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C y b o r G has contributed to 75 posts out of 469655 total posts
(.02%) in 4,288 days (.02 posts per day).
20 Most recent posts:
How do you make sprites for say, muzzle flashes and explosions?
they are the same bitmaps, except on the meter there's the gradient in the alpha.
Also, how do I make the visor more opaque?
Edited by C y b o r G on Aug 20, 2009 at 01:21 PM
Edited by C y b o r G on Aug 20, 2009 at 01:23 PM
the anchor point for both are x:0 y:0; and thanks for the quick reply.
why does this happen -> http://img8.imageshack.us/img8/3496/whyb.jpg
and ow do I get a visor overlay on the hud? any thoughts? pre-thanks to all that answer
Just as it states how do I get pull up on the smg?
this is what I get :0 ----> http://img32.imageshack.us/img32/2285/thisiswhathappens.gif
how they're set up ---> http://img32.imageshack.us/img32/4130/photoshopwbu.jpg
any thoughts on how to do C or D??
make it into a sprite. I have the smoke and muzzle flash bitmap; all I did to them is turn them red.
And yes from scratch, and I did set it in the .weapon tag.
Edited by C y b o r G on Aug 14, 2009 at 09:45 AM
Quote: --- Original message by: jesse
Made a meter for CMT's Ma5k. (H2 hud).
It's my own, as i designed, alpha'ed, and drew it myself.Edited by jesse on Aug 11, 2009 at 10:07 PM
Ha. Nice FP hands
Edited by C y b o r G on Aug 14, 2009 at 09:49 AM
After many years of dedication good ol' Kornman is leaving the halo community. "I will be stepping down from all Halo 1 activities. Meaning I will not help with nor continually develop for the game or it's platform freely. I'm not sure if I'm totally stepping out (publicly) of the Halo business yet, but chances are any future endeavors I make with the games will be done privately to help support and prototype for a totally non-Halo game\project. Something is coming up for me which requires a pretty radical adjustment in what I focus on in my free time and thus my actively managed projects will be taking a hit. They've already been taking a hit, but it hasn't been until now that I was able to determine what continues and what stops.
I can assure however, that in less than a year from now that my public services for the Halo games will be nulled completely. While the exact date to me is unknown at this point in time, I am considering releasing some of the information I've mined on the games when the day comes. It won't be all I know, that would take too long to compile into something comprehending, and as I said, I'm not taking on anything new with the games. Plus powerpoint would choke. I'll probably do a more "formal" adios post then, but until then, WYSIWYG."
read more --->> http://www.modacity.net/forums/showthread.php?t=16237
Yea, as the title states I've got some questions. A: I'm trying to make new smoke and muzzle flash sprites for a brute plasma rifle, but I have no idea how I'd make those kind of sprites. B: How could I change the ammo meters from, well, ammo meters to words. Like "press '' to pick up the *weapon name*" C: I've redone the sniper rifle animations, although when the reload-full animation is done, It takes the same amount of time as the original animations for the ammo meter to fill up and for me to be able to shoot. How do I fix that? D: Also I've redone the needler animations, I want the needles to be extendeded at frame 16. but in my ammunition.jmo I made them all up at 16, but they still don't come up till the end. ugh alot of questions, sorry. thanks to all that help.
To you what defines an overall good map? Do new/better high poly, improved weapon textures and new\better animations sway any opinions? Or, is a good map...well good, just because it's fun? Or, maybe it's a combo of the both. Spill your thoughts.
Ok, so I've modeled 2 maps. Both of which have been STL Checked in editable poly and editable mesh with 0 errors. But when I try to compile them I get like 100+ errors. Are there any tips for modeling maps that don't have conflicts with the engine??
I have redone the needler animations but, in the reload animation the needles come out at the end, I want them to come up at a certain frame. I'm guessing it's a jmo, but i don't know what animation would do that. Anyone??
Ok, so here's my problem. I'm doing new animations for the battle rifle, frame gun is linked to r hand wrist. But with the animations I'm replacing frame gun is linked to frame node 24. So when I try to test them in game everything is messed up. Also, when I try just using the animations I compiled in tool (without replacing animations from another gun) the gun doesn't show up! I've tried replacing animations from other guns, but everything is still messed up. Is there anyway to get the anims to work??
yes, but think of this; if those values are changed then the balance between Plasma rifle and assault rifle would be off immensely
how do you make overheating take less time? the animations should do that job, but they don't. my overheating is 45 frames, overheated is 1 frame, and overheat exit is 30. So, why in game does the overheated animation still take 50 frames?(the original length of time for overheating)
Where exactly is the sound tag kept for the ar? I've looked in the .weapon tag @ everything; animation, firing effect, and the sound doesn't get replaced, it just overlays the original. and help??
Iv'e redone the assault rifle animations and I was wondering how to sync sounds to match em. (they're different frames then the orig)