2011

You're all snozberries.


Posted: Jun 6, 2012 09:57 PM          Msg. 5 of 8
There's a method without opensauce that Slappythepirate made. Something about having two bipeds in one and referencing them in Guerilla.


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Jun 6, 2012 10:13 PM          Msg. 6 of 8
yea that has been done before and i have seen it but i was initially talking about elites vs humans


Tiel
Joined: Apr 10, 2011

You're all snozberries.


Posted: Jun 6, 2012 10:28 PM          Msg. 7 of 8
...?

That's what I said, I think.

From what I understood you'd could take an elite biped and a human one in 3ds MAX and have their bones and animation markers named differently, then export them as one biped and reference them in Guerilla.


killzone64
Joined: Jun 9, 2010

shaders, textures, and forerunner level design


Posted: Jun 6, 2012 10:37 PM          Msg. 8 of 8
yea but it gave the elite human animations or vice versa

 

 
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