[mreq]haloar Ammo Counter Tweaking...

Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
<div class="IPBDescription">No it's not a working ammo counter...</div> Yeaaaah... just a little something I'm requesting for the Halo MA-5B released recently from the Halo rip. Seeing as how that model didn't have the counter on the model extracted because of Halo's bump mapping goodliness, the counter area is sorta bland right now. Now I know I can put my own counter in there on the skin, but I kinda what something a bit more dynamic. Now the following concept was done for the old Pulse Rifles, so those who used em know how it works.

Basically, right now the LMG for NS is coded only with a fire, idle, reload, and draw animation that we could conceviably use as a basis of the counter. All I want, is as was mentioned back in the release thread of the MA-5B rip, is a counter that displays something different during each animation. What I had in mind was just a simple face that is held a little bit away from the rifle's counter. Then apply a skin for the counter, using additive transparency. Then just change the skin called for during the different animations.

Now the request part. I can't seem to do a simple little thing as get that darn face, box, whatever into the model. I've tried using Milkshape, but have ended up quite fustrated in just getting it moving in the right direction. So what I request, is simply if someone could add in a 2D plane square that is a little above the rifle's ammo counter, titled at the same angle. If you could, it would be cool if you could do a simple animation of linking the counter to the fire, idle, etc. animations, if not, I'm pretty sure I can manage that part. Pretty sure at least. I'm not asking to skin it or anything, I wanna do that part myself, basically I need someone to add in that small itsy bitsy little piece over the counter, wrapped in a compiled, or compilable format so I can just work on teh skin, tweak/make the animations etc. Hopefully a small request that someone can accomodate. I thank you all in advance, if anyone is throughly confused by all this, then I'll be happy to do diagrams. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Theres the topic the AR originated in.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=71290' target='_blank'>Teh MA-5B Rip</a>

Comments

  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited May 2004
    and who does the additional bones? the rigging? the complete reanimation? adding a bone is messing up the whole thing.. because the reference and the sequence files wont fit anymore. so all animations are fuxed.
    next thing, be aware that u need for every animation sequence a different bone. 4 sequences= 4 bones ( only if you want to make the display doing different things)
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    redoing entire animations isn't that hard now...
  • DemiguiseDemiguise Marks Servers Reg Join Date: 2004-01-19 Member: 25462Members
    why bother adding bones. just assign its vertices to the same bone as where the counter is.
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    I have a meager knowledge of bones and such, and so-so knowledge on .qc editing and what not, but I was figuring that I could use a bone already there, like Demiguise said. I would be willing to try my hand at the animations like I said, but I just have 0% modeling knowledge and can't get the needed face for the counter on there assigned and such. Bleh. *pokes MS3D*

    So is it really as hard as Sheeny says it is to redo? I was really hoping someone could help me get started...
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited May 2004
    uhm..wich bone? there isnt a bone for the ammo counter.. or did someone have done one? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> and even then..are there enough bones for every sequence? ..because you have to assign 4 different textured displays to this bones, so they can be animated to pop through a black display in front of them...

    and you have to animate them from scratch i think..you cannot use the original animations anymore,because of tha additional bones.. i dunno if this is hard for you..its just time consuming
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    gah *stabs MS3D* teh complexities of modeling. I guess I'll go try to read up some tuts then come back and try again later...
  • TheUdderOneTheUdderOne Join Date: 2004-05-04 Member: 28471Members
    I would have thought you could just assign the poly to an existing bone. That way it would move around with gun. suppose it might need a bit of tweaking, but no need to start again.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited May 2004
    <!--QuoteBegin-TheUdderOne+May 29 2004, 08:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheUdderOne @ May 29 2004, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would have thought you could just assign the poly to an existing bone. That way it would move around with gun. suppose it might need a bit of tweaking, but no need to start again. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    yeah .. and how he should do 4 custom animations with 1 existing bone? i bet theres not even a bone you could use for 1 sequence. when you assign it somewhere to a bone on your gun and you animate a sequence with this bone so a independent part of the gun moves, the whole weapon will deform. if not congrats, you have 1 single bone you could animate. he wants 4 different status displays for every animation :draw, fire, reload, empty.
    does anybody even think about the bone system before he post a comment here?


    when you change the REFERENCE.SMD with adding a bone or more to it, ALL SEQUENCE.SMD´s have to be redone with the additional bone information. the new bones cant be controlled with sequence smd´s who dont contain the new bone info. i think you cant even compile it with a sequence.smd that dont have this additional bones.
    to make the seq. file just take the ref file, and start to animate every single sequence out of it and save it as seq smd, this way you have the additional bones in the animation sequence....

    pls TheUdderOne
    read more carefully
    just moving around with the weapon like every cheap scope to cs-pistol hax job is not enough
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