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yeah its WIP, I have to do the decreasing fire interval support for the needler and the the plasma riffle, that video was just to show some of the effects and the seeking needles working as that feature isnt in unreal (the seeking rockets have native functions you cant use :( ). I will be adjusting those features tomorow, but thanks for the insight and the video rsponce. I dont own Halo so I can use as much reference material as possible, once again thanks for the comments,
Less than 7 days before I present this at infinite bits ;)
after than I will put up a beta download to test net code before full release :)
also more features will become available on updated versions of this mod :)
Need me to see if I can't find some ZeroPing mutators for you to use as reference?
Also, Llama, it was 7 in Halo 1 and I think it's still 7 in Halo 3.
alright here is like 99% of what i got for infinite bits, its a long video but hope you guys like it ;)
http://video.xfire.com/16db04-4.jpg
still fixing the plasma pistol, updating some of the needler's properties, doing this the custom animations, fixing rocket launchers damage and speed, more support for the hud, netcode debugging, vehicle health scalling, exploding vehicle causes death, and a few more tweeks before release ;)
can't wait to see the finished products :]
You are SO the man, Acecutter. Props to you man. :golfclap:
Mind if I go in and make a few minor damage/rate of fire tweaks before the final release? I'm noticing a few minor things that need some more damage/faster firing etc.
my values can be somewhat confusing, after all the master weapon class is a little over 1600 lines of code. I have about 50 scripts to compile this so far. More prob to come.
The increasing fire rate has been something I havent been able to figure out, so I left the needler with more of an average rate for now. I have to become more familiar with state coding in order to do that, I am having a similar problem with the plasma pistol at the moment, havent figured a way to know how long the fire button has been held for in order to shoot the proper projectile.
What Ill do is do small videos of each weapon and take your input and readjust, I found this page:
http://www.gamefaqs.com/console/xbox/file/472132/46614
and was trying to follow up on that info, then again we might have to go back and reajust them after beta testing so dont worry about it much for now. What we could really use is a texture artist and a character animator. Just to break some of the load of our backs, I had to recreate your scope hud and make the pistol one, hope you dont mind ;)
well i would say not bad for less than 3 weeks of development, there is actually another group trying to do what we are doing but they dont have 10% of what we have already working ;)
Hopefully we will be able to take some of these models to higher poly counts and bake some normals, to be honest there hasnt been a single person in my campus that liked the shadders :(
either way I think we made some good headway and if we can get 2 people on board we should have a xmas release, hopefully :)
Use the xbox weapon balance. It was better.
I plan on fixing up bloodgulch and infinity this weekend. Along with a few other maps.
Do you want bloodgulch at 1.5x or 1.6x scale?
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I can't really import it until I know what scale to use.
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Bloodgulch Level Mesh Breakdown - 38 visual meshes + 33 collision meshes averaging 100 to 250 polys each. All meshes have there own lightmap channel and will be using (mostly) 256x256 lightmaps.
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Ingame at 1x scale. You can change it to whatever I guess.
BTW no collision errors and a solid frame rate.
Mookz is currently fapping to the new shaders I did for the weapons.
TBH halo weapons can look really good in Unreal. You just gotta do it right.