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Thread: Halo weapons converted to UT3 (WIP)

  1. #41

    Re: Halo weapons converted to UT3 (WIP)

    terrain is easier on the engine, having mesh collision on a world is a bit costy on resources, our best option are bsp's besides it may take me a day or 2 to get it fully done
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  2. #42
    Untruely Bannable~ Inferno's Avatar
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    Re: Halo weapons converted to UT3 (WIP)

    I can't stand in editor modeling. 3DS fo lyfe dawgz.
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  3. #43

    Re: Halo weapons converted to UT3 (WIP)

    its just costs less processing power, currently the level takes a good while to load dont worry too much about it, I will work on it, it would take me forever if I didnt have that base to go from though
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  4. #44
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    Re: Halo weapons converted to UT3 (WIP)

    No srsly. The way I design the maps now takes very little processing. The reason cyclotron takes a while to load is because it's uncooked and it has a ass ton of bitmaps and models.
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  5. #45

    Re: Halo weapons converted to UT3 (WIP)

    humm i must have an uncooked version then, I will leave this up to you then
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  6. #46

    Re: Halo weapons converted to UT3 (WIP)

    here is the warthog video plus shows the bugs on the map man, if we can get versions of maps that dont do that we can release them

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  7. #47

    Re: Halo weapons converted to UT3 (WIP)

    That's awesome. I definitely need to send you the Warthog gun sounds and properties though ;D

    To be a bit off the topic, If I may ask, would it be possible to set the global gravity to 0.5? I've done some messing around on my won and noticed that 0.5 gravity makes it feel alot more "Halo."

    My custom pawn had these under the default properties, and it felt just like Halo, no joke:

    {
    MaxMultiDodge=0
    MultiDodgeRemaining=0
    GroundSpeed=325.0
    AirSpeed=325.0
    CustomGravityScaling=0.5
    MaxMultiJump=0
    JumpZ=400.0
    }

    so I was wondering if it's possible to set the CustomGravityScaling I have listed under my pawn for the global gravity instead to affect things like Vehicles other collidable objects as well.

    Also getting those OBJs for you
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  8. #48

    Re: Halo weapons converted to UT3 (WIP)

    what we can do is play around with the jump Z height of the pawn class but never ever play around with the gravity scaling, it will mess all the other physics dynamics, for instance, getting affected by a nade exlosion will send you 2 times as far as it should.

    I will increase the jump height and do you want to keep the double jump feature or not?
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  9. #49

    Re: Halo weapons converted to UT3 (WIP)

    If possible, dodging and double-jumping should be kept out. I'll get a quick vid of the Spartan's movements in Halo.
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  10. #50

    Re: Halo weapons converted to UT3 (WIP)

    http://www.xfire.com/video/15c205/

    Here's the video. Should give you a general feel of the movement. Medium-high jumping, medium speed walking, lower gravity, and less air control. The spartans however are ridiculously heavy and are strangely less affected by splash damage than the vehicles.

    I'd really like for the low gravity to be implemented, perhaps the force of the nades and other explosives could be toned down? Weight of the bipeds increased, vehicle weight decreased? Any possibility?
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