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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Halo Reach Assault rifle FPS view problem

Author Topic: Halo Reach Assault rifle FPS view problem (5 messages, Page 1 of 1)
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razgrizone
Joined: Aug 9, 2016

I have no mouth and I must scream


Posted: Aug 9, 2016 01:24 AM    Msg. 1 of 5       
I have a problem. So I tried making myself an fps model view with animations using a downloaded Reach AR tag and the vanilla "Cyborg" fp arms. I used 3ds max 8 to put it all together and for some reason the view, when I try it out in-game, looks like this.
https://s10.postimg.org/cjj807p0p/halo_8_8_2016_9_50_49_pm.jpg (I set the fov to max to see what it looks like, I would have posted the images, but I need 6 more days for that)

Its my first time trying to "mod" something. I was trying make an Assault rifle using Reach AR but keeping the Halo 1 animations. Similar to how Halo anniversary did where they used halo 3 for the assault rifle while keeping the animations. For this one I used the Reach AR.

Im wondering if its something to do the overlay since whenever I open the overlay animations in 3ds, the arms are messed up for reason.
Edited by razgrizone on Aug 9, 2016 at 01:25 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 9, 2016 04:34 AM    Msg. 2 of 5       
You have to make your own overlays.
Quote: --- Original message by: Some guy whose name was lost through time
First-Person Overlays
Animation Type: JMO (Overlay)
Frame Count: 9 [10 including 0]
Specific Frame Info: Frame 0 - Default Position
Frame 1 - Move Forwards
Frame 2 - Move Backwards
Frame 3 - Move Right
Frame 4 - Move Left
Frame 5 - Look Left
Frame 6 - Look Right
Frame 7 - Look Up
Frame 8 - Look Down
Frame 9 - Fully Automatic Firing

Description: How the weapon reacts to movement. For example,
when you move forwards, the gun lags a bit backwards, when
you move left, the gun lags a bit to the right, when you
look up, the gun points a bit more up.


razgrizone
Joined: Aug 9, 2016

I have no mouth and I must scream


Posted: Aug 9, 2016 05:58 AM    Msg. 3 of 5       
Quote: --- Original message by: Spartan314
You have to make your own overlays.
Quote: --- Original message by: Some guy whose name was lost through time
First-Person Overlays
Animation Type: JMO (Overlay)
Frame Count: 9 [10 including 0]
Specific Frame Info: Frame 0 - Default Position
Frame 1 - Move Forwards
Frame 2 - Move Backwards
Frame 3 - Move Right
Frame 4 - Move Left
Frame 5 - Look Left
Frame 6 - Look Right
Frame 7 - Look Up
Frame 8 - Look Down
Frame 9 - Fully Automatic Firing

Description: How the weapon reacts to movement. For example,
when you move forwards, the gun lags a bit backwards, when
you move left, the gun lags a bit to the right, when you
look up, the gun points a bit more up.


Already did multiple times. I noticed that if I open the new animation file that I created in 3ds max using the gbx animation importer. The overlay and moving animations can't be imported for some reason (the ones I created) just posts an error and opens up the script for the animation importer. All animation like the first-person firing are fine. For some reason animation that were exported as a jma file can be opened normally.



EDIT: Alright I noticed something weird. Whenever I use the animation importer, JMA animations seems to import normally. For JMO files they mess up (arms are not on right position, weapon is pointed to wherever). I tested this out by importing animations from the Halo 1 AR and other Vanilla weapons. Like I said before, JMA types work, JMO don't.


Edited by razgrizone on Aug 9, 2016 at 06:35 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 9, 2016 08:44 AM    Msg. 4 of 5       
Don't import the exported animations. Save your animation files individually as .max files.

Make overlays, save overlays, compile, test ingame.
Open up the saved overlays, edit, compile, test ingame.
Repeat until you are satisfied.

Importing JMOs always have been screwed.


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Aug 9, 2016 12:27 PM    Msg. 5 of 5       
Alternatively you could just export Reach AR with h1 AR nodes and use the same animations.

 

 
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