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Nebulon has contributed to 394 posts out of 469283 total posts
(.08%) in 4,246 days (.09 posts per day).
20 Most recent posts:
"Tags" are files that contain the information on the specified object for how it is to appear, act, etc. in the game.
Take a look in the tutorials section of this site, and the site that is in the Halo CE main directory... There is a lot of info there on how to utilize them.
So far, she is in! Check the email I sent for a pic, dude. All that is left is to get a working collision model, and to make multipurpose maps.
1) Study the multipurpose maps of the other characters that have a color change, and modify the one from the regular hunter. You will also need to take the regular bitmaps and change all of the blue armor to either white or a light grey.
I was working on my own modified hunters, trying to get them as a decent multi-player character. I even was working on something to be able to have him carry different weapons.
(I tried uploading a different picture as well, but the site I had to use wouldn't let me.)
2) Well... I don't think you would want to make his skin literally as tough as his metal armor, but as was mentioned by the others, you would set his health to a higher level. You technically could change his skin material type, but I wouldn't put it as metal....
And yes, to get a bigger hunter, you would need to import the model into max and resize it. Unfortunately, it is actually a bit more complex than this. You would need to reanimate him as well, since the new size would not comply with the original hunter animations.
Or... you could use the tutorial that was done in gmax>>
It is actually one of the better tutorials on beginner level map creation.
So in other words... search around first, ask for help after...
Edited by Nebulon on Apr 1, 2011 at 10:48 PM
Yeah... that joke had me worried for a moment...
*insert epic return theme music here* Yeah. I'm back, people.
I can help finish this for you if you are still looking for someone. I won't be able to do custom animations, but I can figure out how to get the biped in-game.. I might not have posted many, but I have done a few of my own bipeds in the time I worked with C.E.
BTW, I will not be able to go on Xfire because of the network my college has up blocks it... so... PM me if you need me and I will send you the details on how you can get the files to me if you are interested.
the HEV's could be vehicles attatched to markers on the frigate
when i was trying it, i got as far as sapien, but when she was spawned, her face was messed up, her face looked wierd, and her joints were stretched
i didnt go through all the posts, but here are my suggestions
overall slow speed, being that it is a super vehicle
make it with an extremely low damage transfer for riders so that the dont live forever (maybe 0.0000001 or something)
high damage for the MAC's so that the easiest way to take one out is with another, but of course not a 1 hit kill with them on each other with a slow ROF
enough seats for a whole team (pilot, gunner, +6)
a space for "cargo", to attempt to carry other vehicles, maybe using a script based on the one for the pelican pickup
primary: MAC, secondary: slightly homing missiles, "flashlight effect" weapon: chain guns, and for one more, a bomb drop using whatever other trigger is possible (check the heavy scorpion)
i tried to re-rig her before... it came out messy...
in other words, dont try it. if you want her as a biped, you will have to make a custom animation file with her rig.
09.15.09 07:53:45 EXCEPTION halt in \halopc\haloce\source\memory\array.c,#127: array->element_size==element_size
does this mean i need to scale something down?
i had it mostly inside and it still didnt work (this is for lava btw). i tried to set it up as a "water" area and it still didnt work. the material name i used for it was lava_area!$. here is the new error message:
09.14.09 13:39:15 tool pc 01.00.00.0609 ----------------------------------------------
09.14.09 13:39:15 reference function: _write_to_error_file
09.14.09 13:39:15 reference address: 42ca20
09.14.09 13:39:15 Couldn't read map file './toolbeta.map'
09.14.09 13:39:30 some shaders were of inappropriate types.
i got it to work now :) thanks guys
i tried to do a fog plane using the +unused$ material name, but got this error message:
09.14.09 09:30:20 tool pc 01.00.00.0609 ----------------------------------------------
09.14.09 09:30:20 reference function: _write_to_error_file
09.14.09 09:30:20 reference address: 42ca20
09.14.09 09:30:20 Couldn't read map file './toolbeta.map'
09.14.09 09:30:56 EAX: 0xFFFFFFFE
09.14.09 09:30:56 EBX: 0x00000001
09.14.09 09:30:56 ECX: 0x0012F230
09.14.09 09:30:56 EDX: 0x000002CC
09.14.09 09:30:56 EDI: 0x0012F230
09.14.09 09:30:56 ESI: 0x00000000
09.14.09 09:30:56 EBP: 0x0012F108
09.14.09 09:30:56 ESP: 0x0012F0F8
09.14.09 09:30:56 EIP: 0x77A79A94, C3 8D A4 24 ?????
09.14.09 09:30:56 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #32 is not a valid structure_bsp_fog_plane_block index in [#0,#32)
what do i neeed to do to fix this? do i need to make an actual material or something for it?
Edited by Nebulon on Sep 14, 2009 at 10:36 AM
can someone give me a list of what symbols do what for marking geometry when making custom models?
to start off:
then what is? i cant even find any maps i compiled!!!
Quote: --- Original message by: Gamma927
The quickest way would be to turn off UAC
i just tried that... still nothing. is there anything else i would need to do besides turning off the UAC? that is, if that was what will solve my problem
thanks for the suggestions, but as far as i can tell so far, not many of you have ever used Vista...
unfortunatly, that didn't work...