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t3h m00kz
February 2nd, 2009, 01:51 AM
Okay, so I'm trying to work on a solo project, and I need help. This is an old project some of you may know that I want to start back up and work on solo.

I'm planning on making an Unreal-based map, a remake of Deck 16 from the original Unreal Tournament. I figure it's boxy, but at the same time relatively complex, and would be good practice, and be something out-of-the-box that people might be interested in.

So far I've got the knowledge to make weapon functions, and I may figure out how to port more weapons into Halo with custom animations. You may remember my weapons from a while back.

s97QEE6kg7U

I'm planning on porting more into the Halo engine, functioning as closely to their originals as possible. I've already got plans on how to set up the redeemer, the rocket launcher, and the sniper rifle.

Now, I've made levels in the Unreal Engine. It's simple, it's based on brushes, and easy to learn. But there's a problem; I have no fucking skill in 3DS Max. I've even made weapons in Blender, but when I get into max, I'm fucking confused.

I've been procrastinating learning this shit long enough. So I have a few questions.

1. Is Halo capable of FP animations that consist of the gun and only the gun with a custom animation set and custom bones? Like, say, if I wanted to have two firing animations for each weapon with no FP arms.

2. Is there any way to modify the FP weapon origins through the tags? I'm using Yelo in the video, and I wanted to know if there's some easy way to do it through tags.

3. Are there any in-depth tutorials on how to get a 3DS BSP into the Halo engine, as well as all the stuff I'd need to set up such as spawns, lighting, killzones, etc?

4. And above all, WHAT WOULD THE BEST WAY TO MODEL THIS LEVEL BE? I've spent the entire day watching 3DS Max tutorials, taking notes on the functions of the program, but when I get into the program I don't know where to start. I haven't found an effective way to remake this level accurately. Brushes and Max are NOT the same thing.

If there's a tutorial for indoor modeling, I'd appreciate a link.

Thanks in advance for any help.

*PROGRESS*

emw-RIvGI28
paqdewPCmsY
V_Ur6Le2qik
u3HeTiBX8xU
nMbOycFMk5M
4H83EzACMQk

Limited
February 2nd, 2009, 04:37 AM
I suggest you start modeling small items, such as doors, boxes (elaborate ones) tables, tv's etc, to get used to the 3ds max controls and slowly work your way up to making a level.

n00b1n8R
February 2nd, 2009, 05:24 AM
Modular sections?

t3h m00kz
February 2nd, 2009, 06:03 AM
Modular sections?

dude I suck idk what that is. I'll use the magic of Google.

E: Google has failed me. Enlighten me plz.

bobbysoon
February 2nd, 2009, 03:16 PM
Pieces for different size corridors, shapes like straight or corner or T-junction, some varients maybe, and arrange cloned instances of them to make corridors connecting the rooms.

SnaFuBAR
February 2nd, 2009, 03:20 PM
Modular sections?
did zilla tell you to say that? you guys are trolling me :mad:

t3h m00kz
February 2nd, 2009, 05:01 PM
baeleted imagery

bobbysoon
February 2nd, 2009, 07:12 PM
I'm assuming what you guys are talking about is creating a bunch of different objects instead of having the level be just one gigantic object. I was thinking about it, but I'm not sure how to get them to intersect properly if they're separate objects, Boolean and Connect mold the objects together.am I right to assume modeling from a poly would be better than modeling from a mesh?
Use collapse from the utility panel to make the objects one object, if you do editable mesh. Attach sometimes discards texture coordinates. Poly, idk. Attach probably works fine for it. Then, once the objects are one object, weld verts of open edges, carefull not to weld things that shouldn't be welded. No molding desired or required.

English Mobster
February 2nd, 2009, 08:31 PM
Use Poly, and then convert to Mesh before export.

t3h m00kz
February 2nd, 2009, 10:12 PM
Use collapse from the utility panel to make the objects one object, if you do editable mesh. Attach sometimes discards texture coordinates. Poly, idk. Attach probably works fine for it. Then, once the objects are one object, weld verts of open edges, carefull not to weld things that shouldn't be welded. No molding desired or required.

Okay, so just to be sure we're on understanding each other, I could create everything as separate objects, and then collapse.

I think I understand, but just to be sure,

Is this acceptable for building a basic layout? Or if I were to continue building onto this would I run into too many problems?

ICEE
February 3rd, 2009, 01:03 AM
How did you manage the shock combo mooks?

t3h m00kz
February 3rd, 2009, 01:45 AM
Gave the secondary projectile collision geometry, the shock ball has the Overshield pickup collision model attached. Give that health, and a destroyed effect.

I made the material Engineer Energy Shield, and allowed the hitscan projectile to damage that. That way nothing else sets off the combo.

The effects include simple lights, there's about three lights in the combo, as well as about a dozen harmless white projectiles that are released in random directions, and a few other effects.

I can send you the tags or the whole map if you want. There's a few other weapons I didn't show that have some crazy projectile work.

ICEE
February 3rd, 2009, 11:56 AM
sure i'd love to play around with it. Thats good innovating on your part.

TeeKup
February 3rd, 2009, 12:22 PM
Link gun. :awesome:

t3h m00kz
February 3rd, 2009, 05:02 PM
https://www.yousendit.com/download/WnBRYUp4ZEtZY1IzZUE9PQ

here you go

Keep in mind there's a customized rocket launcher near the middle of the level, UT side, that's a WIP. Be careful with it, as it is now it creates an infinite loop of explosions. It's supposed to go off for a few seconds and release a shit ton of bouncy, deadly projectiles but I never got around to finishing it.

Also, I'm still looking for an answer to my question about the layout on the bottom of page 1, lololol

bobbysoon
February 3rd, 2009, 07:46 PM
Okay, so just to be sure we're on understanding each other, I could create everything as separate objects, and then collapse.

I think I understand, but just to be sure,



Is this acceptable for building a basic layout? Or if I were to continue building onto this would I run into too many problems?
Oh, I didn't realize you had whole objects there. I was thinking modular level pieces (which would have had open edges :haw:).
If it were collapsed as my incorrect previous self suggested, you would end up with seperate, unconnected rooms. If they overlapped, there would be small hidden traps where the rooms overlap. And random glitches would occur.

2 options

method a: Manually joining them
divide and turn edges, divide faces and delete faces to make holes where the objects will be welded. You want matching open edges on the objects. Collapse as previously suggested. Then weld .1 or more if necisary, and/or manually select and collapse verts.

method b: quick and easy using pro boolean
if you have 3ds 9+
You'll want them to overlap
If they're inverted, un-flip the faces and Pro Boolean the objects together. I suggest then optimizing it to get rid of unnecessary verts before texturing it. You'll want to flip the faces again at some point.

n00b1n8R
February 3rd, 2009, 08:05 PM
Just make them fit together exactly (hense modular instead of "bits of crap") and then weld them at the joins.

Nothing that hard, I even managed to get some shit done that way.

ICEE
February 3rd, 2009, 08:08 PM
<3
This tagging is really good. kudos. Can you send me the firing sound tag for that pistol? I'd like to use it for one of sigmas weapons

t3h m00kz
February 3rd, 2009, 10:54 PM
The map isn't locked, you should be able to use HEK+. If you can't, let me know and I'll send them, lol

Bobby/n00b, I'll try those out. I'll also see if I can't find a few tutorials as well, I'll let you know if I run into any trouble, god knows I will with as much of a 3DS MAX nub as I am.

Inferno
February 3rd, 2009, 11:10 PM
Doing a shock combo with halos leading must be a bitch.

ICEE
February 3rd, 2009, 11:38 PM
Could you please send me the tag? My hek+ is fuxored right now

t3h m00kz
February 4th, 2009, 12:48 AM
Could you please send me the tag? My hek+ is fuxored right now

https://www.yousendit.com/download/WnBUZm1SZEtFc0ozZUE9PQ

Keep in mind this sound was ripped from Unreal 2: The Awakening. Have fun lolol


Doing a shock combo with halos leading must be a bitch.

Yes, that's one reason I gave up on this project a year or so ago. but I'm assuming if you have the projectiles set to client side, they should show a relatively accurate visual representation of where to shoot. I need to test that off-host, though.

E: Okay, I've discovered some functions of the basic tools in Max, and am having some success. Expect an update when I've got the layout done.

t3h m00kz
February 4th, 2009, 08:52 AM
fuck that took forever

I've completed a basic layout in Max. Again, my MAX skills are lacking, so I'm asking how I would go about texturing and lighting, and if there's anything else I'd need to know before I export this into a Halo-compatible file.

The level will have acid pits as well, so I'll need to know how to set killzones for the player, and how to set up a visual representation of the green liquid.

Oh, and Elevators.

Thanks for the help so far guys.

Reiper
February 4th, 2009, 11:05 AM
Wow. I'm impressed that someone this rusty is making something that is looking this cool in a preliminary stage. I've never played Unreal before, so this may be a dumb question, but do you intend to have any vehicles here? The scale of the map is not clear. I was thinking from the set up that well placed turrets and maybe a couple warthogs would fit well with the design, especially if those three ramps in the middle were wide enough or had sides. I'm looking forward to seeing this map in play. From what I've heard of Unreal, the weaponry is amazing, so i'm definitely looking forward to that. Good luck with the map!

ICEE
February 4th, 2009, 12:38 PM
To answer one of the questions in your first post, yes you can do animations with no fp arms. However, the arms will need to be in the scene, just move them far away and off screen. I don't suggest moving frame bone 24 though. keep that one in place and move the arms away.

E: and yes, you can have 2 different firing animations too. Name them "first-person fire-1" and "first-person fire-2" . Thatwill automatically set the animations tag to reference them for their respective triggers

Rook
February 4th, 2009, 01:01 PM
Those weapons are nicee.

Lateksi
February 4th, 2009, 01:07 PM
Make the toxic areas fire or something, would be a little different too. Oh and that was just a half a second thought ;)

t3h m00kz
February 4th, 2009, 04:42 PM
Wow. I'm impressed that someone this rusty is making something that is looking this cool in a preliminary stage. I've never played Unreal before, so this may be a dumb question, but do you intend to have any vehicles here? The scale of the map is not clear. I was thinking from the set up that well placed turrets and maybe a couple warthogs would fit well with the design, especially if those three ramps in the middle were wide enough or had sides. I'm looking forward to seeing this map in play. From what I've heard of Unreal, the weaponry is amazing, so i'm definitely looking forward to that. Good luck with the map!

To answer your question, there won't be any vehicles. The map will be about as big as shown in this video (UT2004 is way too large, which was because of player speed):

RL96PBnEI40

A turret isn't a bad idea though, I was thinking of making a turret that fires shock balls, tbh.

And yes, UT's weaponry is amazing.


Make the toxic areas fire or something, would be a little different too. Oh and that was just a half a second thought ;)

I was actually thinking about lava pits similar to Olympus Mons, really, as it seems like that would fit more with the Halo textures. Halo textures + green shit = wtf.

Still need to figure out how to add killzones, elevators, and texture this properly.

t3h m00kz
February 5th, 2009, 12:34 AM
Holy shit hella bump to the max.

I took the day off from modeling the level and worked on some FP animations for the Shock Rifle. I used a reference from UT2004.

emw-RIvGI28

How do I get the ready sound to play with the animation? I'm killing myself over this, there's nothing in the tag to link the two together

ICEE
February 5th, 2009, 12:06 PM
I'll help you out with that when I get home and can open up my tags.

Inferno
February 5th, 2009, 04:42 PM
Here is a kill zone script. Just make a trigger volume where you want the kill zone to be called "watery grave" and compile this script.

This was taken from IMP_highground btw.


(script continuous "watery grave"
(begin
(if (= (volume_test_object watery_grave (list_get (players) 0)) true)
(begin
(unit_kill (unit (list_get (players) 0)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 1)) true)
(begin
(unit_kill (unit (list_get (players) 1)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 2)) true)
(begin
(unit_kill (unit (list_get (players) 2)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 3)) true)
(begin
(unit_kill (unit (list_get (players) 3)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 4)) true)
(begin
(unit_kill (unit (list_get (players) 4)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 5)) true)
(begin
(unit_kill (unit (list_get (players) 5)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 6)) true)
(begin
(unit_kill (unit (list_get (players) 6)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 7)) true)
(begin
(unit_kill (unit (list_get (players) 7)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 8)) true)
(begin
(unit_kill (unit (list_get (players) 8)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 9)) true)
(begin
(unit_kill (unit (list_get (players) 9)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 10)) true)
(begin
(unit_kill (unit (list_get (players) 10)))
)
)
( if (= (volume_test_object watery_grave (list_get (players) 11)) true)
(begin
(unit_kill (unit (list_get (players) 11)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 12)) true)
(begin
(unit_kill (unit (list_get (players) 12)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 13)) true)
(begin
(unit_kill (unit (list_get (players) 13)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 14)) true)
(begin
(unit_kill (unit (list_get (players) 14)))
)
)
(if (= (volume_test_object watery_grave (list_get (players) 15)) true)
(begin
(unit_kill (unit (list_get (players) 15)))
)
)
)
)

t3h m00kz
February 6th, 2009, 12:39 AM
A bit of an update, I've got the Shock Combo successfully working off-host. Having both primary and secondary trigger projectiles come out client-side shows a good visual representation of where to shoot for a successful in-server Shock Combo. It works 95% of the time, and the effects show for other off-host players as well.

BREAKTHROUGH!

Props to Freelancer for letting me use his server for testing.

I've also ported the Lightning Gun in, and all ported weapons have custom animations. I may redo them at some point. I am also working on porting in the Rocket Launcher and Bio Rifle.

I still need advice for properly texturing and setting up my BSP. I'm a complete noobass with materials and what is required for a proper set-up in Halo. For instance, I have no idea what a trigger volume is, Inferno.

And sound references in animations.

ICEE
February 6th, 2009, 12:11 PM
oh shoot I forgot to teach you sound refs yesterday. I'll send you a pm tonight, pinky swear.

Inferno
February 6th, 2009, 05:10 PM
For instance, I have no idea what a trigger volume is, Inferno.


Go into game data and there will be a little section for trigger volumes. Just right click in the view port to create one. Then you can resize it by dragging the sides and you can rename it once you got it where you want. Then save the script I gave you to

levels\test\name of map\script\kill_trigger.hsc

Make sure its a .hsc and not a .txt
Then run sapien and go to file>compile scripts

Cortexian
February 6th, 2009, 06:24 PM
Props to Freelancer for letting me use his server for testing.
Playing with awesome weapons was reason enough to let you borrow it. :P

When you get the actual map ingame and such, give me a shout and I'll put it on my gameservers.com server for a beta or something.

bobbysoon
February 6th, 2009, 06:58 PM
I still need advice for properly texturing and setting up my BSP. I'm a complete noobass with materials and what is required for a proper set-up in Halo.
first know that the scenario references the bsp references the shader references the bitmap.
typically, the image used for a material in max is made into a bitmap. When the bsp is build, tool looks for and possibly creates a shader with the material name. You manually edit the shader to use the bitmap.
Lookup and figure out how to use the UVW Map modifier. Most blocky surfaces can be done applying planar uvw mapping, selecting x, y, or z orientation, clicking fit, and adjusting the u & v tiles.
In UVW, think of U&V as X&Y. Since texturing is a 2D thing, we can safely ignore the W component. there are U & V coordinates for each face's vert. Sometimes more than one.
UVW Unwrap is also very helpful with editing texture coordinates

and of course, if you haven't already, read and refer to (and bookmark) this (http://hce.halomaps.org/hek/)

ICEE
February 6th, 2009, 07:30 PM
Sound references: real simple. Open your fp.model_animations tag and scroll down towards the bottom. see the sound references section? Click add and route it to the sound tags of your choosing. Now scroll down to the very bottom. It should read "animations". Click the list box and select the animation you want to add sound to. The below area will effect only the selected animation. See the "sound" list? select the sound tag that you want to play during the animation. Then set the frame that it will play at in the sound frame index box. yay.

t3h m00kz
February 6th, 2009, 10:28 PM
Sound references: real simple. Open your fp.model_animations tag and scroll down towards the bottom. see the sound references section? Click add and route it to the sound tags of your choosing. Now scroll down to the very bottom. It should read "animations". Click the list box and select the animation you want to add sound to. The below area will effect only the selected animation. See the "sound" list? select the sound tag that you want to play during the animation. Then set the frame that it will play at in the sound frame index box. yay.

Wowow I'm a fucking idiot for not even noticing that, lol. I looked and looked for any possibilities.

Thanks alot, I figured it was some information you had to add in MAX directly or something.


Go into game data and there will be a little section for trigger volumes. Just right click in the view port to create one. Then you can resize it by dragging the sides and you can rename it once you got it where you want. Then save the script I gave you to

levels\test\name of map\script\kill_trigger.hsc

Make sure its a .hsc and not a .txt
Then run sapien and go to file>compile scripts

I'm assuming you mean Game Data in Sapien. If that's the case it shouldn't be too hard. Sapien's really easy to use from what I've seen so far. Thanks for the help.


first know that the scenario references the bsp references the shader references the bitmap.
typically, the image used for a material in max is made into a bitmap. When the bsp is build, tool looks for and possibly creates a shader with the material name. You manually edit the shader to use the bitmap.
Lookup and figure out how to use the UVW Map modifier. Most blocky surfaces can be done applying planar uvw mapping, selecting x, y, or z orientation, clicking fit, and adjusting the u & v tiles.
In UVW, think of U&V as X&Y. Since texturing is a 2D thing, we can safely ignore the W component. there are U & V coordinates for each face's vert. Sometimes more than one.
UVW Unwrap is also very helpful with editing texture coordinates

and of course, if you haven't already, read and refer to (and bookmark) this (http://hce.halomaps.org/hek/)

Ah, so it references materials just like it does for weapons. I should have figured as much. I had a bitch of a time getting the textures on my weapons, I sure don't want to do that again... so I'll do more research on using the UV Map modifier.


Playing with awesome weapons was reason enough to let you borrow it. :P

When you get the actual map ingame and such, give me a shout and I'll put it on my gameservers.com server for a beta or something.

For sure. It'll be a while, I'm still working on importing and tagging weapons and remaking all of the current custom animations to fit with 70 FOV (I didn't realize I could easily switch the camera in MAX to 70 ><). But, in time.

t3h m00kz
February 7th, 2009, 04:29 AM
Have an update

paqdewPCmsY

Ignore the first half, it's mostly a bunch of simple weapon modifications, the middle's where it starts getting crazy.

I've got custom FP animations for all of the UT weapons, a few of them (Flak, Link) need to be redone. I've ported the Lightning Gun and Rocket Launcher, and the RL's barrel ROTATES. NIFTYYYYYYYY

Once I get more weapons ported, I'll start on porting my Deck into Halo.

Inferno
February 7th, 2009, 09:30 AM
The rocket looks cool. You could possibly make a charging animation so when you are charging up to fire 3 rockets it plays animation of the barrels rotating around like in UT3.

ICEE
February 7th, 2009, 12:43 PM
The rotation on the rocket launcher could be done with an ammunition animation:



Name: First-Person Ammunition
Animation Type: JMO (Overlay)
Frame Count: Magazine Capacity +1
Specific Frame Info: Frame 0 – Default
Frame 1 – Empty
Frame 2 – One Round Left
Frame 3 – Two Rounds Left
Frame 4 – Three Rounds Left

Last Frame - Full

Description: Defines what the weapon will look like depending on how much ammunition is remaining in the weapon.

This way you will have a much smoother rotation without it turning back.

Inferno
February 7th, 2009, 01:02 PM
No. When you charge up the rockets in Unreal you prime 3 rockets and then fire all 3 at once.

It would be a charging animation.

ICEE
February 7th, 2009, 01:33 PM
um, hi. I'm trying to help him with the primary fire. The charging animation would be a different story, you might be better off using a technique I made for revolving barrels and drums. It would take a lot of explaining though, and i'm not positive it would work

Inferno
February 7th, 2009, 03:47 PM
Still I don't see how the ammunition JMO is necessary. The gun doesn't have a clip. It just uses total ammo.
He can just do the rotation in the firing animation.

t3h m00kz
February 7th, 2009, 05:17 PM
The rotation on the rocket launcher could be done with an ammunition animation:



This way you will have a much smoother rotation without it turning back.

I'll look into it. I was wondering how they managed to get the RL in Halo to rotate so seemlessly.

However I'm using battery for my RL, so I don't entirely know if that's possible unless I implement ammo, which I'm not sure if I'll do at this point.


The rocket looks cool. You could possibly make a charging animation so when you are charging up to fire 3 rockets it plays animation of the barrels rotating around like in UT3.

Unfortunately I don't think there's a charging animation. There's a fully charged animation, but I don't think there's one for charging.

Also, I'm noticing that when I use Bluestreak to import GBX Models and get them in-game, there's a lot of flipped faces. You can see it on the rocket launcher in my video. Anyone know why this is and how to prevent it?

E: Nvm, problem with the model itself... oye

t3h m00kz
February 8th, 2009, 05:23 AM
E: Disregard this, easy fix

bobbysoon
February 8th, 2009, 02:24 PM
I was wondering how they managed to get the RL in Halo to rotate so seemlessly
it's got reload-empty and reload-full, in the rl's fp anim tag
and check out Max's Curve Editor

ThePlague
February 8th, 2009, 06:50 PM
About the levels you're doing, I just made a tutorial about making an interior map kinda like the Unreal maps, once it's done i'll be glad to give it to you. It should help you out a lot.

Really nice tagging btw.

t3h m00kz
February 9th, 2009, 04:27 AM
About the levels you're doing, I just made a tutorial about making an interior map kinda like the Unreal maps, once it's done i'll be glad to give it to you. It should help you out a lot.

Really nice tagging btw.

Thanks, that'd be great. I'd definitely like to get more done on the BSP. Will your tut cover stuff other than modeling like texturing and importing using Tool and stuff in Sapien?

Also, a bit of an update, I've got a Redeemer imported and pretty much finished. Now I've got to finish the Minigun, Bio Rifle, and MAYBE the Shield Gun and Enforcer. I may decide to use the Grace Magnum as the enforcer, but I'd need to custom animate it before I do anything like that.

Cortexian
February 9th, 2009, 05:48 AM
Did you fix the weird 3rd person gun holding animations or w/e?

t3h m00kz
February 9th, 2009, 03:39 PM
Did you fix the weird 3rd person gun holding animations or w/e?

Yes, and it was a pain in the fucking ass.

I had to resave the JMS for the third person guns. Problem with that was some of the guns were referencing that model for FP instead of the one in the FP folder, which I hadn't fixed the inverted faces for, so I had to redo the FP for some of them too. On the bright side though, I fixed some ground point issues as well.

ThePlague
February 9th, 2009, 06:57 PM
Thanks, that'd be great. I'd definitely like to get more done on the BSP. Will your tut cover stuff other than modeling like texturing and importing using Tool and stuff in Sapien?
Not this tutorial, right now this one only covers modeling the BSP. I'll make another tutorial either today or later in the week that covers going through all of the steps of making a map.

Link:
http://files.filefront.com/HowToMakeABasicHumanMapzip/;13248802;/fileinfo.html

If you have any questions about it, feel free to Xfire me:
church897

Hope this helps you out man, this mod is looking really good right now :)

t3h m00kz
February 9th, 2009, 08:19 PM
Alright I'll be sure to check it out at some point, probably after I've got all of the weapons done and tagged to a reasonable state.

Speaking of which, have an update.

V_Ur6Le2qik

Added the Redeemer and Bio Rifle, gave the Grace Magnum custom animations using the FP arms, and updated the Flak/Link animations. The Grace Magnum is not fully tagged yet, and is going to take the place of the Enforcer in the final version.

Inferno
February 9th, 2009, 08:25 PM
Shouldn't the fire effect on the link gun be green?

t3h m00kz
February 9th, 2009, 08:27 PM
Shouldn't the fire effect on the link gun be green?

Yes it should. Actually it shouldn't have any effect. I just haven't updated it since I started this mod because the Link is honestly one of my least favorite out of all of the UT weapons, haha

ThePlague
February 9th, 2009, 08:27 PM
That looks good, video needs high quality though :/

t3h m00kz
February 10th, 2009, 05:59 AM
Having an issue.

I HAVE NO IDEA WHAT'S WRONG CAUSING THE LIGHT ON THE MUZZLE. HELP?

So far I have 80-90% of the weaponry done.

In-game/working:
Grace Magnum (starting weapon)
Bio Rifle
Link Gun
Shock Rifle
Minigun
Flak Cannon
Rocket Launcher
Redeemer

In-progress:
Shield Gun (starting weapon)

I'm not going to have a shield effect for the Shield Gun, I'm just going to make it emulate the Impact Hammer. I can only have two triggers, and a shield would take the place of a third.

to do:
Fix weapon shaders to shader_model
Take off trigger damage from all weapons
Reduce shockwaves in explosions
Fix the god damn Link Gun model and effects
Fix the light on the Shock Rifle and Lightning Gun
Take off the "No Grenades" indicator
Import Shield Gun
Implement Overshield pickup
Implement UT weapons into all of the base maps
Finish Deck

Inferno
February 10th, 2009, 04:36 PM
Totally up for a beta mookz. And you should add "Hud and Hud Icons" to that list.

Also the light is either the muzzle flash or the flashlight widget/attachment in the weapon tag.

t3h m00kz
February 10th, 2009, 05:41 PM
Totally up for a beta mookz. And you should add "Hud and Hud Icons" to that list.

Also the light is either the muzzle flash or the flashlight widget/attachment in the weapon tag.

I figured as much, it's most likely the muzzle flash... ugh, why is it the muzzle flash?

I've watched a tutorial on how to texture a level, and I've sucessfully gotten Deck textured into a reasonable state for a beta. Once I finish up the Shield Gun and figure out how to get Deck in-game, I may consider doing an internal beta.

I'll also consider doing a HUD, but it's not of the highest priorities at the moment.

E:

PROBLEM

Okay, so Tool says I have two issues. 21 degenerate triangles, and hella open edges. That's well and good.

So I go into Edge Selection Mode in the MAX file and click "select open edges," and nothing turns up. Same with Poly mode.

It makes perfect sense. :fail:

Inferno
February 10th, 2009, 10:22 PM
In max go to file>import and in your halo ce folder you should have a .wrl file of your map. Import this (and make sure you uncheck all the import options).

It will create lines and faces showing you where all errors are.
Convienent eh?

t3h m00kz
February 10th, 2009, 10:38 PM
Wow, I really, REALLY fucked my shit up, haha!

I was afraid I was gonna have to remodel the entire thing. This helps alot, thanks bro

ThePlague
February 10th, 2009, 10:56 PM
For not saying that you haven't modeled a map before, that looks pretty good.

Inferno
February 10th, 2009, 11:08 PM
For not saying that you haven't modeled a map before, that looks pretty good.

Double negative Kill!

t3h m00kz
February 11th, 2009, 12:59 AM
fixed

ThePlague
February 11th, 2009, 08:55 AM
If you want, xfire me later (church897) and I can fix those for you.

bobbysoon
February 11th, 2009, 03:00 PM
fyi, "Backface Cull" is checked in the object's properties (right click to see). Unchecking it sometimes help, letting you see the whole object.

Here's some trivia for you:
Maxscript reference, Mesh Edge Methods:

3ds Max defines an edge as the edge of a face. In any mesh object, the number of edges is 3 times the number of faces. A face has 3 vertices, and the face edges connect these vertices. Edges 1, 2, and 3 are the edges between vertices 1 and 2, 2 and 3, and 3 and 1, respectively. The first edge in a mesh is edge 1 on face 1, and the last edge is edge 3 on the last face.

t3h m00kz
February 11th, 2009, 06:19 PM
It looks like I'm going to have to redo a shit ton of the level.

Whatever, though... It'll get done eventually... oye.

Impact Gun and Minigun are completed. ALL OF THE WEAPONS ARE DONE (save for a few tweaks that need to be made) Have a video. HQ, too.

u3HeTiBX8xU

Ifafudafi
February 11th, 2009, 07:27 PM
Kewl, but:

1. PLEASE FIX THE GODAWFUL FLAK BALL EXPLOSION :gonk:
2. There's no way to control the Redeemer missile with the secondary fire, right?
3. You can shoot down said Redeemer missile, right?
4. Does the Rocket Launcher merely have a three-shot spread after a full charge, rather than gauging the amount of rockets based on charge time?
5. Can you stick the rockets in a spiral?
6. The Biorifle's secondary acts weird.
7. Where's my Assault Rifle w/ GL :maddowns:
8. Less lens flare, more explosion for Shock Rifle.
9. Do all the weapon animations have a low framerate, or is it just monitor/game inconsistencies?
10. Explain the Shield Gun (Impact Gun) a bit more. I'm not sure how it functions here.

Other than that, excellent shit. Can't wait to see a release.

t3h m00kz
February 11th, 2009, 07:41 PM
Kewl, but:

1. PLEASE FIX THE GODAWFUL FLAK BALL EXPLOSION :gonk:
2. There's no way to control the Redeemer missile with the secondary fire, right?
3. You can shoot down said Redeemer missile, right?
4. Does the Rocket Launcher merely have a three-shot spread after a full charge, rather than gauging the amount of rockets based on charge time?
5. Can you stick the rockets in a spiral?
6. The Biorifle's secondary acts weird.
7. Where's my Assault Rifle w/ GL :maddowns:
8. Less lens flare, more explosion for Shock Rifle.
9. Do all the weapon animations have a low framerate, or is it just monitor/game inconsistencies?
10. Explain the Shield Gun (Impact Gun) a bit more. I'm not sure how it functions here.

Other than that, excellent shit. Can't wait to see a release.

1. kk. I suck with effects, but I'll try.
2. Nope.
3. Absolutely. Same theory as the Shock Combo, it was easy to implement.
4. Only a 3-shot. AFAIK there's no way to change that based on time.
5. Not to my knowledge.
6. The biorifle in general is wierd. Not too happy with the projectiles
7. sucks. kill yourself for even mentioning that piece of bull. (Actually, I may consider it if there's a high demand for it)
8. Every time I try to add particles, they get blown away by the wind, or go out of the other side of the shock combo, where the player can't see it. idk what to do :(
9. I used 30 frames per second for every weapon. So I guess that's the anims. I didn't save any of the anims as MAX, though... they were pretty easy to do.
10. Shield Gun has no shield in this version, obviously, so I've named it the Impact Gun. What I did was gave it an invisible projectile that causes damage, and has an invisible detonation (causing more damage and force) at 1.5 wu, or in contact with anything other than a biped/grunt/elite/etc (in which case it overpenetrates, or else you'd be hitting yourself with the detonation every time you frag someone). You can use it to jump similar to using the BRG in Snow Grove. The charge is like the Plasma Pistol, and charging it up causes much more health damage.

Ifafudafi
February 11th, 2009, 07:48 PM
Shock Rifle: Mess around with the physics tags. Each .particle tag has its own corresponding .point_physics tag, which determines density, friction, wind effect, etc. Not too hard to figure out; it even includes reference densities for common materials. Have a look at the Plasma Grenade's cloud c fire.particle tags for a basis.
Also, you can set a relative offset (positioning from the effect spawn point, basically). That can stick the particles in front of the flare; just experiment.

Flak ball: Just look at the frag explosion and base it off that, but with a single fireball instead of four stacked vertically.

Biorifle: SO FIX 'EM :mad:

Impactgun: Ah, no shield. That was basically the part I was confused about; the actual tagging process seemed pretty self-explanatory.

t3h m00kz
February 11th, 2009, 07:56 PM
haha, I already know what I'm going to do to fix the Bio Rifle.

Tight cone of like seven of the primary projectiles. ;D The charge shot of the Bio Rifle in UT2004 actually did a FUCK TON of damage

Thanks for the input and info btw.

t3h m00kz
February 11th, 2009, 09:03 PM
UPDATE: I've fixed all geometrical problems with my level. Now I have to re-apply all textures to the fixed geometry, fix it up in Sapien and Geurilla and get this beast in-game. Props to ThePlague for his help.

Wish me luck.

E: god fuck I double posted

bobbysoon
February 11th, 2009, 09:21 PM
you might be able to paint a bead for the guided missile if you could paint a bead out of a biped

t3h m00kz
February 11th, 2009, 09:33 PM
Well the way the redeemer works, you guide the missile through a camera, no bead painting.

Interesting concept, though.

t3h m00kz
February 12th, 2009, 03:34 AM
The deck BSP is mostly completed, and ready for beta testing.

Send me an IM for a copy of the level. I may host a beta test on Friday.

itszutak
February 12th, 2009, 03:59 AM
What time will the testing be? I'd love to test this

t3h m00kz
February 12th, 2009, 04:17 AM
How about 3PM PST, if nobody's busy or at work?

nMbOycFMk5M

Here's how the BSP is at the moment... Dark. Not sure how to brighten it like ChillOut or Damnation, and don't know how I'm gonna go about adding the pits of acid/lava into their respective areas yet. I'll figure it out though

Pooky
February 12th, 2009, 11:52 AM
How about 3PM PST, if nobody's busy or at work?


Here's how the BSP is at the moment... Dark. Not sure how to brighten it like ChillOut or Damnation, and don't know how I'm gonna go about adding the pits of acid/lava into their respective areas yet. I'll figure it out though

maybe look at lolcano or that one other really dark map with lava I can't remember the name of, for inspiration?
Also I'd love to play with you muki

Evil_Monkey
February 12th, 2009, 11:56 AM
maybe look at lolcano or that one other really dark map with lava I can't remember the name of, for inspiration?
Also I'd love to play with you muki

Olympus Mons?
http://hce.halomaps.org/index.cfm?fid=2613

Malloy
February 12th, 2009, 12:31 PM
I play this map all the time on UT3, looks extremely basic compared to the real deal.

But fits well with the other Halo 1 mp maps alongside detail. Awsome gameplay.

Would you consider remodelling it with more detail ? (doorways n such)

Limited
February 12th, 2009, 01:19 PM
Are you interested in having a transponder?

t3h m00kz
February 12th, 2009, 03:48 PM
I play this map all the time on UT3, looks extremely basic compared to the real deal.

But fits well with the other Halo 1 mp maps alongside detail. Awsome gameplay.

Would you consider remodelling it with more detail ? (doorways n such)

Probably later on down the line. I'm not much of a modeler myself tbh, it took me like four hours total to make the level as it is now. I could see it with better hallways though..

And this was made more based on the original Unreal Tournament 99's version of Deck (which happens to have more complex geometry than mine, lmao). UT3's is absolutely insane and would be damn near impossible to recreate.


maybe look at lolcano or that one other really dark map with lava I can't remember the name of, for inspiration?
Also I'd love to play with you muki

I'll send you off an beta, lol

Olympos Mons rocked, I never really got to play it that much though.


Are you interested in having a transponder?

If you mean the Translator, then hell yes. However the only gun that would be capable of that would be something like the Portal gun that was made for CE, but wasn't that made with some serious non-guerrilla hacking? I'm also not too sure how well it would work over the net.. Unless you mean something else.. but this is what I'm talking about
Dd8zcPnqnHk

Inferno
February 12th, 2009, 04:20 PM
Most indoor halo maps are lighted with the forerunner hologram lights and invisible lights.
I suggest using the damnation invisible lights because they are easy to edit and change the color of.

Extract damnation with HEK+ and look in levels\test\damnation\shaders I will probably be called like damnation_light_invis_white_50% or something.

Malloy
February 12th, 2009, 05:38 PM
Yo Mooks i'd be down for helping with this. Im a massive fan of UT and i need a break from my current projects :P

hit me up on xfire. MalloyJM

t3h m00kz
February 12th, 2009, 06:06 PM
Most indoor halo maps are lighted with the forerunner hologram lights and invisible lights.
I suggest using the damnation invisible lights because they are easy to edit and change the color of.

Extract damnation with HEK+ and look in levels\test\damnation\shaders I will probably be called like damnation_light_invis_white_50% or something.

How exactly would I go about applying those shaders in my map? Would I have to modify the materials in the BSP through 3DS?

And Malloy, okay I'll send you off a Beta by tomorrow.

So far, it's Malloy, Pooky, and Itszutak. Am I missing anyone?

HDoan
February 12th, 2009, 06:31 PM
Me :D

ThePlague
February 12th, 2009, 06:45 PM
Don't forget me! lol.

Inferno
February 12th, 2009, 07:36 PM
Just make a square were you want the light to be. Add the material for the invisible light shader to your material list and then apply that shader to box and the box will be invisible in game but will emit light when you run radiosity.

Limited
February 12th, 2009, 08:04 PM
Funny thing is, original portal gun (before patricks) was actually to simulate the UT transponder. Its possible with a 3rd party app. I may dig out some code when you release the map and see if I can get it to work.

View at 2:43
h-6_ei4CEN8
:D

bobbysoon
February 12th, 2009, 08:58 PM
thats so cool. can it be Sauced, mr. code digger upper?

Limited
February 12th, 2009, 09:33 PM
Well I'd have to remake it again but yeah.

t3h m00kz
February 12th, 2009, 10:48 PM
What program did you use to make that? I may try my hand at it.

E: Guys, I need some serious help with trigger volumes.

I've got three trigger volumes on the map. They're named Deathbox, Deathbox1, and Deathbox2 because Sapien oh-so-conveniently doesn't like trigger volumes having the same name.

So I'm testing it on one of my trigger volumes; the one in the middle. I'm using the script from page 4, except every instance of "Watery Grave" is renamed to "Deathbox." I've saved the script to Tags/Levels/Deck/Scripts/kill_trigger.hsc. I compile scripts in Sapien, scripts compile successfully, but when I jump into the area where I should die, nothing happens.

Oh, and the scenario I'm using is tags\levels\deck\deck_beta.scenario

Ki11a_FTW
February 13th, 2009, 01:53 AM
go into guerilla , then go to scripts, and see if there are any underneath that section, if its blank, sapien didn't compile anything. It happens to me whenever i make my own .hsc, i always have to make copies

t3h m00kz
February 13th, 2009, 02:27 AM
Fixed. Turns out it had to be in the DATA folder, and not the TAGS.

Jeez, /Tags/ would be too convenient. :\

Ah well, it's done, I'm happy. Props to Inferno and the author if IMP_Highground for the script.

BSP is pretty much done, just have to do the netgame stuff and some more tag work on the weapons and pickups.

If anybody else wants to go for the first beta tomorrow at 3:00 Pacific (6:00 Eastern) let me know. Tags on the beta tests will be protected, the final build will be open sourced. I may do one or two more betas depending on bugs or issues. I will be frapsing and broadcasting the beta over XFire, and will play on and off host for possible trailer footage. Keep in mind this beta is for fun, but also to find bugs, exception errors, etc, so please try to fuck up the game as much as possible :)

Builds will be sent to participants roughly between 2:00 and 2:50. Check your Modacity inbox by then.

Add me on XFire to report in case anybody receives an exception: m00kz

itszutak
February 13th, 2009, 03:56 PM
Alright, looking forward it it. :)

Inferno
February 13th, 2009, 04:36 PM
I can host this on a dedicated server but it would require you guys to version change to 1.00ce or use a 1.00 exe.

BTW I have a really hard time playing on 1.08. I will only be able to host on 1.08 because the game hates me and boots me the second I join any 1.08 servers.

ICEE
February 13th, 2009, 08:21 PM
The beta was fun, but please for gods sake tone down the rockets

t3h m00kz
February 13th, 2009, 09:06 PM
Already on it.

Also, for some reason, I recompiled the map, all of the text works properly, same with the lava pits. I don't know wtf was up with the beta build.

itszutak
February 13th, 2009, 09:11 PM
The beta was fun, but please for gods sake tone down the rockets
IMHO all the rockets need is less ammo and a slight bit of inaccuracy. If it weren't for the huge supply of ammo you get along with the gun, I wouldn't be as inclined to spray is so much :v:

t3h m00kz
February 13th, 2009, 09:26 PM
IMHO all the rockets need is less ammo and a slight bit of inaccuracy. If it weren't for the huge supply of ammo you get along with the gun, I wouldn't be as inclined to spray is so much :v:

You'll definitely loose more ammo in the final, and I'm toning down the damage and splash slightly. However I do want rockets to be 100% accurate for the sake of those long-distance dead-on rockets you see in frag movies all the time. ;D

n00b1n8R
February 13th, 2009, 10:09 PM
Bigger shock rifle projectile, I can't hit it worth shit (ausy lag) unless I stand dead still while it's moving which means I have no real depth percetion to know when I want to set it off. :(

PS. reducing the number or rockets/battery won't make any difference since they're so easy to find and respawn almost instantly. Make it overheat faster tbh.

Also, could a script be done to say when somebody is getting double/tripple/monster/etc kills?
And fix the chat :P
And that lava.
And make the lava orange underneath (check out Olympus Mons).
And make the bio-rifle good.

And.. I'll stop, you already know the rest. ;)

PS. awesome fun.

Inferno
February 14th, 2009, 12:20 AM
I can help you out with making acid.
Beta was fun although I didn't get to play much because me and my friends had plans that night and it sorta over lapped the time of the beta.
BTW I made my first real tag tonight. Feels good.

HDoan
February 14th, 2009, 12:27 AM
That was a fun test, I thought your map was glitched since I would stop out of nowhere eveyr few minutes, turns out my keyboard wanted new batteries. Add a charging animation to the rocket! Also I got exceptioned D:

t3h m00kz
February 14th, 2009, 12:56 AM
Some people have exceptioned in my map, but it's very rare. I have no idea what causes it, but whatever.

I wondered why you left :(

HDoan
February 14th, 2009, 01:14 AM
Some people have exceptioned in my map, but it's very rare. I have no idea what causes it, but whatever.

I wondered why you left :(
I thought everyone exceptioned so I waited for someone to message me to rejoin -_-

Pooky
February 14th, 2009, 02:09 AM
Oh shit this happened already? Some reason I thought it was tomorrow.

Fuck.

n00b1n8R
February 14th, 2009, 02:12 AM
I NEVER GET TO PLAY WITH YOU
EVER
FUCK

t3h m00kz
February 14th, 2009, 03:38 AM
4H83EzACMQk

Rape.

bobbysoon
February 14th, 2009, 04:50 AM
i know, "enough with the bipeds!", but if the shock rifle initially fired a biped somehow, instead of a projectile, the crosshair would slow over it (auto-aim). Furthermore, if the biped spawned from a firing effect, it could be set up like a plasma pistol, firing the kill shot by releasing the trigger. The primary would be a null projectile. Maybe doing it like the spartan laser would free up secondary for something else.

also, it looks almost twice as powerfull as the rocket launcher, but with at least a plasma cannon's ammo capacity. Seems it's overpowered. The being hard to detonate aspect isn't necessarily a counterbalance, as it isn't the case for all.
Looks awsome. Nice fx work

t3h m00kz
February 14th, 2009, 05:02 AM
i know, "enough with the bipeds!", but if the shock rifle initially fired a biped somehow, instead of a projectile, the crosshair would slow over it (auto-aim). Furthermore, if the biped spawned from a firing effect, it could be set up like a plasma pistol, firing the kill shot by releasing the trigger. The primary would be a null projectile. Maybe doing it like the spartan laser would free up secondary for something else.

also, it looks almost twice as powerfull as the rocket launcher, but with at least a plasma cannon's ammo capacity. Seems it's overpowered. The being hard to detonate aspect isn't necessarily a counterbalance, as it isn't the case for all.
Looks awsome. Nice fx work

Well, the thing is most of the kills shown in this video were host kills. Off host is much harder to use effectively, same with any of the other weapons. The combos are just as easy off host, both projectiles are client side, but the time for the combo to hit in the server is still based on ping.

People were saying it was way too weak and didn't have enough ammo, so all I really did was add a tiny bit more splash onto it, up the ammount of ammo, but I didn't up the damage at all. I will say, the ammount of ammo is less important than in Halo however, all weapons (except the redeemer) all have 0 respawn time (instant). However, I have toned down the amount of ammo in the Shock, as you said it did seem to be a bit too much.

I will saw however, shock combos take practice, they have a bit of a learning curve to them. But I promise that in the end they will not be any more overpowered than the rocket launcher or flak.

Malloy
February 14th, 2009, 11:34 AM
I liked it apart from my lag :\

Id animated projectiles are fisable, make the bio-rifle projectile an animated gloop

primary fire = small animated gloops that stay around for like 10 seconds

secondary fire= charge + large gloop = insta gib once stuck.

Lateksi
February 14th, 2009, 12:39 PM
I hope you'll add more textures but the whole thing looked really nice from what saw in shock combo video. Wish I could keep decals on, this needs BLOOD AND GORE.

t3h m00kz
February 14th, 2009, 01:17 PM
Blood and gore = exceptions! Gibbing at least

I'll try to figure out if I can add bloody chunks though.

As for animated projectiles, I'm wanting to get this out of the door asap (within the next wee), so I think I'll pass on that, tbh.. remember, the goo has to stick, and having an animated glob of goo in the wall would be a total wtf.

Malloy
February 14th, 2009, 01:41 PM
blood chunks = garbage tag mb,

it would look fine with an animated bio plasma blob on the wall :P

Inferno
February 14th, 2009, 02:02 PM
Make the biorifle projectile green. It's currently useing the plasma grenade shader which is bad. Swap it for the fuel rod projectile shader.

Malloy
February 14th, 2009, 02:09 PM
Its green for me :\

Disaster
February 14th, 2009, 02:19 PM
If you need any UT scenary or meshes I can model some out for you in my spare time if you would like.

n00b1n8R
February 14th, 2009, 07:01 PM
Its green for me :\
It is green, but it's just a green plasma nade.

Any way you could do rocket jumping/bunny hopping?

t3h m00kz
February 14th, 2009, 07:28 PM
I've already got Impact jumping which works quite well, you can make it up to the Deemer spawn at the expense of 80 HP

I don't want the rockets to be TOO forceful though, I'm planning on using the base vehicles for all the other maps, and they would flip around a million times from just one rocket :\

Double-tap dodging in Halo? UNPOSSIBLE

Also swapping the plasma grenade shaders for the fuel rod projectile isn't a bad idea, I'll do that.

Also,

h1s1bJQwHdI

Off host combos, they work quite well

Huero
February 14th, 2009, 07:39 PM
Impact jumping? As in the impact hammer?
DO YOU HAVE FOOTAGE

Inferno
February 14th, 2009, 07:51 PM
You could do it in beta build. I did it once or twice.

Huero
February 14th, 2009, 08:05 PM
Man, if you ever made vehicles, I'd love to see VCTF-Suspense recreated somehow
that is if you have UT3

t3h m00kz
February 14th, 2009, 08:25 PM
Impact jumping? As in the impact hammer?
DO YOU HAVE FOOTAGE

First page, third video from the bottom up.

It's not the impact hammer, but rather the shield gun without a shield.

Malloy
February 14th, 2009, 08:45 PM
Man, if you ever made vehicles, I'd love to see VCTF-Suspense recreated somehow
that is if you have UT3


lol working on it :D

t3h m00kz
February 14th, 2009, 10:23 PM
IIRC, Suspense is the huge bridge level with the redeemer under the middle right?

That would be an epic Halo level rly

ALSO: I've done some final adjustments for rockets, and vehicles in general (to make sure you can rocketjump but not have vehicles go flying everywhere from rocket damage), and I should be releasing within a few days. I just need to fix the music.

n00b1n8R
February 14th, 2009, 10:50 PM
Yeah, it's the impact hammer.
I never bothered with it tbh. Swaped it for the first gun I could find (even the biorifle)

Huero
February 15th, 2009, 12:13 AM
Yeah, it's the impact hammer.
I never bothered with it tbh. Swaped it for the first gun I could find (even the biorifle)
It's actually a VERY effective weapon if you take the time to learn how to use it. A guy I know won a tournament because of it.

lol working on it :D
holy shit I love you now seriously if I wasn't sure you were an acne-ridden teen i would totally tap that

IIRC, Suspense is the huge bridge level with the redeemer under the middle right?

That would be an epic Halo level rly

ALSO: I've done some final adjustments for rockets, and vehicles in general (to make sure you can rocketjump but not have vehicles go flying everywhere from rocket damage), and I should be releasing within a few days. I just need to fix the music.

I love you so hard
harder than malloy (no offense bby)
but yeah, Suspense is the MASSIVE BRIDGE.
http://www.liandri.beyondunreal.com/VCTF-Suspense
^^ That Web site will become your best friend in time, I swear.
The bases will need tweaking, however.
http://www.liandri.beyondunreal.com/w/images/VCTF-Suspense-itemkey.jpg
See, they have multiple structures. I don't think that'd work well with the Unreal/Halo gameplay you're setting up. I suggest adopting a larger, unified base essentially swallowing the end of the road instead. Would you mind posting a list of vehicles you have planned?

e: oh god seriously i put that shit in shot tags
sorry for the size bros
ee: oh its actually smaller as an [img] lol

t3h m00kz
February 15th, 2009, 02:08 AM
holy shit I love you now seriously if I wasn't sure you were an acne-ridden teen i would totally tap that

lmfao you should check out his post in Risky Proposition

Huero
February 15th, 2009, 02:13 AM
lmfao you should check out his post in Risky Proposition

oh god damn it

ICEE
February 15th, 2009, 02:55 AM
Yeah, it's the impact hammer.
I never bothered with it tbh. Swaped it for the first gun I could find (even the biorifle)
the biorifle was a bit weak but I managed to get some kills with it. And I noticed you failing to kill me with the impact hammer from mid range.

n00b1n8R
February 15th, 2009, 03:21 AM
I HAVE NO IDEA HOW TO USE IT
ALSO 300 PING IN HALO NETCODE

THOSE ARE MY EXCUSES AND I'M STICKING TO THEM
WITH CAPITALS

itszutak
February 15th, 2009, 03:57 AM
Is the impact hammer for anything besides jumping? It seems, no offense, to be a terrible weapon :v:

On the other hand, I love how the shock combo looks. I might buy UT3 so I can try it out as its supposed to be

t3h m00kz
February 15th, 2009, 05:53 AM
Impact Gun does 160 damage if you hit someone correctly with the charge shot.. one hit kill. It's a bit longer range than a melee, 1.5 world units.

I also suggest getting the anthology so you can check UT2004 as well, combos in that game were fucking brutal

n00b1n8R
February 15th, 2009, 06:03 AM
Can you make the projectile visible or something?
All it did was make a bit of a noise, certainly nothing to indicate it was a rape machine.

t3h m00kz
February 15th, 2009, 07:43 AM
Well it makes a little green poof effect, which is something similar to how it was in UT.

If you can bear horrible overused music, check it out.

yDzRUJYc7CU

If you still have the map you can test it the range out on the Impact Gun, the projectile causes force and will knock the weapons around if they're in range.

Huero
February 15th, 2009, 12:53 PM
in UT you charge the shot and walk into people
its not hard unless muki made it hard in which case its his fault :V

t3h m00kz
February 15th, 2009, 02:51 PM
It's actually easier than in UT because the range on mine is so huge.

It's harder in the sense that it doesn't go off until the player releases primary fire, walking into somebody won't cause the weapon to go off.

t3h m00kz
February 17th, 2009, 08:05 PM
Releasing soon, so I'm going to lock this thread