There is a reason why wood is no longer used in standard military firearms. A number of reasons actually.
Because it's heavy and maintenance intensive. However, it's more durable than plastic and will burst into flames at a higher temperature than plastic will start melting at. It's a trade-off, really.
Turret: Jaw-dropping amazing work. I'm really looking forward to this. I would pay full retail price for this level of detail.
October 13th, 2011, 02:17 AM
neuro
Re: We're back! CMT Returns!
that's just the turret too, wait for the whole thing lol.
October 13th, 2011, 05:42 AM
TM_updates
Re: We're back! CMT Returns!
Lol does Ubisoft approve of this Neuro? :p (Edit: holy doodle that emoticon looks sick)
Turret looks nice yeah.
October 15th, 2011, 01:02 PM
Blumoon94
Re: We're back! CMT Returns!
I'm just wondering, but since you guys are back. What's gonna happen with this? http://halomaps.com/ I know the time for xbox modding is probably something for 5 years ago, makes me kind of wish I wasn't only 16 and I actually understood this stuff back then. But I had been working on a project to make a Halo 2 style remake of the campaign for Halo on the xbox. As far as the HUD, vehicles, etc goes, and I had actually gotten pretty far, but I gave up without any help, it seemed mostly impossible that way, even with the progress I had. If anyone wants to help me with this, I would be willing to give it a shot again for anybody interested.
October 15th, 2011, 01:48 PM
Amit
Re: We're back! CMT Returns!
I didn't even know there was a HaloMaps.com. Everyone knows halomaps.org, though.
October 16th, 2011, 08:51 AM
neuro
Re: We're back! CMT Returns!
last news post.. 2009
October 16th, 2011, 12:03 PM
Blumoon94
Re: We're back! CMT Returns!
Yea, I have been keeping an eye on it and it has been up and down every now and then, but nothing has really been added in forever. But someone has to be paying for that domain, so there must be a reason it's still there. lol.
October 30th, 2011, 02:27 PM
Masterz1337
Re: We're back! CMT Returns!
Quote:
Originally Posted by lag
Wow, August 20th? Guess I haven't been the best about posting my works...
Yes, just like in Reach. Or perhaps, "Just Like in Reach"™. The creativity deficit here at CMT strikes again!
This behavior is accomplished by setting the shielding-poses to be in the unit's "flee" animation state, and then having the actors use the "flee" state when they berserk or get close to an enemy.
Some visuals (especially the Hunters, bleh - expect them to be significantly re-worked before you see them up-close again) and gameplay-related stuff (like weapon behavior and damage and all that - everything is constantly changing) are incomplete and subject to change. In particular, the weapon used by the Hunters isn't going to replace their traditional ones so don't freak out about that (in fact wasn't some early version of that one in the SPv2 betas?)
Weapon animations are WIP by ODX - as such please excuse some of their awkward motions and the lack of perfectly synchronized sound (since there's no sense in making sounds for animations that are going to change soon anyway).
As for the map, it's a silly testbed developed to make it easier to test weapon balance and effects at various ranges.
And if you're somehow selectively blind and didn't see the title, this is for the CMT SPv3 mod for Halo CE. Check it out - http://www.halomods.com/cmt
.
November 6th, 2011, 11:43 AM
Masterz1337
Re: We're back! CMT Returns!
Quote:
[size=1]--- Original message by: D4NO[/size=1]
As you can see, the Grunt has been finished. I'll be adding in the yellow, blue hair and hyena penis later.
*right click > img source for the proper size images btw*
[size=1]Edited by D4NO on Nov 6, 2011 at 08:12 AM[/size=1]