Update:
And God said, let there be multiple permutations. And there were...multiple permutations.
I've scrapped my old build of OS (which was mainly me just fucking around and learning the in's and out's of the SDK) and started a more serious implementation. I do plan on redoing what' I've shown for first person animations, but I haven't gotten around to it yet.
Something else peaked my interests:
I've added support for multiple damage permutations, as seen in halo 2 and halo 3.
How it works: The user simply compiles his model and collision with whatever names you'd like, then define the permutation parameters in a custom tag (zteam_globals). The model permutes based on a damage threshold value in that custom tag. When a region reaches that threshold of damage, the model permutes. I'll show a more complete demonstration later on, I whipped this box up in 5 minutes since someone was too busy to make me a vehicle with these properties...I'm looking at you cad. (it's alright buddy ;P)
Ohh btw, you're not restricted to 4 permutations, you can define as many as you'd like and they'll permute as long as there's a damage threshold value to test for. Plus, this fixes a problem where any region over the eighth (the original block limit which is bypassed in OS) wouldn't permute.
I cant see the vid, and pardon if i missed something but is this for vehicles only or bipeds too?
Edit: hopped on compy, saw video, pretty nice. It'd be awesome if you found a way to make flood infection forms morph into pure forms etc etc. :P
Last edited by Dwood; April 16th, 2010 at 02:17 PM.
It works on any object, but the problem with bipeds is that they don't play their corresponding ping animations. It's fixable, but I'm frankly not interested in pursuing it simply because there aren't any halo 2 or 3 bipeds that have more than one damage permutation...that I'm aware of.
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