They look a bit boring and uninspired to be honest with you, they need more emphasis on force and some slightly faster/accented movements. I guess I can cut you some slack seeing as you don't do FP Animations much these days anymore (at least to my/our knowledge) but I'll give you my run-down anyhow:
Ready- Simple enough, I'm alright with that, but the vents could close a bit sooner. Right now it seems like the animation ends and then the vents close, like it was tacked on last minute. Melee- Pretty good, though it seems like you struggled a bit with the right arm and its rotation due to how far out the gun is. Clean it up a bit, perhaps a bit of frame-by-frame animating to fix the snapping/clipping issues before/during the melee, and then when it's going back down to origin. Speaking of the return to origin, I'm not too fond of how it just kind of 'slides' into the origin while all the other animations have a bit of bounce to them. Idea itself doesn't get you many points either, but I suppose there's only so many ways you can wack people with a gun...in Halo. Throw-Grenade- The hand kind of just 'flings' itself from top to bottom, there doesn't seem to be any wrist rotation at all and it makes it look like you're just clawing the air rather than throwing a grenade billions of yards. Gun movement is nice, but the return to origin looks like you just put the first frames in backwards instead of adding something from complete scratch that's noticeably different from the first half of the animation. Fire-1- Not really much to say here. Reload- Again, kind of lacking any interesting motion. It's more of an animation for a reload just to have one, rather than something that the player would actually take notice of and be like "Hey, that's kind of neat." I think you should make a bit of gun recoil when the 'mag' pops out too as well as the hood flying up like you have. There's lots of room for a more detailed return to origin as well, something more eye-catching and fitting to the animation instead of the little kind of 'bob' you have which lasts only about 3 frames or so.
All in all though it's still a nice set, but nothing too spectacular (even with a Reach weapon). The execution of each animation is still nicely balanced and doesn't look like someone completely inexperienced/out of it for months did it, it's mainly the ideas that are really lacking.
September 11th, 2010, 08:13 PM
CtrlAltDestroy
Re: [GALLERY] cad's craptacular creations
credit to con for the emp particle bitmap
September 11th, 2010, 10:00 PM
DarkHalo003
Re: [GALLERY] cad's craptacular creations
Is your timer started immediately or after first bounce (I want to know if first bounce actually works before I mess with my tag too much)? Also, nice shaders and effects. If you use a timer-based explosion for the standard, then increase for a bit longer; the standard doesn't bounce high enough.
September 12th, 2010, 03:29 PM
Amit
Re: [GALLERY] cad's craptacular creations
The projectile speed seems a little slow. Is that how it is in Reach?
September 13th, 2010, 03:58 PM
Higuy
Re: [GALLERY] cad's craptacular creations
The animations are a bit sloppy at the end of the reload imo.
September 13th, 2010, 04:04 PM
CtrlAltDestroy
Re: [GALLERY] cad's craptacular creations
reload was actually taken from my previous grenade launcher set (just edited it to use a horizontal foregrip configuration as opposed to vertical). I'm doing a new one because frankly, i don't like it that much either and its a bit too long for practical use.
September 13th, 2010, 06:20 PM
DarkHalo003
Re: [GALLERY] cad's craptacular creations
Quote:
Originally Posted by Amit
The projectile speed seems a little slow. Is that how it is in Reach?
It may be a bit faster in Reach, but increase the speed too much and you have issues with the bounce going out of proportion in height. I have mine set at 14 for the initial and I might even decrease it further.
September 13th, 2010, 06:47 PM
Heathen
Re: [GALLERY] cad's craptacular creations
can it do the...holdy....waity thing?
September 13th, 2010, 11:01 PM
ODX
Re: [GALLERY] cad's craptacular creations
No fire-1 animation?
Quote:
Originally Posted by Heathen
can it do the...holdy....waity thing?
Not sure if that's possible with standard Halo 1 tagging.
September 13th, 2010, 11:06 PM
CtrlAltDestroy
Re: [GALLERY] cad's craptacular creations
Because the weapon only has one round per mag, it plays the reload-empty animation immediately when you fire, cutting into the fire animation. What i shouldve done was integrate the fire animation into the reload (like the stock RL animations), but i figured this set was placeholder anyways.
April 6th, 2011, 09:30 AM
Tnnaas
Re: [GALLERY] cad's craptacular creations
Quote:
Originally Posted by DarkHalo003
Is your timer started immediately or after first bounce (I want to know if first bounce actually works before I mess with my tag too much)?
I'm sorry, I just have to correct everyone on every little detail of any Halo game because I'm an ass. I don't mean to offend you.
That isn't a timer on the side. Sorry, it's true. That is actually the distance of the projectile from the weapon.
April 6th, 2011, 09:46 AM
TVTyrant
Re: [GALLERY] cad's craptacular creations
Yo Halcyon. Bumps man. Bumps.
April 6th, 2011, 05:59 PM
Amit
Re: [GALLERY] cad's craptacular creations
A reallllly shitty one too.
April 10th, 2011, 02:02 PM
Tnnaas
Re: [GALLERY] cad's craptacular creations
If you look at the display in Halo: Reach, you will see that the counter is not a timer. It instead tracks the player's distance from the projectile.
Side note:
Whenever an enemy is within the projectile's damage radius, a little dot pops up underneath the counter with a number. The number shows how many people are within the area of effect.
April 10th, 2011, 02:16 PM
Spartan094
Re: [GALLERY] cad's craptacular creations
Why did you continue to post info we know? And just post after 4 days? And you obviously didn't know what darkhalo ment either. He was talking about replicating it in Halo CE and NOT talking about reach.
also your bump at the top is shitty
April 10th, 2011, 02:18 PM
BobtheGreatII
Re: [GALLERY] cad's craptacular creations
Isn't he talking about the timer that's in the tags that initiate the explosion a certain amount of time after the first bounce? What counter is being talked about?
April 11th, 2011, 04:37 PM
hry
Re: [GALLERY] cad's craptacular creations
cad's death?
April 17th, 2011, 09:38 AM
DarkHalo003
Re: [GALLERY] cad's craptacular creations
Quote:
Originally Posted by BobtheGreatII
Isn't he talking about the timer that's in the tags that initiate the explosion a certain amount of time after the first bounce? What counter is being talked about?
You are correct. He thinks what I mean by timer is the display that keeps track of the distance between the gun and the grenade.
Halcyon, in HCE's engine the tag for the projectile has a property that is dubbed "timer starts immediately" and a property that is called "timer starts after first bounce." The "Timer" is the property in the HCE engine that designates the time after which an explosion of the projectile will occur. For example, if I set the timer to "immediately" and set the timer's counter to 3, then the projectile will explode after 3 seconds (or if it hits a material that is marked with 'detonate') after leaving the weapon. However, 'after first bounce' is an enigma to me because it doesn't actually mean "after the first bounce of the projectile to a collideable surface." I think someone knows what it actually means here, but I recall someone saying it's just a broken part of the CE engine.
April 18th, 2011, 03:23 AM
Warsaw
Re: [GALLERY] cad's craptacular creations
Applies to needler, maybe? I don't think I've seen a needle bounce more than once in Halo CE.
April 18th, 2011, 01:15 PM
Dwood
Re: [GALLERY] cad's craptacular creations
Quote:
Originally Posted by Warsaw
Applies to needler, maybe? I don't think I've seen a needle bounce more than once in Halo CE.
Applies specifically to the grenades. The timer before they explode starts after they bounce 1 time.
April 19th, 2011, 08:21 PM
DarkHalo003
Re: [GALLERY] cad's craptacular creations
Quote:
Originally Posted by Dwood
Applies specifically to the grenades. The timer before they explode starts after they bounce 1 time.
How do grenades work and where is their source? I've looked endlessly in tags surrounding them (and the tags themselves) and have failed to identify what makes the grenade different than other projectiles (besides it being a key part of globals). Is it in the globals that allows it such a decent function?
Needler needles actually of a detonation timer either by distance or by time (i'm positive it's distance). They can bounce once and then attach/detonate because of how the materials are set up (they should continuously bounce if they had no timer and were in a room of metal-thick or hunter shield).
April 20th, 2011, 08:43 AM
Patrickssj6
Re: [GALLERY] cad's craptacular creations
It's hardcoded into the engine...just like you can't pickup a warthog as a weapon :P
April 20th, 2011, 03:52 PM
DarkHalo003
Re: [GALLERY] cad's craptacular creations
Quote:
Originally Posted by Patrickssj6
It's hardcoded into the engine...just like you can't pickup a warthog as a weapon :P
:(
I was hoping I could make the projectiles of the Grenade Launcher I was working on more like grenades with that timer starting after first bounce. Are you sure there is no way at least that is possible using any .weapon tag?