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Author Topic: A sneak peak of my flood problem :P (17 messages, Page 1 of 1)
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The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Dec 10, 2018 11:00 PM    Msg. 1 of 17       
I have been having a blast making these guys come to life with 3ds max. This is just a sneak peak at my tag set which i'm gonna release some day.

Album:https://imgur.com/a/LhkPDus







Progress:
Fix Infection Form H2 animation graph: done
Re-do Flood Elite H2 animation graph to seem more like halo 3 anis: complete! 12/5/18
finish Zteam's flood human animation graph: incomplete
Re-do Combat Brute animations using altheros beserk brute anis: almost complete needs testing 12/5/18

Add more animations to Matt's beautiful animation graph: Complete! 12/5/18
Finish Pure forms: Incomplete (not currently a priority)

All Models have been ported by me using my own shaders and modified shaders by various talented modders.

Release date unknown, hopefully I will finish before Christmas!
BTW I got imgur to work.
Edited by The Gravemind on Dec 10, 2018 at 11:01 PM
Edited by The Gravemind on Dec 15, 2018 at 12:13 AM
Edited by The Gravemind on Dec 15, 2018 at 12:50 AM


DeadHamster
Joined: Jun 8, 2014


Posted: Dec 11, 2018 01:37 PM    Msg. 2 of 17       
Quote: --- Original message by: The Gravemind

Re-do Combat Brute animations using altheros beserk brute anis: Very incomplete

Edited by The Gravemind on Dec 10, 2018 at 11:01 PM


Good Luck.

Youtube

I did brute flood combat forms in a mod about 4-5 years ago, but they were such a pain in the ass to try to rig to any existing skeleton that I just rigged it to the cyborg and used player animations. Unexpected plus is it becomes a playable biped that way as well, but I digress.

The brute flood was a huge pain. Unless you have custom animations for a new skeleton you're going to run into issues; it's dimensions weren't the same as the elite combat form IIRC so I wasn't able to use that either.


Edited by DeadHamster on Dec 11, 2018 at 01:38 PM


The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Dec 11, 2018 09:39 PM    Msg. 3 of 17       
Yeah i do have it already rigged to the original halo 3 skeleton and altheros's h2 brute animations work pretty well so I will use that as a base.


DeadHamster
Joined: Jun 8, 2014


Posted: Dec 11, 2018 11:06 PM    Msg. 4 of 17       
Quote: --- Original message by: The Gravemind
Yeah i do have it already rigged to the original halo 3 skeleton and altheros's h2 brute animations work pretty well so I will use that as a base.


Do the Altheros animations use same skeleton as the Halo 3 flood brute? Unless you mean you're reanimating it, and using his animations as a guideline.

Unless the skeleton in the model matches the one used for the animation it won't work.
Edited by DeadHamster on Dec 11, 2018 at 11:07 PM


The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Dec 12, 2018 07:27 PM    Msg. 5 of 17       
Yeah i'm gonna reanimate it like I did for the flood elite.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Dec 12, 2018 07:30 PM    Msg. 6 of 17       
Nice, wish you the best on your project.


DeadHamster
Joined: Jun 8, 2014


Posted: Dec 12, 2018 08:00 PM    Msg. 7 of 17       
Quote: --- Original message by: The Gravemind
Yeah i'm gonna reanimate it like I did for the flood elite.


Wow, good for you man. That's not easy work. Best of luck, keep us updated on your progress.


The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Dec 13, 2018 09:55 PM    Msg. 8 of 17       
Thanks guys! I will keep you updated.

Edit: I got most of the day off and it's the beginning of the holiday so I spent almost the entire day on animations and got most of the Brute animations finished and I think it's the best one yet! Finished Matt's marine animation graph and finally fixed the flood elite.



Edited by The Gravemind on Dec 15, 2018 at 12:42 AM


Pabeung
Joined: Dec 18, 2018


Posted: Dec 18, 2018 03:57 AM    Msg. 9 of 17       
My flood brute's were just rigged to Halo 2 brute set because I couldn't find anything that would fit and don't refer it as Matt's animation as it was Kirby's port aswell as the other Halo 2 animations leaked. I love your flood elite I just wonder why you gave it that dark rubber under their armor and the H3 flood brute animations are actually out there but modified by teh lag for old the CMT flood brute which is located in SOI's campaign (Why is it in there?) and when I say modified It doesn't fit well in the original Halo 3 flood brute bones.

And the other bipeds are rigged to Halo 1 flood human animation set.
https://media.discordapp.net/attachments/501403597108543488/520544877990248448/unknown.png?width=760&height=428


The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Dec 18, 2018 03:05 PM    Msg. 10 of 17       
Yeah I am aware of the animation graph in soi's tagset but have no idea whats wrong with it. The textures are just something I have been playing around with. Maybe when I release them they will have their normal halo 3 textures.
Edited by The Gravemind on Dec 18, 2018 at 03:06 PM


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Dec 18, 2018 05:25 PM    Msg. 11 of 17       
Quote: --- Original message by: Pabeung
My flood brute's were just rigged to Halo 2 brute set because I couldn't find anything that would fit and don't refer it as Matt's animation as it was Kirby's port aswell as the other Halo 2 animations leaked. I love your flood elite I just wonder why you gave it that dark rubber under their armor and the H3 flood brute animations are actually out there but modified by teh lag for old the CMT flood brute which is located in SOI's campaign (Why is it in there?) and when I say modified It doesn't fit well in the original Halo 3 flood brute bones.

And the other bipeds are rigged to Halo 1 flood human animation set.
https://media.discordapp.net/attachments/501403597108543488/520544877990248448/unknown.png?width=760&height=428


Wrong. My Flood Brutes are modified CMT SPv2 Brutes which use a modified version of Zteam's H3 Human Flood animations. I had no ripping tool back in the day, so my only option was to modify what already existed
Edited by SOI_7 on Dec 18, 2018 at 05:25 PM


Pabeung
Joined: Dec 18, 2018


Posted: Dec 18, 2018 06:03 PM    Msg. 12 of 17       
Quote: --- Original message by: SOI_7

Quote: --- Original message by: Pabeung
My flood brute's were just rigged to Halo 2 brute set because I couldn't find anything that would fit and don't refer it as Matt's animation as it was Kirby's port aswell as the other Halo 2 animations leaked. I love your flood elite I just wonder why you gave it that dark rubber under their armor and the H3 flood brute animations are actually out there but modified by teh lag for old the CMT flood brute which is located in SOI's campaign (Why is it in there?) and when I say modified It doesn't fit well in the original Halo 3 flood brute bones.

And the other bipeds are rigged to Halo 1 flood human animation set.
https://media.discordapp.net/attachments/501403597108543488/520544877990248448/unknown.png?width=760&height=428


Wrong. My Flood Brutes are modified CMT SPv2 Brutes which use a modified version of Zteam's H3 Human Flood animations. I had no ripping tool back in the day, so my only option was to modify what already existed
Edited by SOI_7 on Dec 18, 2018 at 05:25 PM

I guess I'm mistaken since the bone count of the human and brute combat forms are identical and I had one guy (killer5000) convinced me It was the fc brute animations by teh lag.


The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Dec 19, 2018 02:23 AM    Msg. 13 of 17       
No idea why I made this or if I should even include it in the tag set but whatever It know exists. I was feeling bored, stressed and sleepy so I spent about an hour and made this. It is basically just a normal flood elite with the infection form visible. I still don't know if it will be included but i'm to sleepy to think.



Edited by The Gravemind on Dec 19, 2018 at 07:43 PM


Pepzee
Joined: Sep 9, 2010


Posted: Dec 21, 2018 11:17 PM    Msg. 14 of 17       
Overall the bipeds look really good. Not sure about the H1 infection though as it seems out of place. It'll be nice to see these released when the time comes.


The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Dec 24, 2018 08:14 PM    Msg. 15 of 17       
Quote: --- Original message by: Pepzee
Overall the bipeds look really good. Not sure about the H1 infection though as it seems out of place. It'll be nice to see these released when the time comes.


Yeah I decided that i'm not gonna include "infect face" but the others will be. I'll be honest, this won't be released tomorrow. As usual halo ce never fails to surprise. Tool kept crashing with an unusual error "exception that's all i know!" popped up while streaming tags. Both me and flood developer experienced tool crashing but i'm not sure it's related. I might be wrong but this seems to happen when the free tag space is 0mb and there are too many bones in your biped. I had to edit my models, delete unnecessary bones and fix skin modifier unweighted vertices because of this. I forgot animation graphs are not friendly either and I had to manually import and export each and every single animation from all biped using Cad's script which took hours to get them working again. Tool agreed with me again but this is what I am working with:



Because of lack of updates I made a video that shows all bipeds and bugs which are a pain to fix and some I can't fix so I need help:

https://youtu.be/hN_iLZx5Uyg

Another video that includes human transformation:

https://youtu.be/5__BUuJ5Cp0

I need feedback on this animation since I don't think it's very good. The elite trans. was included in the first vid and I am very happy with it.

Bugs I need help with:
1. The elite unarmed biped and actor variant use weapon animations instead of unarmed animations.
2.Confirmation on tool crash.
Edited by The Gravemind on Dec 24, 2018 at 08:26 PM
Edited by The Gravemind on Dec 24, 2018 at 08:27 PM


DeadHamster
Joined: Jun 8, 2014


Posted: Dec 25, 2018 01:34 AM    Msg. 16 of 17       
Quote: --- Original message by: The Gravemind
Tool kept crashing with an unusual error "exception that's all i know!" popped up while streaming tags.
Edited by The Gravemind on Dec 24, 2018 at 08:27 PM



To clarify, yes that's an OS error when part of the maps' data limits have been reached. I hit it all the time in Mombasa, I've maxed out all of them more or less. There's a separate and independent limit to (BSP data), (tag data), (model and animation data), (sound data), (strings data) and (bitmaps data). If you reach any of these individually OS_Tool will crash when trying to compile that section. So if you're getting the error after streaming tags, you have too many individual tag files in your map and need to consolidate or remove some.

There's also a "glitch" of sorts where if you hit it, even after removing the excess data it still crashes. I'd recommend that you delete that mapfile and any other datamaps that are associated with it, then rebuild

I can't provide you with the files as they aren't mine to give, but there exists an update to OSV4 that increased the limits I described above. There's also exists a modified toolset; OS_Sapien2, OS_Tool2 and OS_Guerilla2, which allow you to bypass certain arbitrary limits the original toolset places on tag data, such as capping certain reflexives under their actual engine cap. I got my copy from Masters, I believe it was developed in part by Michelle. I would try begging and seeing if someone will oblige.


Second part I can't help with. Check the model_animation tag and see what animation is designated for the unarmed weapon type, animation idle. That's the animation that's currently playing, see if it's using a weapon one and if there's even an unarmed animation in the tag. Might not be.
Edited by DeadHamster on Dec 25, 2018 at 01:35 AM


The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Dec 25, 2018 04:56 PM    Msg. 17 of 17       
That is very interesting, I never knew there are so many os versions and thanks for the info. The animations graph have the correct animations but is seems to be swaped since unarmed is where rifle should be and rifle is where unarmed is and I think that's the problem.

Edit: I remembered that I did the swapping trying to fix this. You are right the unarmed was the rifle before I renamed it and I forgot to remove the weapon types so thanks!

oops
Edited by The Gravemind on Dec 25, 2018 at 05:10 PM

 

 
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