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Author Topic: With Regards to 60 FPS Animations... (9 messages, Page 1 of 1)
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Joined: Dec 29, 2016

Posted: Dec 29, 2016 11:52 PM    Msg. 1 of 9       
I know this has probably been talked to death, but using the forum search yielded no results. Has anyone successfully implemented 60 fps animations into the game? If not, what are the primary difficulties in doing so?

Joined: Oct 5, 2012

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Posted: Dec 30, 2016 02:49 PM    Msg. 2 of 9       

Joined: Nov 4, 2015

This site brings me pain.

Posted: Dec 30, 2016 06:26 PM    Msg. 3 of 9       

This method only works in singleplayer and requires you to double the timings, half the speeds of everything and re-import all of the animations, also make the gravity 1/4th of the normal amount. It works, but it is not fast to implement and you pretty much have to rework your whole tagset.

Joined: Dec 29, 2016

Posted: Dec 30, 2016 07:48 PM    Msg. 4 of 9       
So progress is being made then?

Would it be reasonable to expect a playable mod by the end of 2017?
Edited by coolitic on Dec 30, 2016 at 07:49 PM

Joined: Sep 11, 2010


Posted: Dec 30, 2016 09:26 PM    Msg. 5 of 9       

Joined: Aug 21, 2010

Former biped rigger & FP animator

Posted: Dec 30, 2016 09:36 PM    Msg. 6 of 9       
It's just a proof of concept that it's actually possible.
It's not really practical to have 60 fps

Joined: Dec 29, 2016

Posted: Jan 1, 2017 06:51 PM    Msg. 7 of 9       
Why not? Are those bugs absolutely unfixable?

Joined: Jun 8, 2014


Posted: Jan 1, 2017 07:37 PM    Msg. 8 of 9       
Halo runs at 30FPS, but it's also hardcoded to run at 30 ticks per second.

Ticks are the game's time unit, 1/30th of a second.

All the scripts within the game use ticks to determine the timing between commands, and the duration of commands.

These methods double the ticks per second but halve everything else. This causes scripts to run twice as fast as they should. This completely destroys cutscenes and makes every SP map unplayable.

There's far more issues relating to MP when you take network lag into account, and the fact that others are still running at 30 ticks.

Joined: Nov 4, 2015

This site brings me pain.

Posted: Jan 2, 2017 03:11 PM    Msg. 9 of 9       
you need to double all animation frames, durations of things, halve the rates and double the lengths of the script and it should run fine.

My method does not even activate in mp, there is other methods that people have done that they say work in mp, but Idk.

Complications happen like the elite jaws, because the animation exporter we have does not accept the node setup, which is why it is broken like that.


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