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Mar 23, 2012 04:56 PM |
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Feb 7, 2019 07:39 AM |
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Today @ 04:46 PM |
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Italy |
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Everything except animating |
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Game design, mods and Photoshop art |
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22 |
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Halo, Gears Of War, Dead Space, Mass Effect |
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ZA WARUDO! TOKI WO TOMARE!
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SOI_7 has contributed to 731 posts out of 468194 total posts
(.16%) in 2,529 days (.29 posts per day).
20 Most recent posts:
Quote: --- Original message by: The GravemindHOW DO I NEVER KNOW ABOUT THESE THINGS. I just spent the last month trying to reverse engineer stock collision models... After testing it out, turns out I did a pretty great job on mines but I still don't understand how the game determines when to play hard ping animations. Edited by The Gravemind on Feb 6, 2019 at 09:53 PM
That's controlled by the biped tag, you should find a section like "hard ping threshold" or something like that
Bossfight. I rarely see bossfights at all in singleplayer maps
Also be sure that the encounter references the right BSP index
Quote: --- Original message by: Echo77 This was a good idea. I didn't even know we had Onyx Sentinels.
( ͡° ͜ʖ ͡°)
Quote: --- Original message by: VuthakralQuote: --- Original message by: Spartan314 I like moar hexagons on my covenant Already got you covered, https://sketchfab.com/models/9a8f7f2c326b449db781e8082f593691 (Nothing else on my sketchfab account, while halo related, currently has anything to do with this tagset.)
Are you specialized into painting high-res versions of existing models textures? If so, PM me Edited by SOI_7 on Dec 28, 2018 at 09:45 AM
Quote: --- Original message by: PabeungMy flood brute's were just rigged to Halo 2 brute set because I couldn't find anything that would fit and don't refer it as Matt's animation as it was Kirby's port aswell as the other Halo 2 animations leaked. I love your flood elite I just wonder why you gave it that dark rubber under their armor and the H3 flood brute animations are actually out there but modified by teh lag for old the CMT flood brute which is located in SOI's campaign (Why is it in there?) and when I say modified It doesn't fit well in the original Halo 3 flood brute bones. And the other bipeds are rigged to Halo 1 flood human animation set. https://media.discordapp.net/attachments/501403597108543488/520544877990248448/unknown.png?width=760&height=428
Wrong. My Flood Brutes are modified CMT SPv2 Brutes which use a modified version of Zteam's H3 Human Flood animations. I had no ripping tool back in the day, so my only option was to modify what already existed Edited by SOI_7 on Dec 18, 2018 at 05:25 PM
Quote: --- Original message by: JadeMcLainQuote: --- Original message by: SOI_7 B-but... how did you manage to get inside the boarding seat while the ghost is used by another AI? Iirc in stock Halo you can't do that unless you and the driver are on the same team Just found this out, but you can attach the player with AI on the same team as the enemy, and then quickly detach the player and it will still let you inside the vehicle. I updated the link: Edit: Im not sure why the player freezes after killing the boarded enemy, but I'll find out soon enough. Edit2: We can just attach the player to a blank encounter instead of detaching, that fixes it. Edit3: The fixed map. https://mega.nz/#!EHIjRKCB!cMa_XXwfjLoQF6pIf_BEI8SpknBr_8ZRcMklIkAq3iA Edited by JadeMcLain on Dec 14, 2018 at 07:14 PM
Very interesting. For my mod I used to create a temporary allegiance between the player and the AIs, but the concept is the same. Which conditions are you using to perform the attach? Distance to object? I made a "portable trigger volume" with attached bipeds checking when they both see the player, but your method seems to be better
B-but... how did you manage to get inside the boarding seat while the ghost is used by another AI? Iirc in stock Halo you can't do that unless you and the driver are on the same team
Quote: --- Original message by: MatthewDratt It's not ce3 live or even remotely like that. It's way better
FTFY
Correct. If you're using Max there are some modifiers with which you can play, like Multires or Optimize, but they'll need extra manual tweaks. But trust me, they're worth the effort
Always good to see an attempt to make the ultimate Elite. The H2A Elites in particular are my fav, so you have my thumb up. My only suggestions are, first of all, to optimize the models if you have not already (the polycount in the H2A Elites is absurd for CE) and perhaps add the Reach feet, because the H2A feet are way too small. Other than that, good job
Quote: --- Original message by: Russian Poot ManQuote: --- Original message by: SOI_7 Sadly bipeds refuse to walk on walls if they're too big or non-spherical, we had this issue with our Jackal Forms in SPv3 and we had to remove this ability. You could, however, make them stick on strategic walls. And you should definitely switch to the actor_variant transformation system, it could help you save scripts slots. I've been thinking about upgrading to opensauce. Does the actor_variant transformation system transfer health and shield status? I stopped using object_destroy and started teleporting them, so at least their health wouldn't reset. I could switch back and that would save me scripting time and effort to organize it all.
Yes, you can transfer health, shield and even the original encounter. The system is quite versatile
Sadly bipeds refuse to walk on walls if they're too big or non-spherical, we had this issue with our Jackal Forms in SPv3 and we had to remove this ability. You could, however, make them stick on strategic walls. And you should definitely switch to the actor_variant transformation system, it could help you save scripts slots.
This is really cool. Did you make this using actor_variant transformations?
P.S. And would you mind telling me where did you get those Bugger animations? The only ones I'm aware of are those from Lumoria Edited by SOI_7 on Oct 22, 2018 at 06:53 AM
Your model has too many polygons for your standard Max setup. Search through the settings and find the RAM usage, and increase the value
For the Sword depleting, you can set up an age function in the weapon tag, then in the weapon model you can open the energy blade shader and change the framebuffer fade source to the function you've just made (eg. A out).
For the SMG, iirc zteam released another tagpack with even more stuff, there you should find a sound_looping firing effect for it. Bungie in H3 dropped the single firing sound and used a looping sound, so eh
For the rest I guess you should dig somewhere else :/
Quote: --- Original message by: the concerned throsQuote: --- Original message by: SOI_7 I checked, at least each recorded animation has a duplicate with the same name. The point is, since none of them are referenced in the script, I don't know which one should I rename/delete without causing troubles How did you fix this I am screwing with a10 right now and I can't do shiz
I ended up deleting the duplicates. It gave me no errors, apart a slightly different angle in few cutscenes, but nothing really tragic
Woah, it looks really good. Huge improvement, dude!
I read only the topic title and I though it was a gigantic crossover Edited by SOI_7 on Jul 19, 2018 at 10:18 AM
I also vote for Altheros's tags. They're the closest thing to an OS-fied version of the original Descent tagset you could find
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