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t3h m00kz
May 12th, 2009, 05:53 AM
I've been teaching myself some MAX stuff after watching the Beretta tutorial, and whipped up an XM8 model (it's crap, don't expect pix), but I intend on eventually skinning and perhaps animating it properly.

A while back I got this great idea to do a CS-style weapon for CE. Now I know, I know, the engine, limitations, impossible to get perfect, but I've made some success here..

r1bI9WmoqnU

At a long range the gun's still accurate in bursts, the kickback and camera shaking throws you off if you spray, etc, etc. It would make for interesting gameplay, I may do a few more weapons like an AK47 and a KAR98. One thing at a time though, heh

Also I made the gun firing sounds with my mouth. I'm fucking pro as hell.

n00b1n8R
May 12th, 2009, 06:42 AM
i want to see a vid of you making those noises. O_o

SMASH
May 12th, 2009, 07:58 AM
The hand isn't even holding it... look at all the seperation...

Roostervier
May 12th, 2009, 08:25 AM
He's using the AR animations.

Advancebo
May 12th, 2009, 08:26 AM
Its not animated yet, its using Assault Rifle animations.

E: FR beat me to it

Amit
May 12th, 2009, 04:27 PM
Dude, that sounds like a really crappy and soft sounding airsoft gun.

Masterz1337
May 12th, 2009, 06:27 PM
Anyone remember the old XM8 from one of the first maps with custom weapons? The map had a secret teleporter in the cliffs, and the bases had these huge walls than you coudl shoot at people from when they tried to go through the front "gate". Those XM8s were yellow and had a grenade launcher, and then there was a green variant that fired plasma shots and had a FRG as a secondary fire?

SnaFuBAR
May 12th, 2009, 06:54 PM
i loved that map

sevlag
May 12th, 2009, 07:35 PM
i loved that mapI think "facing worlds FX (or RX, not sure)" was one of those maps that had the XM8 that shot plasma and the other one

t3h m00kz
May 12th, 2009, 07:56 PM
Gauntlent. It rocked.

kid908
May 13th, 2009, 09:10 PM
thread jacked much?:rolleyes:

1. too dark
2. if it's just a model plz just render an image
3. model looks bad...i see backfacing/non existing faces on the gun (gaps).
4. IT"S WAY TOOO DARK.
5. Interesting sound. i would also love to see a vid of u making those sounds with your mouth.

t3h m00kz
May 14th, 2009, 12:28 AM
1, 3, 4. No way. I totally didn't specify that in the video.
2. This is more than just a model, and the model sucks anyway.
5. Maybe.

I'm having an animation issue. First time attempting to animate a gun, and I'm getting an error. Basically, in most of my animations, the frame-gun is linked to the right wrist.

IE:
http://i655.photobucket.com/albums/uu279/m00kz/anigrenade.gif

However, for the ready animation, I'm wanting the right hand to come around and pull back the bolt. This requires a different hierarchy, and for this specific animation, I've set up the gun to be linked to the left wrist.

IE:
http://i655.photobucket.com/albums/uu279/m00kz/aniready.gif

Now, tool gives me this error when I compile the animations:


"Not all animations were using the same node graph! Import failed. Ask Jason to push you around in a wheelchair if you need it."It's pretty obvious that the hierarchy needs to be the same in all of the animations. Is there a way to do that without completely messing up my ready animation? And how can I avoid this in the future?

And yes, the gifs skip a few frames, I used a shitty converter

BobtheGreatII
May 14th, 2009, 12:50 AM
Ask Jason to push you around in a wheelchair if you need it.

:lol:

Amit
May 14th, 2009, 04:10 PM
That was awesome :lmao:

ICEE
May 15th, 2009, 01:10 AM
that error means that the nodes dont all match perfectly in each animation. in my case tis sometimes one or two nodes that I accidentally misname in a scene or something. Go through them all and ensure that they all have the exact same node setup. Also, if you want crit and tips on your anims, hit me up.

p0lar_bear
May 15th, 2009, 03:01 AM
FYI he fixed the issue AND made it do what he wanted by using constraints instead of attaching the gun to the right wrist.

Also, I watched a quick broadcast of it. Couldn't stop lollin' at all of the gun's sounds; he mouthed all of them. :lol:

t3h m00kz
May 15th, 2009, 03:03 AM
HEH

Reload noises ftw

Roostervier
May 15th, 2009, 08:16 AM
Yeah, definitely use link contraints. Happens any time you change anything in the node list--whether it be hierarchy, hiding a node(of course if you unhide it will be fine), or deleting one.

t3h m00kz
May 16th, 2009, 03:08 AM
Okay serious issue, can't for the ass of me figure out what's going on

http://i655.photobucket.com/albums/uu279/m00kz/posing_0001.jpg

http://i655.photobucket.com/albums/uu279/m00kz/posing_0002.jpg

When the gun's on the ground it looks proper. The clip and the bolt are the right size, but when I pick it up, they seem to get bigger. They both clip through the gun.

Which doesn't make sense, I'm using the same GBXModel for animations as the one that's on the ground.

Am I missing something? What could cause this?

UnevenElefant5
May 16th, 2009, 12:52 PM
I think Max's FOV is just slightly different than Halo's. Are you still using AR anims? Because that might be the cause of the clipping. If you have a frame called "frame magazine" linked to your gun, and you use AR anims, Halo will automatically re-position the frame to where it would be in the AR anim.

p0lar_bear
May 16th, 2009, 01:35 PM
He's using custom animations, and I don't think a change in FOV would cause the bolt and magazine to physically change size while the rest of the gun remains the same.

You sure you didn't accidentally use the scale tool on the bolt, magazine, or their frames on either the model itself or the animations?

Try "starting over." Unlink the frames from the gun in the model, delete them, and make new ones. Export it as a different model, and then make a placeholder idle animation with a fresh set of FP arms and this new rig where he's holding the gun so the bolt and magazine are in plain view on the FP camera.

t3h m00kz
May 16th, 2009, 04:28 PM
I was thinking about it. I placed my arms around really wierd to begin with before I set the IK rig, and it's fucking up the bones and everything.

The problem is with that 70 degree FOV the guns always look huge and near the center of the screen, something I don't really like about the Halo series. I prefer gun origins looking like something out of Counter Strike tbh

http://img408.imageshack.us/img408/192/dedust0043so1.jpg

sex

E: Video of redone anis up
http://www.xfire.com/video/bb28b/
(http://www.xfire.com/video/bb28b/)hRxL4mHmwxk
(http://www.xfire.com/video/bb28b/)

Amit
May 17th, 2009, 10:41 AM
The Idle animation where MC checks the shell ejector is absolutely ugly with the finger curved as if it was on the trigger of the gun. Can you fix that?

sdavis117
May 17th, 2009, 10:46 AM
Extreme Gore Edition much?

But for such a complex move, the melee is a little too quick.

ICEE
May 17th, 2009, 06:32 PM
you need to work on fingers quite a bit. also, I think I see a few frames in the melee animation where his hands arent attached to the gun. you should probably move the upperarm bones forward in those frames to prevent detaching like that. Also, why is the bolt on the right of the gun? I believe XM8's were designed ambidextrous like the g36, so you could pull the bolt from either side. Granted that means its possible to pull it from the right, but it just seems like it would be a little bit annoying to do.

t3h m00kz
May 19th, 2009, 01:32 PM
Protip: fingers don't move out of place for any animations. Too lazy to fix at the moment, maybe when I decide to reskin and touch up the gun model. Yeah, I know the bolt can be pulled from either side, but right side bolt pulling for great justice.

Also I've began work on an M1911A1 over the weekend, whipped it out in three days.

BUMVutnIYQ0

The weapons are tagged and functioning the way I want, and I see this to be a good stopping point for the M1911A1, and I'm going to work on a Sniper Rifle, SMG, and maybe a Shotgun. I just haven't decided on which ones to do yet.

Who knows, maybe this'll turn out to be another TC. HEH

Inferno
May 19th, 2009, 04:29 PM
Mookz if your going to do a modern weapons TC then I suggest building off of Malolo's work. I'm sure I can get his old tag set.

Reaper Man
May 21st, 2009, 08:58 AM
The crosshair on the scope looks tacky.

t3h m00kz
May 21st, 2009, 12:48 PM
lol i no

Napalm
May 22nd, 2009, 08:50 PM
Snap, I'm diggin dat 1911. The XM8's new firing sound is kinda :/

t3h m00kz
May 23rd, 2009, 05:52 AM
Did a mossberg 500. It's Model, skin and anis are very bleh, I couldn't get the FP arms to seem to hold it naturally, but it gets the job done I suppose. Tagging came out better than expected, I tried to emulate the feel of an actual shotgun, IE more range, less spread, less damage, more headshot damage modifier HEH.

video:
http://www.xfire.com/video/bebca/

Next up, Skorpion and M24... then maybe I'll do some basic BSP or somethin'... may take a break though

no idea how I'd plane model a very round gun like the M24 though, lol, there's like no flat surfaces...

Disaster
May 23rd, 2009, 03:39 PM
Use multiple elements and go piece by piece.