Maybe someone should do that. It would be really cool.
:iamafag:
Printable View
Maybe someone should do that. It would be really cool.
:iamafag:
It's a damn shame that elites are so hard to get in-game.
I could look into it, at the moment I am remaking one of infernos maps using terrain rather than mesh so its going to take a bit (day or two) to get it working properly. Reason for this is Unreal's collision differ from Halo's engine. So Im remaking the level to be Unreal friendly so we dont have any issues like vehicles going through the ground ;)
BTW do you guys have access to the warhog? if you do I could try to make it work almost like halo's I just dont think I can make the passenger seat shoot like halo does but I can get 3 people in there and the gun working ;)
For sure I'll see what I can do about sending that off to you. I haven't messed with vehicles too much, but I'll see what I can do
cool here is an asset list of the things I need:
needler - updated package with the projectile's static mesh (the needles)
Plasma pistol - The projectile mesh
Plasma Riffle - projectile mesh
rocket launchers - Projectile mesh
Frag or bounce nade mesh
WarHog - The 3ds model export or any supported type (OBJ is fine)
From inferno, I need the materials used on Bloodhound for the static meshes:
Grass material
Rock / cliff material (the one used on the surrounding walls
dark dirt - the blend one between the work and the grass
light dirt - the one used on the paths between the grass
with that I can try to get the map finished, the warhog functional, and the proper projectiles working on the weapons ;)
Have the first layer of the terrain done, I have to disect it so I can smoothen it out but the base is there :)
Hey guys,
First, Great Job!
I myself thought about making some kind of mutator to allow for a more Halo style of play, but nothing as fancy... anyhow, that was about a year ago, and since then laziness caught up with me.
I think I can speak for most of the community by saying:
m00kz - Thanks for perusing this (and not getting lazy)
acecutter69 - Thanks for making amazing progress (seems like it's a good thing having some sort of deadline), and thanks for the little tutorial in the unreal forums.
inferno - Thanks for porting the maps
That's about it,
Needless to say, I hope this gets released, soon ;-)
I will prob upload Alpha phase on the ut3 forums after the convention (the 25th of this month), either rather than being a release project, I do plan to keep adding to this mod, revealing updated versions when ever we get more work done on it ;)
Hopefully later down the line we will more vehicles and weapons, but we are restricted to 5 weapon carring animations as this seams to be hardcoded into the editor and I havent found a way around it :(
thanks for the comments though, I am really trying to work this off as fast as I can but keeping quality and limiting the bugs as much as I can :)
Nice to hear about the "release policy", I hope you are all on the same page about it?
Seems like you're doing it right.Quote:
I am really trying to work this off as fast as I can but keeping quality and limiting the bugs as much as I can :)
Ace don't bother with that. I've already created a new Max to Unreal map porting system. Have m00kz send you the beta of Cyclotron. It's about twice as many polys as blood gulch but runs smooth as butter AND every bit of it was made in 3ds max.
It's true, Inferno does have a very nice port of Ivory Tower from Halo 2 that seems to have some good collision and overall looks very nice
I'll send you the link over PM :iamafag:
I'll also see if I can't finish up that Warthog today. The thing has so many materials that need to be applied it's rediculous, but I've just about got it. I don't mess around with Vehicles too much, so I need to know what format it needs to be for Unreal, just the standard ActorX PSK?