Halo 2 Photography
- Click16
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Re: Halo 2 Photography
Thanks for bringing this to my attention NotZachary. H3, H3: ODST, Reach, and H4 BSP Extraction
I know parts of this are messed up, I plan on redoing some of it, as soon as I can find a correct shader for the blue glow on the display. It has to be some sort of self illuminating shader.
I know parts of this are messed up, I plan on redoing some of it, as soon as I can find a correct shader for the blue glow on the display. It has to be some sort of self illuminating shader.
- NotZachary82
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Re: Halo 2 Photography
Ah cool stuff. Bring on the ports!
*it is self illum. Copying the compass or ones/tens shader again and removing the functions should be okay.
*it is self illum. Copying the compass or ones/tens shader again and removing the functions should be okay.
- Click16
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Re: Halo 2 Photography
Thanks Zach! It worked great (Just had to exchange wacky_globs with default_shader)
- CaptainPoopface
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Re: Halo 2 Photography
Looks good, if it is what I think it is. I have to admit, I never understood the fixation with getting the assault rifle into H2. Can you show something more radical, like a H4 weapon (say, the sticky grenade gun or one of the Promethean weapons)? Does this process somehow result in proper model injection, as opposed to custom models that don't calculate the normals right, or whatever the problem is?
Show us more!
Show us more!
- NotZachary82
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Re: Halo 2 Photography
These models are nothing unique in the way model injection handles them. The ripped H3 AR model would appear the same as a custom one. AFAIK thats just entity's PMI (the one that doesnt allow for parts yeah?)
As for the H4 weapons, it'd take a bit of work. As of Reach the game stopped requiring 3P and FP models, and the engine now autogenerates the LODs, so all there is to work with are the high res models (Reach DMR is 15k tris, H4 AR is 10k).
Sticky Detonator is one of the easier ones.
As for the H4 weapons, it'd take a bit of work. As of Reach the game stopped requiring 3P and FP models, and the engine now autogenerates the LODs, so all there is to work with are the high res models (Reach DMR is 15k tris, H4 AR is 10k).
Sticky Detonator is one of the easier ones.
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Re: Halo 2 Photography
Using Click16's imported model, and some FP position and jmad tweaks...
Almost looks like H3 AR-holding
credit to DSF
Almost looks like H3 AR-holding
credit to DSF
We are the last stand.
Aumman Anubis wrote:I'm still trying to figure out how a cat grooming defeats a failing economy.
- NotZachary82
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Re: Halo 2 Photography
What the fuck did you do lol? It looks awful. The hands are totally botched up and the gun is far too transitioned forward.
Compare the distance from the barrel of the gun to the HUD reticle:
http://russellsreviews.files.wordpress. ... 559740.jpg
@Click, ammo meter looks a little strange, like photoshop didn't stretch it too well (I'm assuming you made it, by deleting the last four rounds, fixing the gradient, and stretching to fit the bitmap)
Compare the distance from the barrel of the gun to the HUD reticle:
http://russellsreviews.files.wordpress. ... 559740.jpg
@Click, ammo meter looks a little strange, like photoshop didn't stretch it too well (I'm assuming you made it, by deleting the last four rounds, fixing the gradient, and stretching to fit the bitmap)
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Re: Halo 2 Photography
As for now there is no way around it to fix hands (custom animation would do) :c as you can see, in Halo 3 when you hold a weapon it looks like you're holding it up your shoulder, in H2 looks like you hold it up your chest or hip firing, I used SMG nodes and fp jmad to accomplish it (looks like you're holding it up your shoulder), I'll fix coordinates to match the photo.NotZachary82 wrote:What the fuck did you do lol? It looks awful. The hands are totally botched up and the gun is far too transitioned forward.
Compare the distance from the barrel of the gun to the HUD reticle:
http://russellsreviews.files.wordpress. ... 559740.jpg
@Click, ammo meter looks a little strange, like photoshop didn't stretch it too well (I'm assuming you made it, by deleting the last four rounds, fixing the gradient, and stretching to fit the bitmap)
BTW, are you on sometimes on Skype or AIM?
Edit; what about this?
Btw, this is just for show-off purposes, as the weapon has SMG jmad so when you reload it acts as a SMG and that sucks, so it's not proper for using ingame
We are the last stand.
Aumman Anubis wrote:I'm still trying to figure out how a cat grooming defeats a failing economy.
- Click16
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Re: Halo 2 Photography
I did everything up to the stretch step. I just spread the bullets out a little bit. I plan to redo it.NotZachary82 wrote:@Click, ammo meter looks a little strange, like photoshop didn't stretch it too well (I'm assuming you made it, by deleting the last four rounds, fixing the gradient, and stretching to fit the bitmap)
- DoorM4n
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Re: Halo 2 Photography
Working parachute. OMG. 1337
I gotta say tho its kinda fun to play around with. You can go parachute surfing...in a sense. The R trigger gently lowers you. Kinda goofy when running around tho.
Would work well on a map will real fall damage.
Anyone know of a way to only make a model visible upon shooting?
- JacksonCougar
- Huurcat
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Re: Halo 2 Photography
Active camo model? Uh... maybe a trickey attachment. Hmm. I can't actually think of any damage based things like that (spawning not destroying)
- troymac1ure
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Re: Halo 2 Photography
I Like the parachute. New ideas all the time.
- DoorM4n
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- Ogrish
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Re: Halo 2 Photography
Falco Lombardi: Gee, I've been saved by Fox. How swell.
- XZodia
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Re: Halo 2 Photography
Possibly.DoorM4n wrote:Anyone know of a way to only make a model visible upon shooting?
Weapon tag, Functions, Turn On/Off With <primary trigger> mb?
I'm not sure if it allows mode's...
- troymac1ure
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Re: Halo 2 Photography
Just came across this old in-game shot of a pile of plasma grenades going off at once:
- DoorM4n
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- CaptainPoopface
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Re: Halo 2 Photography
Jmad trickery. In FP, change the idle animation to the ready animation (this is where your arms come up from below the screen when you first switch to the weapon). Change the duration of the ready animation to 1. It will loop constantly, but the weapon will be invisible in FP because it becomes visible many frames later. Now the 3P animation will look spasmodic because it's on such a short loop. Change the 3P ready animation to the idle animation (or try some other animation that hides the weapon, such as put away), or use a weapon that has a 3P ready jmad that doesn't look goofy on a 1 frame loop, and that should do it.DoorM4n wrote: Anyone know of a way to only make a model visible upon shooting?
This is what I did for Cellmates, because I really liked the melee animations for the ball, but I did not want everyone's hands to be up holding the ball all the time.
- DoorM4n
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Re: Halo 2 Photography
Nothing special, but some photos of me testing shizz
- XZodia
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Re: Halo 2 Photography
Lol, that wood is awesome!
- DoorM4n
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Re: Halo 2 Photography
haha, thanks. I just fixed the bump maps--I should have waited to post picture until I fixed it. The wood is much less shiny and oddly bumped.XZodia wrote:Lol, that wood is awesome!
Parachute guy got stuck 1000ft off the ground somehow.
BTW, I once figured out how to Feign death--where I shoot my gun, my body falls on the ground, and I get back on my feet three seconds later--but I forgot how to do that. Does anyone know how?
- XZodia
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Re: Halo 2 Photography
My greatest ever achievement in Halo 2 modding.
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- XZodia
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Re: Halo 2 Photography
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- Click16
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Re: Halo 2 Photography
Looking good DoorM4n and I'm gonna say that you successfully converted that map to MPC?
- troymac1ure
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Re: Halo 2 Photography
Um, that was Xzodia and I agree, it looks quite good!