shadowce9 has contributed to 114 posts out of 469511 total posts
(.02%) in 3,561 days (.03 posts per day).
20 Most recent posts:
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: Maniac1000
that is only adding another "sealed" object.
nothing will change.
Huh. I thought that that would work.
I've read all the posts in this thread, and it is getting quite frustrating that even though people here are telling you to do so, you simply refuse to look at a tutorial.
Basic Map Making tutorial. I watched this to get me started.
Some more map making tutorials.
Use this to learn some techniques.
Seriously! Follow these tutorials, make your own crap, and learn. It's not that hard. Watch these, then you should attempt your own map. Also, don't release your first map because first maps are usually..err..bad.
Quote: --- Original message by: lordofblake
Im trying to make some world relative animations using Bloodgulch as my map, but when i compile the animations and play them in sapien, it appears that the pelican (JMW object) is being teleported outside of the map. So my question is, is there some wierd world-scale conversion I need to do or what? Any help plz? (who ever helps gets a cookie ;) )
Make sure the Node Checksum list in your animation is equal to the .gbxmodel of the pelican you are animating.
Quote: --- Original message by: Marka Haiyana
Generic Ninja Saga X?
Sword looks good though.
Edited by Marka Haiyana on May 11, 2010 at 11:20 AM
Nah, Zoro Roronoa from One Piece. The sword is called Sandai Kitetsu.
Um...this time I agree with L0d3x. The movement of the slash doesn't make sense. The take out animation seems a bit....for lack of a better word, "weak". The idle has too much movement I think, and the posing looks pretty bad since all he does is robotically open his hand and close it. The attack animation was too "jumpy" and the way you twisted the arm during the animation seems awkard. The one where you slice down looks okayish. As for the grenade throw, it looks fine except that I don't think you should see the hand go up and then back down with the grenade in its hand this time. It can reach down (below the player's view) to "pull" out a grenade then do the throwing animation.
On a seperate note, no one crit my sword yet :/.
Edited by shadowce9 on May 10, 2010 at 10:19 PM
Maybe it's just me but it looks too "green" in a way.
Quote: --- Original message by: the_elite_zelota
hi, i've got a problem in my solo map....this map is "dangercanyon" and in it i put a prophet (biped)
and a banshee. I want that the prophet enter in the banshee and drive it where i want.
so i do this:
(ai_command_list_by_unit prophet command1)
but when he arrives in a point of my command he stop....and not ago nothing....
i'm sorry if there are some grammars errors, because i'm not english...
Your prophet may not have animations for entering and driving the vehicle.
Quote: --- Original message by: Gamma927http://www.youtube.com/watch?v=nA31TLzuJ3w
This is not a Halo Reach imitation, nor is it meant to be. I glanced at the Halo Reach animations once or twice, and kinda liked the clip out style.
Wow, pretty good! Your animations just keep getting better and better. However, what is that little "push" for at the end of the animation?
Anyway, I made a sword that was originally from an anime, but I modified it a bit
Too many images (and I uploaded them in .png form by accident), so I'll just post the links here.
Cookies to anyone who can guess the sword's name, user and anime
EDIT: Yeah, I know, there are some obvious smoothing errors on the hilt. Any effective way to fix'em?
Edited by shadowce9 on May 5, 2010 at 09:55 PM
I'll get straight to the point,
1) How would I make shield bars? I tried using the Health Bar Tutorial on the site but the shield failed.
2) How would I move my shield and hp bars in the top-center portion of my screen? Almost like H3 style? I tried adjusting positions in the settings of the hud tags but it didn't do anything.
3) My ammo meters don't seem to drain correctly. If my meter is a bar, it usually drains ALMOST correctly, but if it's a bullet-based meter (think default Assault Rifle ammo meter), it never drains right. I'm very sure I made the alphas correctly (I used TheGhost's tutorial and tried ammo meters several times).
4) Is there any tutorial on making visor outlines? I have a guess on how to make it, but I want to confirm a sure-fire method of making visor outlines.
5) I'll let the video do the talking. http://www.youtube.com/watch?v=dmuweXDY35A
How? Can someone tell me how is this done or at least give me a hint of the concept (I like figuring things out my self. It's much more satisfying.)
Quote: --- Original message by: KillerKip1
Quote: --- Original message by: anoldman
He's saying that you won't have to press that button and risk dying. 1 second can make a difference sometimes.
I am thinking about making a "tag injector", in other words, it can add and remove tags to a map while playing it, but I need to look into this, I am not sure this is possible, but it might be, after all, just about anything is possible =P.
If you make a "tag injector" which can be used for real-time modding, you will be awesome forever... Not to mention you will get unlimited cookies
- Default Field of View is set to 85 on all of the maps
- The radar sensitivity has been lowered. You can now crouch walk to stay off of the radar.
- Backpack weapons are integrated into all of the maps.
Those are some interesting modifications. How would I set the defailt FOV and radar sensitivity on my maps?
However, my biggest question is this: How would I add my own backpack weapons onto bipeds? I know it has got to do with scripts (I checked the backpack script released on the site) and modeling different permutations (I think) with different weapons on the same biped.
Quote: --- Original message by: Gamma927
You could simulate a portable trigger volume, by having two invisible bipeds facing each other who are both attached to the pelican. If both the bipeds can see the object you wish to pick up, then it's probably between them, and thus, pickupable.
Can you show us a script using that concept? I've never tried it before but where would I get invisible bipeds?
Quote: --- Original message by: Mysterion
When using an alert script for players entering a certain trigger volume, inserting (players) works perfectly, however I get an error that says that using "player0" or "player1" is not a valid object name. How do I set this up to alert only when the enemy player enters a trigger volume located around your base?
(script static unit player0
(unit (list_get (players) 0))
to refer to the first player and
(script static unit player1
(unit (list_get (players) 1))
to refer to the 2nd player. Well, that's what I remember off the top of my head anyway.
EDIT: Also, put these scripts before all your other scripts. So the next time you want to refer to the 1st player, you just put (player0), etc.
Edited by shadowce9 on Apr 25, 2010 at 12:11 PM
Quote: --- Original message by: UnevenElefant5
Ok, um. Most of that wasn't even animations. The only "custom" animations I saw was when they turned their heads all over the place at the end. The rest was command lists :\
Agreed. Elefant gets a cookie
I'm in a similar situation to you xD I don't really know what to do, but I can do a lot of things...(model, animate, kinda texture, script, etc...)
Why not make a weapon with a new model? You can try making a custom model or make a gun that already exists. Make a gun which launches a single, but devastating needle with a big explosion. Also, limit the range and ammo.
Quote: --- Original message by: Dwood
Quote: --- Original message by: Higuy
I've been thinking about lately on creating a video tutorial on some minor Single player things. It would include everything from making a simple bsp to adding in those small details. These things aren't hard at all. I haven't been making working with single player even more then half a year, and I already know alot things that most people dont, and everything that I had posted above. Sure, they may take a bit to make, but thats what comes with great things. Its not hard to learn anyway.
Edited by Higuy on Apr 20, 2010 at 06:57 PM
As long as its from the time you import the peli into max to the time you play it ingame. ive been tryin for ages on c dropship, and it wont cooperate.Edited by Dwood on Apr 20, 2010 at 08:53 PM
Maybe your problem is the node checksum list? L0d3x told me that the node checksum list from the .gbxmodel of your vehicle must equal the node checksum list in the animation you created. That is assuming yours is a .jmw animation. This applies to characters as well. For example, http://www.xfire.com/video/282ec0/. I made some animations :P.
EDIT: Is there any good video recorder I could use? I'm thinking about making a tutorial about making custom animations from scratch and getting them in game.
Edited by shadowce9 on Apr 24, 2010 at 06:04 PM
Quote: --- Original message by: abkarch
did i miss something...? did bungie mention halo 3 pc...?
Nope. But it's something we can hope for.
The whole set is 5,000
but one camera is 500.
and heres a little Animation that Some of our people Can Do. http://www.xfire.com/video/28e221/
So jesus Christ Shade calm down!
if you dont like it. Geuss what dont post. you mustve sucked in Elementry cause aprntly you never followed the Golden Rule: if you dont have anything good to say dont say anything.
i wouldnt mind it if it was some harsh credit. but your just trashing and trolling.
Yes, it's nice people can look up and down with custom animations in halo -_- To be honest, I didn't see anything so special about your animations. Many of those animations looked like bungie's default animation. All I saw that was custom was that people were looking around. Also, 0:20 was a failed attempt of getting out of a warthog, if that was even a custom animation. Also, the warthog's wheels were moving around like crazy and looked "high".
Edited by shadowce9 on Apr 24, 2010 at 05:07 PM
Quote: --- Original message by: Slayer117
Aprntly youve never seen our animations now have you?
none of you have. so why judge before you even see it.
Why don't you show us some animations then? You keep saying that we don't know crap about the animations, and people are going to assume the worst until you show us some of your work.
Btw, is there any way to import the weapon model of a weapon WITH its textures? It's annoying animating a grayed out gun. I also want to modify the original weapons a bit, so that's another reason I want to import weapon models WITH textures. Help?
They can't infect real time in Halo CE. Only in Halo 3. Of course, you CAN simulate it with scripts...