He's part of CMT.
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Didn't they release their old Brute tags to the public? Seeing as they weren't using them anymore.
They did? Look for link or something
thank you, though i barely have time to help them
They were suppost to go to public ages ago, but they never got to it,and they are still being used in the betas i am receiving from masterz, the new ones are close to being ingame though
Yes I can see that now. Your sig is also very funny BTW, Selentic xD
Of which I made the first one... I was asking which one was it -- mine (#1, too low poly, baked armour but detachable helmet) or TehLag's (#2, detachable armour)
I thought Dano released the CMT biped a LONG time ago...
He made some changes since -- but this is the latest version I have...
http://www.chimpire.com/Brute.rar
It's just the model -- the tags and shit is all Masters. It's also in Maya format. If there really is a request for an unrigged Brute biped... then I could convert it to OBJ and/or FBX (or whatever format provided... you know... it's possible without me buying anything extra).
Had some issues with black seems in Mental Ray due to Anisotropic filtering... still not sure what caused it.
I'm also not sure if this includes the transparency channel for the beard. I think so but I can't test it. Got a major presentation Wednesday.
never liked those brutes....look like shrek in armor...
I twas a good go though....just not brutey enough...
the brute looks halo 1 decent in a way. Even though it has no hair
eh...kinda...
lol ya it does look like a santa beard on the sides. wouldn't the extra plane extrusions cause alittle frame lag.
While it's true that adding any detail what-so-ever would increase the computation time... if you think about the whole beard being ~12-16 triangles... even if you spend a whole 100 triangles on the biped in hair... you might then lose a single frame per second... assuming you have multiple brutes on screen.
I think you can stand the drop from 56FPS to 55FPS... worst case scenario.
Really? well i dont know alot about characters that much.
Characters are just another animated object.
They really only take up extra performance because of all the vertex animation, skeleton animation, AI, etc. that is required. Still, 100 triangles would barely be noticeable unless you have like -- 5-10 onscreen.
Depending on the engine of course...
Don't forget LODs. You can drop the beard on lower LOD models to increase performance.
those brutes look kinda....skinny
not total rubbish....like I said (I think I said) There a good first go....but they aren't close to what you would want as a permanent placement....
slightly larger update here, i spent all day animating and tagging the energy sword, i still need to add lens flares to the blade and brighten the sword itself, and in the pic the sparks didnt get captured right,so dont complain about that atm, i went a little overboard with them, gonna tone them down. Also as you can see i have tombstone in the backround, that will be released with the campaign , also new sexy sky :-3( the hud reticle and the rest of the hud is not final, and fp rig still needs some tweaking, but i never got to it yet. I also fixed the smg origins, and made new BR anims ,origins and shaders that took me around 2 days and it is lookin pretty darn close to halo 2. anyway, instead of babbling on what i have accomplished (a ton you havent seen) heres a pic
http://img292.imageshack.us/img292/8...dupdateva0.jpg
the map has a fully syncing and functioning gravity lift script, that doesnt lag or use damage effects.
oh almost forgot, the sword works really close to halo 2, it has 2 different primary fireing animations. And if you look by the chiefs left hand, you can see the sword floating like halo2, and it still looks fine in 3p when the player is holding it, so yay. Lunging has been removed for now, until i can think out a better way to make it work
also, help here, does anyone know how to get a illumination map into a shader transparent chicago? i tried adding it through a shader model but it didnt show up ingame, so help that works will be +rep
If you're using that downloadabe rig from jahrain, get rid of it, ASAP.
The thumbs and fingers weren't rigged correctly, so if you animate with H1 or different the thumbs and fingers look shitty.
I think I've got a good rig laying around, but I can't get to my comp so I can't help you.
Or you could simply rip the fp.gbxmodel rigged with bones using bluestreak's model importer. :v
Looks good....but imo I think if the sword cant lunge it might as well be dropped....but with all the work put into it I guess you wouldn't think of dropping it.
i have the lunging animation in my animation tag, its unused atm, i will put it in if i figure out a less online laggy way of lunging
Rather than lunge, cant you just increase the melee's range?
but then that would just look lame...
Have you got any video updates ? 0_o
Bump from the Grave.
and will there be odsts in the map?
moron.
Play nice.
who do you think i was talking to? look at the date of the post before yours, then think really hard.
E: seriously you should've pm'd instead of bumping a dead topic. if he had video updates i think they'd be here. it was a stupid question.
Oh this is still alive, i just haven't been posting updates :-P
ah, heres one just for the hell of it
http://img67.imageshack.us/img67/7903/picture3mp9.jpg
update is directed at the odst. So yes there will be odsts.
Next update will most likely be a sp video. And trust me, you will see major improvements (Also, no containment 4 u)
Thanks for the update. Will the odsts have a better ai than the average marine?
Well they are stronger and have more health, i also have created animations so that they can melee other enemies.
Please use proper normal maps rather than those terrible ch2r heightmaps.
does the second part look like delta halo now?
I forgot about this, somehow, though I'm still as excited for it now as I was back when updates where regular enough. So, if I understood correctly, the ODSTs will be able to melee enemy Covenant? If so, that would be a first for allies in Halo SP.
@ Pooky, even the normal marines have a better firing rate and accuracy, but the odst is even better.
@hotrod, yes
:gonk:
No offense, but why does the ODST look.....fuzzy?
probably because i took the picture at a bad resolution, then stretched it out
Whats this campaign all about. Is it a continuation of the madness series?
madness is over, i was remaking it a while back, but i decided to let it go. Deltahalo is a whole new story
no :eyesroll: