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Thread: Quick-Crit 2010

  1. #431

    Re: Quick-Crit 2010

    Overlay is way to obvious ^^

  2. #432
    Senior Member Malloy's Avatar
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    Re: Quick-Crit 2010

    The grain looks shite, it'd work if maybe the grain was more overpowering, or it wasnt there and looked like those queer WoW textures. Otherwise awsome effort. Learn to handpaint rocks and mountains in that cartoony style

  3. #433
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Quick-Crit 2010

    i'm pretty sure that was a stylized texture

  4. #434
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by ODX View Post
    I believe it's two scenes, so he just has the firing one (which would normally have the slide go back every time) and then the reload right after it.
    Still not how a pistol operates. The slide stays back after the gun has has been fired and will not return to the closed position.

  5. #435
    For Auir! ODX's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by SnaFuBAR View Post
    Still not how a pistol operates. The slide stays back after the gun has has been fired and will not return to the closed position.
    I never denied that's how pistols work, I know you and how you know a lot about pistols guns so I don't doubt your knowledge. I'm just saying it was a little mistake caused from the fusion of two scenes into one .gif, where the original firing animation is normally like that for an animation set, and Muki simply (or maybe didn't) forgot to change it to fit realism.

  6. #436
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Quick-Crit 2010

    i would have thought the same, too, but as far as i can see, the slide is coming back in such a fashion that it shares no frames with the fire animation, so it doesn't look like any kind of mistake with any kind of compiling two scenes into one .gif.

  7. #437
    Senior Member ICEE's Avatar
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    Re: Quick-Crit 2010

    Actually snaf, hes right. Halo CE doesnt support (to my knowledge) 2 firing animations on the same trigger. Therefore, the animator has to choose from 2 evils: a firing animation in which the slide closes regardless of whether or not it is chambering a new round (this is what muki did) OR a firing animation in which the slide stays open regardless of whether or not a new round is being chambered (I've never seen someone do this). Of course, he could have done a firing animation which keeps the slide open purely for the sake of the render, but I wouldn't have. Call us lazy. In game, it hopefully wont be that noticeable anyways. But I do agree with the rest of the crit you gave. I'd give my own set of crit, but I'm on a school PC right now, so I have to use internet explorer. It doesnt play gifs very well so it wouldn't be fair to judge your animation using a browser composed of fail.

    hit me up for tips any time mooks, your progress has been really great thus far.

  8. #438

    Re: Quick-Crit 2010

    Word.

    I also want to point out the rocket launcher has a reload-empty, which simulates the weapon being fired and then reloading. I'm thinking maybe it's possible to have an animation where the pistol fires, the slide locks back, and then the reload commences, and have it play the instant the final shot is fired.

    Thanks for the crit, too, Snaf, I'll mess around with it a little bit. I wasn't too happy with the firing animation either, myself lol

    I may post a youtube video once I'm done with the anim set. May be a while though, no serious motivation to finish it.

  9. #439
    For Auir! ODX's Avatar
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    Re: Quick-Crit 2010

    Yeah, you should probably be able to do something like that with the reload-empty for the pistol reload. Getting it to flow nicely together might be a challenge though.

  10. #440
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Quick-Crit 2010

    Since the support sucks so bad how about the slide staying forward after final shot, then cocking the weapon after reload? that makes more sense.

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