UnevenElefant5 has contributed to 6126 posts out of 442016 total posts
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This is from the "Before you ask how to edit/make maps" thread; Advancebo runs down some common vehicle animations, how to animate them, and their filetypes:
Quote: --- Original message by: Advancebo
Quote: --- Original message by: AdvanceboEdited by Advancebo on Mar 8, 2009 at 04:24 PM
Primary Firing would be if you have barrels.
It would have the same amount of key frames as the number of barrels.
stand fixed fire-1.JMO
Secondary Firing would not be needed unless you plan on having an actual moving object for it.
Depends on what it is, if its a barrel like above or some complex firing mechanism.
stand fixed fire-2.JMO
Hatch opening can be any amount of keyframes you want.
stand opening.JMA - When you are exiting the vehicle
stand closing.JMA - When you are entering the vehicle
The opening and closing is coupled with "stand fixed idle.JMA", which tells what the vehicle is like when unoccupied.
Turning would be 3 frames.
0 - Default
1 - Turning Right
2 - Default
3 - Turning Left
Accelerating has 3 main parts:
stand acc-left-right.JMO - What the vehicle does when turning left or right, such as on the Warthog's Chaingun.
stand acc-front-back.JMO - What the vehicle does when moving front or back, such as on the Warthog's Chaingun.
stand acc-up-down.JMO - What the vehicle does when moving up or down, such as on the Warthog's Chaingun.
Each has 3 keyframes, and they are in the order that it says:
0 - Default
1 - left/front/up
2 - Default
3 - right/back/down
Rolling is not needed.
Another animation you may need is "stand fixed aim-still", which defines where the vehicle's weapon can aim. The Warthog's Chaingun demonstrates that, where you can aim 360 degrees, but you cant aim straight up or straight down.
For a full 360 aiming:
0 - Default
1 - Aiming Backwards 180 degrees, and down.
2 - Aiming Right 90 degrees, and down.
3 - Aiming Forward 0 degrees, and down.
4 - Aiming Left 90 degrees, and down.
5 - Aiming Backwards 180 degrees, and down.
6 - Aiming Backwards 180 degrees, at normal.
7 - Aiming Right 90 degrees, at normal.
8 - Aiming Forward 0 degrees, at normal.
9 - Aiming Left 90 degrees, at normal.
10 - Aiming Backwards 180 degrees, at normal.
11 - Aiming Backwards 180 degrees, and up.
12 - Aiming Right 90 degrees, and up.
13 - Aiming Forward 0 degrees, and up.
14 - Aiming Left 90 degrees, and up.
15 - Aiming Backwards 180 degrees, and up.
For 180 degrees aiming:
0 - Default
1 - Aiming Right degrees, down.
2 - Aiming Forward 0 degrees, down.
3 - Aiming Left , down.
4 - Aiming Right degrees, normal.
5 - Aiming Forward 0 degrees, normal.
6 - Aiming Left , normal.
7 - Aiming Right degrees, up.
8 - Aiming Forward 0 degrees, up.
9 - Aiming Left , up.
Export both as:
stand fixed aim-still.JMO
For the actual landing gear coming out:
Depending on where each suspension is, such as the Warthog and Scorpion has 4, but the Pelican has 3, you name each on differently.
0 - Default
1 - Extended Down
2 - Extended Up
Then you export it for the location each suspension each. You have to make one for each suspension there is, the Warthog has 4 suspension animations, the Pelican has 3.
So export as:
suspension front.JMO - For the wheel
suspension left back.JMO - For the left beam
suspension right back.JMO - For the right beam.
Hope this helps.
I think the AR has an animation for it in the .model_animations tag but I've never figured out how to trigger it.
E: just checked, first-person light-off is what it's called.
Edited by UnevenElefant5 on May 22, 2013 at 06:29 AM
looks pretty solid overall, my only gripe (small) is that you could just cap the barrel and flashlight, you don't need those extra polies since the player never sees them, and you can definitely stand to lose a few polies on seam the seam of the gun (and in the mag area, I honestly never even model these areas, I just cap it off and then cover the capped area with the actual magazine).
Quote: --- Original message by: Skidrow925
Added an attachment to hold two mags and a Ammo Display.
Not totally sure what I should do to make the left side more interesting, or to even add anything at all.
Looking at it I think the ammo counter is a tad small. I will probably enlarge it. We'll see.
E: Also added smoothing and widened the model.
Edited by Skidrow925 on May 19, 2013 at 05:37 PM
I'd widen it even more, or at least vary the widths of certain parts more. The design looks nice but it looks like someone accidentally scaled it way down width-wise. I would widen the part of the gun above the trigger and then widen the stock even more than that. Maybe if you want only widen the part where the clips are held, and leave the connecting beam somewhat thinner.
I think that will help your model a lot.
I halo world unit is equal to 100 default 3ds max units. I've you've changed your max units then It'll be different. For some reference, the master chief is about 30 wide, 20 deep and 70 tall (in default max units)
I had a similar problem and it turns out that it was a blown capacitor:
Try checking your video card for something like that.
Quote: --- Original message by: Nickster5000
The same thing happened to me.
Any advice besides re-installing would be great... since I lost the installer for it.
Thanks in advance.
There's the trial installer. You should just be able to re enter your key code even if you've lost the installer.
maybe sight jacker?
In the weapon tag I think you can specify relative xyz coordinates for the origin point of a projectile. I did a similar thing a long time ago to make an artillery weapon. Basically just set the origin point for like +5z. This should make the projectile originate from 5 world units above you.
E: just checked and I'm right; under the projectile section, look for "first person offset"
Edited by UnevenElefant5 on Mar 30, 2013 at 04:38 AM
Your poly distribution is really uneven. On places like the edge of the door and the grav lift, you have lots of detail concentrated in a small area, but then on some parts of the walls and floor there is literally nothing going on. The faces on the little structures that are on left and right of the grav lift have some nonplanar faces, and the square inset-bevels don't look very forerunner. If you're going to do inset-bevels the shapes should be a little more complex, try experimenting with asymmetrical insets. The 2 triangles forming a square design also doesn't fit with forerunner style. Personally I'd leave it blank and put a detail strip texture there.
in the animation tag, select the melee animation at the bottom drop down list. There should be a box called "key frame index". The number you enter here is when the damage effect will play.
Also make sure in the biped tag, under the "camera tracks" section, that you have a melee damage effect specified.
basically outline your glass area in the actual mesh, then make the polygon outline an invisible collidable material (I think the symbol for this is @, not sure, check the official HEK documentation), then duplicate that plane by shift dragging it. Drag it just a little bit lower/higher and make this plane a noncollidable material (I think the symbol for this is !, again, not sure) So in the material editor, your invisible collision material could be named basically anything, "collision@" would work. Then the actual glass plane should be like "YOURGLASSSHADER!"
Yeah dude the blue flood look really bad. I like the hunter retexture though.
Quote: --- Original message by: jabberwockxeno
Quote: --- Original message by: killzone64
If only max didn't group biped part keyframes togteher when they are on the same frame, and I could just start the thumb's animation over without removing the animation on all the other fingers.
wait shouldn't you just be able to select all the thumb bones and delete their keyframes? Then you can start anew.
just to add onto moooseguy's post
If you want to have it run an animation from 3ds max, just load up the pelican gbxmodel, animate it, then export it as a .jmw (might need ctrlaltdestroy's animation exporter for this, but it's on this site)
there's also an app on the site that lets you record animations or so I hear. I've never used it before.Edited by UnevenElefant5 on Mar 3, 2013 at 07:07 PM
destiny looks cool, but I keep hearing that it will have MMO elements, which worries me. I play games for their stories mostly, and I like to do that alone. In my experience, mixing story and multiplayer elements usually doesn't end well. The story usually ends up suffering, or the other players completely break your immersion.
That said, the new enemies look pretty interesting, and the traveler looks like it could be cool too. Also, that screen with the ship gets me excited for space combat (like that one level in reach) which I think would be pretty cool.
If your arms are divided into separate elements it's possible that some verts are just not being affected by the bones, especially if you rigged the arms by selecting the verts instead of using the envelopes.
That's also just apparently a problem with halo. I've had this problem on bipeds as well. I really don't know why. Sometimes if you turn on rasterizer_wireframe (rasterizer_wireframe 1 in the debug console) you can trace which vert is causing the problem and weld it to another vert that is close by. That might fix it. I don't remember if I've tried this but it's worth a shot I guess.Edited by UnevenElefant5 on Feb 13, 2013 at 03:03 PM
It looks fine. Halo can handle a lot more polies than people give it credit for.
Just an interesting bit of trivia, the animation was done by Monty Oum, who works for RoosterTeeth now as (I believe) an animator or mocapper.
Yeah, it's an animation. The AR has a few unique animations (stealth melee and put away I believe) the put-away animation apparently plays when you enter a vehicle. I duplicated one of the animations for the pistol and referenced it as the put-away animation and it worked as well. The downside is that you'd have to create new animations for every weapon, since as far as I know, only the AR has that animation currently.