teh lag has contributed to 351 posts out of 439249 total posts
(.08%) in 1,844 days (.19 posts per day).
20 Most recent posts:
You need OS to be able to do them in a way that is at all scalable for a full single-player map.
I'm ready to do it. I will call Bungie out with you, on this malarkey.
it just seems absurd to me that everyone is making these long posts about masterz' latest antics. they don't even involve the main "talented"/"creative" arm of cmt. the people are feeling creatively satisfied and this community is not a big deal in any sense of the word. as far as i'm concerned, that's enough. if this was something more, if this was like that $2mil kickstarter for that one webcomic, there would be something to it. but this is just making hundred-word-posts criticizing and/or exalting the creativity of the equivalent of some dudes getting together playing their favorite 80s rock together in their garage. maybe some self-aggrandizing dudes, but it's still just dudes in a garage. who cares how creative it is, they're just trying to have fun and they're not doing any harm.
Edited by teh lag on Jan 6, 2013 at 07:23 PM
you guys care so much about this it is ridiculous. this isn't an interesting project, it's just masterz & co messing around for the hell of it, putting stuff from a newer halo into an older halo. that should come as no surprise to anyone regardless of the grandiose op.
there are so many bigger figurative fish to fry wrt. people making/paying attention to uncreative boring stuff in game-related communities as a whole, i don't understand the fixation on all the potential that's supposedly being squandered (or on the other side, how much potential there is??) because this particular group of people are doing what they want. if this was a game or community that mattered on any sort of larger scale, maybe there would be a point.
yeah wow, they could totally be revolutionizing the vast world of halo 1 singleplayer maps. how exciting. think of all the people whose halo ce worldviews world be totally reshaped, if only that would happen. come on. there are better places people can go if they're interested in serious independent game design. let these guys do their dumb thing without constantly being told how awful they are for not taking responsibility for the future of this particular not-even-has-been community.
Edited by teh lag on Jan 6, 2013 at 06:45 PM
cmt's attempts at 'custom' all belong in the toilet imo
Well, it has been a while since anyone has updated this thread. Some of you may have seen some of this stuff already! But, for those who have not...
Last time this thread was updated, BobtheGreatII showed off his Rocket Launcher, along with a peek at some TSC:E gameplay. That's buried a few pages back, so if you missed it here it is again.
Then, there is the RL's FP animation set, comprised of work done by both ODX and myself. ODX is not too happy with the one melee he made, so don't worry about it! This never got posted here (though it was up on Halomods).
I think I forgot to post the Pistol's animation set here as well, so here that is.
Then, there is the new Ghost boosting demo, which is showing off some new scripting functions in OS 3.1. Check out Km00's 3.1 announcement post, a lot of good things are coming.
And just now, Ifafudafi revealed our new third grenade type, the EMP Grenade (new grenades are also something that OS 3.1 is letting us do!). From his Halomods post...
It's no longer a secret that we now have and will make use of support for more than 2 grenade types, so have a look at the third one -- the EMP Grenade.
As usual, NOTHING IS NECESSARILY REPRESENTATIVE OF CONTENT INCLUDED IN THE FINAL PRODUCT. Up until release, anything and everything -- especially visuals and low-level balancing-work like precise damage values -- is subject to all kinds of change.
The EMP Grenade is a Brute design, and is used exclusively by them in lieu of Plasma Grenades. The grenade comes to rest as soon as it lands on the ground, and immediately projects an EMP field which burns for 3 seconds, doing massive damage to any kind of shields and moderate damage to armored Brutes, but no damage to unshielded targets. After expiring, the grenade detonates into a small explosion which can finish off weak or heavily injured units.
The key factor differentiating the EMP Grenade is that the 3-second damage-over-time feature opens up a wide range of area-denial tactics, allowing the user to block off chokepoints, cover their retreat, and so on. Having the damage be only to shields counterbalances the instantaneous arming time; no "permanent" damage can be done to a completely unaware unit by the grenade alone, minimizing frustration and emphasizing the intended role of area-denial -- but still allowing for potentially devastating followups with headshot weapons or other explosives.
That's all we've got for now. More coming eventually.
Edited by teh lag on Dec 17, 2012 at 07:13 PM
It "could". It would still require some extra work and I don't think that KM00 and the rest of the OS crew are too keen on having such a major feature if it breaks in MP just because you add too many grenade definitions. I wouldn't count on it happening for those reasons, when there's other more important stuff that they want to be working on for reasons more than "it would be cool to experiment with".
Quote: --- Original message by: Delicon20
This is very exciting, I'm just kinda curious of one thing. Is it possible that you could raise the maximum grenade type capacity to numbers above four? or is four the maximum number that even the almighty sauce can't surpass. Just wondering, cause I think it'd be cool to experiment with grenade sets consisting of maybe even six to eight different grenade types
Quote: In order to keep this feature working in MP without having to wait on new networking features, we couldn't go any higher than 4.
They "could" but it would require some online/networking-related stuff that they don't want to touch right now.
Edited by teh lag on Dec 15, 2012 at 08:51 PM
Quote: --- Original message by: XlzQwerty1
When will better normal map usage be applied to bsps, like waffles said long times ago? :o
Not even sure if he's talking 'bout the truth or not, so why not ask you guys?
It's a much harder task to implement such a system than it sounds. While it's "on the table" for development it's not something that can just be *done* without a very large amount of work. They've been focusing on other, more immediately useful features like the automatic map downloader and adding the new grenade slots.
Edited by teh lag on Dec 15, 2012 at 08:41 PM
The animation import script: http://ghost.halomaps.org/bluestreak/animation/
You can import an animation from a compiled .model_animations tag into 3ds max onto a model with the same node setup. You can import gbxmodels with the gbxmodel import script (updated version here: http://hce.halomaps.org/index.cfm?fid=6085)
Once you make your desired edits, you can export and compile the custom animation(s) into a new animation tag.
You then use km00's animation editor tool to inject the new animations into the original animation tag. Strictly speaking it requires you to *overwrite* existing animations so you'll need to insert some dummies onto the end of the tag. It also matches overwrites by name so make sure the animations you're overwriting have unique names or unexpected things could happen.
When you're done injecting the new animations you save the result into yet another new animation tag. Then you're done.
Edited by teh lag on Nov 6, 2012 at 01:26 PM
You can reference a bitmap in the .shader_postprocess_generic and give it an associated value name just like any other variable in OS' PP system. The value name can then be used in a variable in your shader code. This example is from the static PP effect that comes with OS; a bitmap reference is given the name "text_static" in the tag and is referenced in the shader code like so:
string texture_location = "static.tga";
(the #ifdef etc is used so that the external image file 'static.tga' can be used instead if the shader is being loaded externally rather than loaded as part of a compiled map).
After this a sampler is declared for the texture and is used as desired in the render passes.
Edited by teh lag on Nov 6, 2012 at 01:11 PM
Some may be, some may not be. I don't remember exactly how the node setups for the fp weapon models changed between when I was working on the elite project and when A50 was released. You can always try for yourself, and even if something doesn't work it should be trivial to port a model to the rig used by my Elites animations.
Quote: --- Original message by: The Cereal Killer
Do you need two shaders? I'm not a visuals guy, but I was under the impression that you would make a multipurpose bitmap for the same shader, and then set the color change to scale by damage.
Multipurpose maps have nothing to do with this as they are only used for the shader_model type. What we're talking about is done with shader_transparent_chicagos. If you wanted to apply such an effect to a shader_model than that is probably how you would do it though.
Edited by teh lag on Oct 13, 2012 at 05:59 PM
Make two function exports (a out, b out, etc...) in your biped tag which are scaled by an import (a in, b in, etc...) set to the "recent shield damage" value (this is one of the import options listed at the top of the tag in Guerilla). The second function should be set to "inverse", so that its value is 1 minus the other's value. Make two versions of the shield shader(s): one for the damaged and one for the undamaged appearance. Make the damaged version of your shield shader fade according to the first function, and the undamaged version fade according to the second function.
You maybe could get a third version (or in fact an arbitrary number of versions) if you do something with bitmap scrolling using a step-count'd function (read some of Waffles' recent posts if you want to get an idea of what that is). This approach would also remove the need for multiple versions of the shader since you could contain all versions of the bitmap(s) in single bitmap. However you would of course need to do some of your own research on this, as at that point you'd basically be doing your own thing.
Edited by teh lag on Oct 12, 2012 at 08:59 PM
spooky things are happening. a real spook o rama. the keyesmen have returned and there's nothing anyone can do.
Edited by teh lag on Sep 23, 2012 at 08:40 PM
Quote: --- Original message by: waffles
Wait, are there new sounds for the peli too?
Not "new" - just H2's. Maybe we will get some custom ones or go back to H1...
Edited by teh lag on Sep 20, 2012 at 08:15 PM
Quote: --- Original message by: Private Caboose
CMT needs to do a Gangum Style easteregg in TSC:E
I would rather die.
I think the easter eggs that do go in will be most satisfactory though. A50 was just the beginning...
Oh yeah, here's a tiny new-esque tease of a thing http://www.youtube.com/watch?v=3lB4d4LBUSQ
Edited by teh lag on Sep 20, 2012 at 08:11 PM
Quote: --- Original message by: Jesse
Waffles if you released the h3 arms that fit teh_lag's animations that would be so cool.
The update I made to that from a while back came with H3 Elite FP arms: http://forum.halomaps.org/index.cfm?page=topic&topicID=37886&start=49
Edited by teh lag on Sep 12, 2012 at 09:49 PM
Quote: --- Original message by: grunt_eater
So i was wondering. I want to make new looking animations for the spartan's rifle looking, I've made the animations, i just can't get them to work. I exported them as a .JMA and put them in, but for some reason it still doesn't work. When i try to look i just stand there, staring strait ahead. Any advice, help? thanks.
I'm assuming you mean the aiming overlays (in this case "stand rifle aim-still"/"aim-move". These must be exported/compiled in .jmo format not .jma, since they are overlay animations. Also of course be sure you're following the correct frame layout for aiming overlay animations.
Quote: --- Original message by: Suprememessage
I have a question that may have been answered before but I haven't particularly had the time to look through several pages to find out.
Do you have any plans on upgrading the grunt biped? (I used to jokingly say it's because they look cute in low res) because It kind of kills the mood to see all this great work with normal mapping and high res textures and then looking at the poor little grunt.
Edited by Suprememessage on Aug 24, 2012 at 07:33 PM
A guy was in the process of making a high-res Grunt, but then he ran away and has not been heard from in like half a year. We do not have his source files so we can't finish what he started. So for the time being, upgrading the Grunt is on hold since we can use our time on other stuff.
Edited by teh lag on Aug 24, 2012 at 07:47 PM