Figure I might try to get this in the mod as well, wanted to try my hand at modeling an SMG, and before I knew it I started animating it lol
Just needs a better texture now... something I suck ass at
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Figure I might try to get this in the mod as well, wanted to try my hand at modeling an SMG, and before I knew it I started animating it lol
Just needs a better texture now... something I suck ass at
Cool.
hey ace here, though i would join these forums as well to be able to let you guys konw whats going on as well, here is some more updates on the weapons:
http://www.xfire.com/video/1579b1/
I am still debugging a hell lotta things as unreals weapon code is totally different than halo's and some things cant be overwritten easily, for instance I cannot use the locking mecanism the rocket launcher uses with my custom projectiles because the rocekt script that handles that is totally native.
Im going to have to think of a way to adjust the flight patern as this thing traves through the air to be able to make the needler work properly. there is still a ton to do but be sure Im working my ass off trying to get it done.
I have downloaded Infernos map pack and they work fine so we are already a huge step ahead. I also have implemented the force character feature so that we dont have ut3 characters running around this mod ;)
Unfortunetly we will have to remake all 125 animations for the cahracter to hold the weapons properly, because the way the animations are blended together, there is no way around this, we may be able to skip the swimming ones singe MC never went for a dive on the pool.
well Im glad you guys are looking foward to this ;) we might get this done before x-mas if not before, it really depends on these character animations as those are the last core piece of this project before we can release an Alpha version to test some issues ;)
well I bet this post is a bit big but well just really wanted to keep everyone up to date on this :)
Hey man good to see you joined these forums, lol. We've got alot of talent here so it's possible others might try to pitch in.
I may try to teach myself character animations over the next few weeks, but I'm unsure of how far I'll wind up getting
Hey m00kz, i've been working on a halo 1 biped model so if you would like once it's done you could use that.
Up to you but it would be a little more higher detailed than the one that comes with halo.
thats not a bad start, we might be able to use later down the line but we are trying (or at least I am) to make this functional before the 23rd to present at "Infinite Bits" which is a local convention donw here in south florida which is aiming to be the next 3E.
If you could do a nice high poly to low poly normal transfer that would be even better ;)
I'll pull up the UCE source files and redo the collision model for bloodgulch if you need a better test map. :iamafag:
I was thinking of redoing it with terrain rather than mesh (at least the ground part). The buildings need some texture work but the essence of he maps is there.
well I did some more debugs on the weapons, and got the nades to explode on nade damage (a nade will explode other nades).
Played around with some of the values of the weapons as well to try and get them working a bit better ;)
well anyways here is the latest update:
http://video.xfire.com/1596b1-4.jpg
Thanks for the maps, like I said they could use a little work but its a great start point ;)
There actually ports lol. Those maps were made like 7 years ago haha.
heh
Midship port would be legit
hint hint
OR YOU COULD TEACH ME HOW TO DO IT INFERNO :downs: