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eldiablotmh has contributed to 62 posts out of 469280 total posts (.01%) in 3,681 days (.02 posts per day).

20 Most recent posts:
Halo CE General Discussion » CMT RETURNS! New project and team details inside! Aug 20, 2011 04:16 AM (Total replies: 12123)

Quote: --- Original message by: teh lag

CMT SPV3 - Shotgun Redux; Needler & Plasma Pistol Update

Whew, this is so awesome I actually have nothing to crit on apart from that little, uh, "snap" the left hand's fingers have on the shotgun's reload-empty when getting back from the reloading chamber and on to the pump action (as if the hand opens too late and thus too fast). Well, the plasma pistol is now perfected imo, and the needler is even more awesome than it was in the previous video, which I truly couldn't have believed as possible. Keep it up!


If all you need is a set of rigged fp arms, there are actually quite a few here on halomaps.

ie.

http://hce.halomaps.org/index.cfm?fid=5285
http://hce.halomaps.org/index.cfm?fid=2059

And if I recall correctly, most of them also come with their proper scene already set (as of camera, lights, shaders, etc.)

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Sep 10, 2010 06:24 AM (Total replies: 14969)

Quote: --- Original message by: AGLion
carbine reload for skidrow:
http://www.youtube.com/watch?v=R44R0mfZXu0
sig 552 origins inspired by broke:
*pic*

Well, just as Delicon said, the gun's movement needs some tweaking. Right now it looks like the carbine goes through five or six keyframes, and if it's not like so, it extremely looks like it is. You need to play around with "mixing" rotational and moving frames when doing a carbine reload (if you're going for an h2\h3 styled one, which seems you are) to get a fluid motion and a smooth feel overall. Also, I'd make the gun "stand more" in the mag-in position, shift+dragging a keyframe as it takes place and editing obviously the copied frame a bit. Well, this is just one method for it. The left hand might be ok for the clip-in, but it goes a bit spazing-weird in the return to origins. As for the return itself, I like the idea, if I got what it is, but still I'd add more recoil of it; the gun should go inward more. I'd suggest using curve editor to make the movement of the gun as smooth as possible. Recoil, also, use it; it would make the clip-out look many times better (ie. the clip goes upward, you would expect the gun to go into the opposite direction).

And now for the origins - well, I'll assume the latest pic is the one with the grunt, as it got the name "origins-3". Nothing much to crit here, I think the gun fills too much of the screen, but that's just my taste. Hope this helps, somehow. Keep it up!

Halo CE Technical / Map Design » tool error with bitmaps Aug 19, 2010 05:27 PM (Total replies: 9)

As you can see, the output says tool is skipping bitmap with "non-power-of-two dimensions". 100 is not a power of two, whereas 128, for example, is. The power of two "limitation" does not apply to hud elements if I recall correctly, but this does not stand now since I see you're compiling some textures. Just make your tifs in 2^n x 2^n.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Aug 13, 2010 06:42 PM (Total replies: 14969)

Quote: --- Original message by: Gamma927
http://www.youtube.com/watch?v=m0uRvc3Qb60

Looks good enough, the ready is pretty much standard but it does its job, just like the throw-grenade. Melee seems okay, although I would have emphasized more the melee keyframe (best way I had to refer to the "frame when the hit should take place"), or just had a return from that frame going inward (toward the camera) instead of getting out of the screen by "falling down". The reload seems to be the one I like less - it is rather unforceful and the mag-out happens out of the screen (not so pleasant visually-wise), as the sniper goes down independently of the force which should have been put to take away the magazine. Adding the so-said "floppy bipod", even if I'm not that a fan of it, would help giving the animation some overall fluency too. Well, tried to explain my crit as better as I could. Hope it helps, if you happen to take it into consideration.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Aug 2, 2010 06:49 AM (Total replies: 14969)

Quote: --- Original message by: Gamma927
http://www.youtube.com/watch?v=fm_s2zTEYjQ

I like it, huge improvement in your animations I must say, and your own style is starting to get shown too.
The firing seems a bit "robotic" though, in particular when pumping after the shot. That movement seems too "perfect", it's like A to B and then back to A. It might get "boring to look at" soon too, which should never happen with fp animations. The same thing applies to the reload but is indeed less evident. Keep up the good work.

Halo CE General Discussion » UMP - Uneven Map Pack [Take 2] Jul 21, 2010 11:40 AM (Total replies: 127)

Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: eldiablotmh
tl;dr: Everything looks really nice but for the sake of gameplay, imho, don't make the AR capable of scoring headshots.

But the AR doesn't cause headshots... It is pretty powerful though.

Oh wow. Having seen 4.07~ of http://www.xfire.com/video/311360/ drove me into believing it did. Sorry <.<'


You'd have to extract the original animations, then export and recompile them with your new ones. This or either try using http://hce.halomaps.org/index.cfm?fid=577

Never actually tried the second method though, and I'm afraid that you'd have to replace existing animations to inject new ones if you were to use it.

Halo CE General Discussion » UMP - Uneven Map Pack [Take 2] Jul 20, 2010 09:33 AM (Total replies: 127)

I must admit this looks really nice. Chamber looks a lot fun, I really like Sanctity and Assault looks as simple as effective in ctf (or, stj as Save The Johnson, neat idea too) gameplay. Great job overall. By the way, having looked at some beta gameplay, I noticed that the AR is capable of scoring headshots. IMHO this makes it overpowered, as it gives an almost sure kill for shield-popped\low-shielded targets, since it has an high rate of fire and such a reduced spread. I'd, to keep its "visual" sake, check the flag "can cause multiplayer headshots" at least, but get out "can cause headshots". If any, I'd higher the damage a bit for shots landing to the head.

tl;dr: Everything looks really nice but for the sake of gameplay, imho, don't make the AR capable of scoring headshots.


That^, assuming you already have into the globals the same weapons\vehicles you got into the .scenario. If not, just edit your globals accordingly.

Halo CE Technical / Map Design » Compiling Animations Jun 14, 2010 06:53 PM (Total replies: 7)

You're welcome. I'm glad it has made its sense; fun is I couldn't have explained it in another way :P

Halo CE Technical / Map Design » Compiling Animations Jun 14, 2010 06:25 PM (Total replies: 7)

Quote: --- Original message by: colter13
So I have all my animations exported to JMAs, but when I try exporting tool says "model animation compressed at 0 bytes". When I look in my tags folder, there is nothing there.

You are assumed to have a folder containing another folder called "animations". In cmd you would type in "tool animation *folder*", with no quotes, where *folder* is the first one which contains the other folder called animations, not the one that actually contains your JMA files (which would be, in this case, "animations"). Oh, i really suck at explaining stuff. By the way "model animation compressed at 0 bytes" means, or it should mean that 0 bytes of the model_animation tag have been "compressed", thus you would expect that to come out even from a succesfull compile.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Apr 12, 2010 01:12 PM (Total replies: 14969)

I'm no modeller but I really like that. Nice work and I hope it's not too high-poly.

By the way, in response to those comments about the m6g with tactical knife - that thing is very old. I will reanimate it from scratch when I get around it. Plus the knife is always in the left hand and doesn't in any way disappear during the reload. And, I'm not trying to deny that saying a knife wouldn't kill a super-armored soldier is true, but why would you try and find some logic into a videogame, and on the hand of gameplay why would you use that weapon, if ever used in a map, apart from another weapon (for example, a pistol, and for example a normal m6g, thus with the same damage and rate of fire) if the melee damage is just the same as that another weapon? Or well just ignore everything that I said and think that weapon as made for fun and for practice, which is a better point. Not trying to bring in an argument, just replying :) and sorry for any english error if any, it's not my primary language. Then again, I will re-animate and if wanted release it.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Apr 6, 2010 05:44 AM (Total replies: 14969)

I really had to ingame them to get a decent recording. Ah what not having a youtube account and so much laziness can do.

http://www.xfire.com/video/2707b5/

I'm aware of the last part of the reload (from when inserting the new clip) sucking; I will re-do it.
Returns to origins look fine to me; at least they do ingame.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Apr 5, 2010 06:36 PM (Total replies: 14969)

After some time I got back on animating something.

http://www.xfire.com/video/26ff5a/

Keep in mind that, as the description says, the quality is pretty bad and (at least on my pc) the frame rate isn't decent. I really should try re-uploading that but I'm off to bed now. Criticism would be appreciated.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Feb 21, 2010 09:52 AM (Total replies: 14969)

Quote: --- Original message by: Spartan_094
Btw you cant reload m1 grands if it still has bullets left, or else you almost have to almost field strip it just to pop in a new mag. Or so I heard.

That's right, of course. For two main reasons. 1 is that if you have already some bullets in, a new loader with 8 bullets won't fit, and 2 is that if you pull the bolt the loader will not come out that way. You should pull the bolt, and while keeping it pulled take out every single bullet including the loader and then put in a new one. But well, since I don't know a way to make a weapon not reloadable when it still has some bullets in its magazine, I did it in the way Call of Duty 5 did, with an absolutely wrong but still practical reload-full, with "wastes round when reloading" on.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Feb 21, 2010 06:54 AM (Total replies: 14969)

I fixed the firing animation (exporting as a JMM, like CAD said) and threw in a custom bitmap for the firing effect I've quickly drawn in photoshop yesterday. http://www.xfire.com/video/228600/

Well, I think it's time to move onto something else to practice more. If you either think it is worth a releasing or just want to play around with it, just tell me and I will upload it, as I have no reason to keep it private.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Feb 19, 2010 08:30 AM (Total replies: 14969)

You guys wouldn't believe the actual firing animations stars out like:
http://img641.imageshack.us/img641/8489/fire1.png
http://img251.imageshack.us/img251/6876/fire2h.png
And then it returns to origins rotating a bit. (yea, too lazy to upload a less than one second long render right now)
As I said before, the problem is in the trigger.damage_effect. I put a negative (and maybe too high) value in the temporary camera impulse pushback, so it looks like the gun doesn't move at all whereas the arms do. It's an easy fix though, and still thanks for having noticed it.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Feb 18, 2010 12:52 PM (Total replies: 14969)

Thanks for crit, I will for sure follow it. I completely agree either for the melee and the nade throw. As for the firing, I was messing out with the trigger.damage_effect and the camera going outward through temporary impulse plus the weapon and the arms going inward gives that strange effect...I will fix the trigger tag too. The origins look high on 4:3, they're good for 16:9 but I couldn't record at any kind of widescreen resolution, as I explained in the video description.

E: 16:9 origins http://img706.imageshack.us/img706/4251/garandorigins169.png

E2: Fixed some stuff: http://www.xfire.com/video/223628/
Edited by eldiablotmh on Feb 18, 2010 at 01:51 PM

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Feb 18, 2010 11:55 AM (Total replies: 14969)

Geared your animations aren't not that bad, nor they suck, there is a rather good base motion. Just don't be afraid to add more movement to the gun, as long as it doesn't look robotic or forced to move like so. You should "fix" the left hand during the firing and the fingers' positioning when reloading too. Oh and don't forget that you can move the right-hand's fingers too ;)

By the way: http://www.xfire.com/video/2232b2/

Criticism would be appreciated.
Edited by eldiablotmh on Feb 18, 2010 at 11:55 AM


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