View Full Version : [UNREAL] Halo weapons converted to UT3 (WIP)
t3h m00kz
September 27th, 2009, 03:50 AM
Okay, so, inspired by Inferno's work in the Unreal engine, I've decided to take on the tedious task of converting Halo weapons over to Unreal Tournament 3, and eventually a total conversion modifying properties such as gravity, player speed, jumping, health and shields, etc. I personally have no idea how this is going to play out, as I have very, VERY limited scripting/programming abilities, but for now I'm able to modify existing scripts, change properties, all that good stuff.
My plan is to implement reloading, an off-hand grenade system, hitsounds, auto-aim, and what UT3ers like to call "Zero Ping" hit detection, IE not having to lead your shots.
If anyone wants to pitch in and help they're more than welcome, but do keep in mind that this is Unreal we're talking about. Anybody will have access to all of the assets that go into the engine.
So far, I've sucessfully ported the Pistol, and will start work on the AR. Also, I guess go ahead and have a sneak peek at Inferno's map I guess. LET ME KNOW IF YOU WANT ME TO TAKE THIS DOWN DAWG
tIHRgT1VsXk
oh and let the video process.
Also, UT3 thread that I may be updating from time to time:
http://utforums.epicgames.com/showthread.php?p=26861805
Pyong Kawaguchi
September 27th, 2009, 05:36 AM
Looking good, does it 3sk headshot?
:mlgpro:
Ganon
September 27th, 2009, 10:47 AM
take everything from halo and throw it into unreal and you may have my thirdborn.
Inferno
September 27th, 2009, 11:17 AM
Naw dawg this is pro.
Also you need to teach me to build weapon mutators dawg. I still don't have my SMG set in game. :ugh:
t3h m00kz
September 27th, 2009, 02:07 PM
Looking good, does it 3sk headshot?
:mlgpro:
IT WILL
I'm planning on setting up a mutator that does 75 health/shield, and having the pistol cause headshot damage on flesh ;D
Lateksi
September 27th, 2009, 05:18 PM
This mod pwns hard :O
If you need people to test anything msg me.
t3h m00kz
September 28th, 2009, 05:38 AM
Making progress, a guy on the UT forums is helping me learn some basic UnrealScript stuff, and I'm confident I'll eventually wind up getting all the features from Halo into UT. Melees, zooms, grenade types, all of that. It'll probably wind up being it's own gametype.
I've also gotten the movement pretty much exactly like Halo.
You know, I think I'll just let the video do the talking
http://www.xfire.com/video/14eb5b/
Yeah I know, I'm going to fix the sniper animations. I slapped it together real quick just to make sure the packages were working
Inferno
September 28th, 2009, 10:31 PM
I am officially the shader guy for this project. Cause m00kz don't got nothing on my shaders.
:v:
t3h m00kz
September 28th, 2009, 11:41 PM
this kid, yeah he's real good at shaders lol
E: Learning some Uscript over at the UT forums... pretty interesting stuff, found out how to implement a Halo scope mask for the sniper rifle, and am currently working with a guy on implementing melee, grenade and reload functions.
Lateksi
October 1st, 2009, 04:50 AM
It's cool you made the AR more accurate. Can you do the same to plasma rifle when you get to it? Think about the plasma gun in Quake.
t3h m00kz
October 1st, 2009, 06:12 AM
what you're seeing there is not going to be final. It was early testing stages. Right now, a acecutter over at the UT3 forums offered to do the scripting of the weapons for me while I give him the proper information and assets since I have limited knowledge of UnrealScript. He's implemented melees, grenades, grenade types, and last I heard he was working on reloading.
This is the progress he has made. http://www.xfire.com/video/151caa/
Of course, he's going to leave comments everywhere in the scripts so I can see what he did and how he did it.
I'm just thankful the Unreal modding community is so willing to help out a fuckin noob like me lol.
Lateksi
October 1st, 2009, 06:32 AM
That's really nice! But I see that the guns animations are rendered at low fov or something cause you can't see the back. Anyway this project is going to be a really good reason to play UT :)
Inferno
October 1st, 2009, 04:32 PM
Are the keys correct? Middle mouse zoom + F melee?
t3h m00kz
October 1st, 2009, 04:59 PM
Are the keys correct? Middle mouse zoom + F melee?
They can be, you can re-set the keys. You may have to bind a few things in i the .ini however, since things like ToggleMelee which is available for consoles you can't bind in the menues.
This guy is making amazing progress. I absolutely cannot believe he got this done within a week. it's unbelievable that he went as far as to do all this stuff for me, hopefully I'll be able to go over the scripts and understand what he did. Massive props to this dude.
He's got the reload system done.
http://www.xfire.com/video/152803/
t3h m00kz
October 4th, 2009, 02:50 PM
sorry for the double post but here's a bit of an update:
http://www.xfire.com/video/15612c/
Inferno
October 4th, 2009, 03:11 PM
Why are the animations all running at different speeds. Some anims are way to fast while others are in slow motion. :raise:
The HUD is great though. Looks like I should get started on UCEv2. :iamafag:
Oh and prosef. You gonna do vehicles?
t3h m00kz
October 4th, 2009, 03:24 PM
There's like, a time limit you can add to all the weapons, some of them are a bit off obviously lol
Unreal doesn't use the keyframe count like Halo, it's wierd
Vehicles, idk.. I've never been a fan of vehicles in FPSes but if I feel down for it maybe.
Heathen
October 4th, 2009, 03:28 PM
Looks pretty good.
Its obviously just a start.
Phopojijo
October 4th, 2009, 09:12 PM
Great work man, sorry I couldn't be more help with your questions.
t3h m00kz
October 4th, 2009, 11:35 PM
whadayamean brosef
t3h m00kz
October 5th, 2009, 10:30 AM
Figure I might try to get this in the mod as well, wanted to try my hand at modeling an SMG, and before I knew it I started animating it lol
Just needs a better texture now... something I suck ass at
j2BrlyyWLkg
Pyong Kawaguchi
October 5th, 2009, 11:00 AM
Cool.
acecutter69
October 6th, 2009, 02:31 AM
hey ace here, though i would join these forums as well to be able to let you guys konw whats going on as well, here is some more updates on the weapons:
http://www.xfire.com/video/1579b1/
I am still debugging a hell lotta things as unreals weapon code is totally different than halo's and some things cant be overwritten easily, for instance I cannot use the locking mecanism the rocket launcher uses with my custom projectiles because the rocekt script that handles that is totally native.
Im going to have to think of a way to adjust the flight patern as this thing traves through the air to be able to make the needler work properly. there is still a ton to do but be sure Im working my ass off trying to get it done.
I have downloaded Infernos map pack and they work fine so we are already a huge step ahead. I also have implemented the force character feature so that we dont have ut3 characters running around this mod ;)
Unfortunetly we will have to remake all 125 animations for the cahracter to hold the weapons properly, because the way the animations are blended together, there is no way around this, we may be able to skip the swimming ones singe MC never went for a dive on the pool.
well Im glad you guys are looking foward to this ;) we might get this done before x-mas if not before, it really depends on these character animations as those are the last core piece of this project before we can release an Alpha version to test some issues ;)
well I bet this post is a bit big but well just really wanted to keep everyone up to date on this :)
t3h m00kz
October 6th, 2009, 02:54 AM
Hey man good to see you joined these forums, lol. We've got alot of talent here so it's possible others might try to pitch in.
I may try to teach myself character animations over the next few weeks, but I'm unsure of how far I'll wind up getting
=sw=warlord
October 6th, 2009, 08:04 AM
Hey m00kz, i've been working on a halo 1 biped model so if you would like once it's done you could use that.
Up to you but it would be a little more higher detailed than the one that comes with halo.
http://img3.imageshack.us/img3/9025/helmet2s.jpg
http://img5.imageshack.us/img5/9324/renderq.jpg
acecutter69
October 6th, 2009, 02:16 PM
thats not a bad start, we might be able to use later down the line but we are trying (or at least I am) to make this functional before the 23rd to present at "Infinite Bits" which is a local convention donw here in south florida which is aiming to be the next 3E.
If you could do a nice high poly to low poly normal transfer that would be even better ;)
Inferno
October 6th, 2009, 04:27 PM
I'll pull up the UCE source files and redo the collision model for bloodgulch if you need a better test map. :iamafag:
acecutter69
October 6th, 2009, 04:53 PM
I was thinking of redoing it with terrain rather than mesh (at least the ground part). The buildings need some texture work but the essence of he maps is there.
well I did some more debugs on the weapons, and got the nades to explode on nade damage (a nade will explode other nades).
Played around with some of the values of the weapons as well to try and get them working a bit better ;)
well anyways here is the latest update:
http://video.xfire.com/1596b1-4.jpg (http://www.xfire.com/video/1596b1/)
Thanks for the maps, like I said they could use a little work but its a great start point ;)
Inferno
October 6th, 2009, 07:22 PM
There actually ports lol. Those maps were made like 7 years ago haha.
t3h m00kz
October 6th, 2009, 09:13 PM
heh
Midship port would be legit
hint hint
OR YOU COULD TEACH ME HOW TO DO IT INFERNO :downs:
Inferno
October 6th, 2009, 09:14 PM
Maybe someone should do that. It would be really cool.
:iamafag:
itszutak
October 7th, 2009, 12:35 AM
It's a damn shame that elites are so hard to get in-game.
acecutter69
October 7th, 2009, 01:38 AM
I could look into it, at the moment I am remaking one of infernos maps using terrain rather than mesh so its going to take a bit (day or two) to get it working properly. Reason for this is Unreal's collision differ from Halo's engine. So Im remaking the level to be Unreal friendly so we dont have any issues like vehicles going through the ground ;)
BTW do you guys have access to the warhog? if you do I could try to make it work almost like halo's I just dont think I can make the passenger seat shoot like halo does but I can get 3 people in there and the gun working ;)
t3h m00kz
October 7th, 2009, 04:05 AM
For sure I'll see what I can do about sending that off to you. I haven't messed with vehicles too much, but I'll see what I can do
acecutter69
October 7th, 2009, 12:33 PM
cool here is an asset list of the things I need:
needler - updated package with the projectile's static mesh (the needles)
Plasma pistol - The projectile mesh
Plasma Riffle - projectile mesh
rocket launchers - Projectile mesh
Frag or bounce nade mesh
WarHog - The 3ds model export or any supported type (OBJ is fine)
From inferno, I need the materials used on Bloodhound for the static meshes:
Grass material
Rock / cliff material (the one used on the surrounding walls
dark dirt - the blend one between the work and the grass
light dirt - the one used on the paths between the grass
with that I can try to get the map finished, the warhog functional, and the proper projectiles working on the weapons ;)
Have the first layer of the terrain done, I have to disect it so I can smoothen it out but the base is there :)
DemonOne
October 7th, 2009, 01:25 PM
Hey guys,
First, Great Job!
I myself thought about making some kind of mutator to allow for a more Halo style of play, but nothing as fancy... anyhow, that was about a year ago, and since then laziness caught up with me.
I think I can speak for most of the community by saying:
m00kz - Thanks for perusing this (and not getting lazy)
acecutter69 - Thanks for making amazing progress (seems like it's a good thing having some sort of deadline), and thanks for the little tutorial in the unreal forums.
inferno - Thanks for porting the maps
That's about it,
Needless to say, I hope this gets released, soon ;-)
acecutter69
October 7th, 2009, 02:24 PM
I will prob upload Alpha phase on the ut3 forums after the convention (the 25th of this month), either rather than being a release project, I do plan to keep adding to this mod, revealing updated versions when ever we get more work done on it ;)
Hopefully later down the line we will more vehicles and weapons, but we are restricted to 5 weapon carring animations as this seams to be hardcoded into the editor and I havent found a way around it :(
thanks for the comments though, I am really trying to work this off as fast as I can but keeping quality and limiting the bugs as much as I can :)
DemonOne
October 7th, 2009, 03:21 PM
Nice to hear about the "release policy", I hope you are all on the same page about it?
I am really trying to work this off as fast as I can but keeping quality and limiting the bugs as much as I can :)Seems like you're doing it right.
Inferno
October 7th, 2009, 04:19 PM
Ace don't bother with that. I've already created a new Max to Unreal map porting system. Have m00kz send you the beta of Cyclotron. It's about twice as many polys as blood gulch but runs smooth as butter AND every bit of it was made in 3ds max.
t3h m00kz
October 7th, 2009, 05:07 PM
It's true, Inferno does have a very nice port of Ivory Tower from Halo 2 that seems to have some good collision and overall looks very nice
I'll send you the link over PM :iamafag:
I'll also see if I can't finish up that Warthog today. The thing has so many materials that need to be applied it's rediculous, but I've just about got it. I don't mess around with Vehicles too much, so I need to know what format it needs to be for Unreal, just the standard ActorX PSK?
acecutter69
October 7th, 2009, 07:51 PM
terrain is easier on the engine, having mesh collision on a world is a bit costy on resources, our best option are bsp's besides it may take me a day or 2 to get it fully done ;)
Inferno
October 7th, 2009, 08:43 PM
I can't stand in editor modeling. 3DS fo lyfe dawgz.
acecutter69
October 7th, 2009, 09:02 PM
its just costs less processing power, currently the level takes a good while to load :( dont worry too much about it, I will work on it, it would take me forever if I didnt have that base to go from though ;)
Inferno
October 7th, 2009, 10:53 PM
No srsly. The way I design the maps now takes very little processing. The reason cyclotron takes a while to load is because it's uncooked and it has a ass ton of bitmaps and models.
acecutter69
October 8th, 2009, 12:17 AM
humm i must have an uncooked version then, I will leave this up to you then ;)
acecutter69
October 9th, 2009, 12:05 AM
here is the warthog video plus shows the bugs on the map man, if we can get versions of maps that dont do that we can release them ;)
http://video.xfire.com/15c1b9-4.jpg (http://www.xfire.com/video/15c1b9/)
t3h m00kz
October 9th, 2009, 12:17 AM
That's awesome. I definitely need to send you the Warthog gun sounds and properties though ;D
To be a bit off the topic, If I may ask, would it be possible to set the global gravity to 0.5? I've done some messing around on my won and noticed that 0.5 gravity makes it feel alot more "Halo."
My custom pawn had these under the default properties, and it felt just like Halo, no joke:
{
MaxMultiDodge=0
MultiDodgeRemaining=0
GroundSpeed=325.0
AirSpeed=325.0
CustomGravityScaling=0.5
MaxMultiJump=0
JumpZ=400.0
}
so I was wondering if it's possible to set the CustomGravityScaling I have listed under my pawn for the global gravity instead to affect things like Vehicles other collidable objects as well.
Also getting those OBJs for you
acecutter69
October 9th, 2009, 12:25 AM
what we can do is play around with the jump Z height of the pawn class but never ever play around with the gravity scaling, it will mess all the other physics dynamics, for instance, getting affected by a nade exlosion will send you 2 times as far as it should.
I will increase the jump height and do you want to keep the double jump feature or not?
t3h m00kz
October 9th, 2009, 12:30 AM
If possible, dodging and double-jumping should be kept out. I'll get a quick vid of the Spartan's movements in Halo.
t3h m00kz
October 9th, 2009, 12:43 AM
http://www.xfire.com/video/15c205/
Here's the video. Should give you a general feel of the movement. Medium-high jumping, medium speed walking, lower gravity, and less air control. The spartans however are ridiculously heavy and are strangely less affected by splash damage than the vehicles.
I'd really like for the low gravity to be implemented, perhaps the force of the nades and other explosives could be toned down? Weight of the bipeds increased, vehicle weight decreased? Any possibility?
acecutter69
October 9th, 2009, 12:59 AM
ill work on the jump system but messing with the gravity is a no no. Unreal's physics are a pain to deal and its much simpler to just add a boost to the jump than redoing the physics.
acecutter69
October 9th, 2009, 02:22 AM
well got some really good news, seams like I fixed the weapon animation glinch, no more weapon snapping back to idle animation while reloading, meleeing, or reloading ;)
Im investigating the targeting system to see what I can do about the needler ;)
Inferno
October 9th, 2009, 03:56 PM
When a spartan hits a surface > 45 degrees in halo he slides smoothly over it. That would be nice to have in unreal.
Also the hog looks small. Halo to Unreal scale is about 1.5x.
And also the suspension is really bouncy in warthogs.
t3h m00kz
October 10th, 2009, 12:51 AM
Ohh riiight I forgot to up the scale of the Warthog model before I sent it off...
Well, much unlike Halo you can sometimes fix stuff like that with the scripting rather than having to remodel everything. Hopefully you can do that with vehicles too..
acecutter69
October 10th, 2009, 07:29 PM
the warthog is scaled properly, it is exactly 1.5 times as the original file I got. I have to fix the suspension settings a bit but it is working, the problem seams to be that the suspension bone was posisioned too low thus making the tires be a little to high thus bringin the vehicle down.
I also need newer versions of the maps, the current ones have major collision issues due to the fact that they are built with huge static meshes rather than a BSP and Mesh combination.
Inferno
October 11th, 2009, 12:39 AM
I'll make one when I'm not swamped with other work. Like I am. Right now.
SonicXtreme
October 11th, 2009, 08:29 PM
I can't stand in editor modeling. 3DS fo lyfe dawgz.
Modeling the main BSP with the brushes gives a better overall effect , custom meshes should be used for scenery ideally.
t3h m00kz
October 12th, 2009, 06:21 PM
Alright Ace I sent you various fixes of the stuff you needed. Ghost mesh, textures, sounds, projectile static meshes, warthog sounds, all that stuff.
Also I should point out that the Ghost has the same firing sound as the plasma pistol, which has the same firing sound as the plasma rifle lol
acecutter69
October 17th, 2009, 01:32 AM
well here is what i managed to get done so far:
http://video.xfire.com/166a21-4.jpg (http://www.xfire.com/video/166a21/)
the recording takes away a little of the effects quality but at least you can see more or less whats going on ;)
fixed some bugs, still working on others lol its like a never ending loop. Anyhow I might take that thrid born offer after all ;) j/k
Llama Juice
October 17th, 2009, 11:15 AM
That needler doesn't act properly at all.
It fires way slow, and the projectiles hurt way too much. The way the needler is supposed to work is that you are supposed to spray a ton of projectiles at someone, then hope that they hit lol. The power of the needler comes from the chain reaction of the explosion of the projectiles.
There's an initial damage taken when someone gets hit by a needle shot, but it's not much at all, then once you get like seven needles stuck to the same person they all explode at the same time, killing them (I don't know exactly what the number of needles are for Halo 1... in Halo 2 it was seven consecutive needles)
Other than that and the Ghost's camera it looks like it's coming along pretty swell :P
sdavis117
October 17th, 2009, 12:00 PM
wfwqdIahuow
acecutter69
October 17th, 2009, 11:11 PM
yeah its WIP, I have to do the decreasing fire interval support for the needler and the the plasma riffle, that video was just to show some of the effects and the seeking needles working as that feature isnt in unreal (the seeking rockets have native functions you cant use :( ). I will be adjusting those features tomorow, but thanks for the insight and the video rsponce. I dont own Halo so I can use as much reference material as possible, once again thanks for the comments,
Less than 7 days before I present this at infinite bits ;)
after than I will put up a beta download to test net code before full release :)
also more features will become available on updated versions of this mod :)
t3h m00kz
October 18th, 2009, 02:26 AM
Need me to see if I can't find some ZeroPing mutators for you to use as reference?
Also, Llama, it was 7 in Halo 1 and I think it's still 7 in Halo 3.
acecutter69
October 22nd, 2009, 01:49 AM
alright here is like 99% of what i got for infinite bits, its a long video but hope you guys like it ;)
http://video.xfire.com/16db04-4.jpg (http://www.xfire.com/video/16db04/)
still fixing the plasma pistol, updating some of the needler's properties, doing this the custom animations, fixing rocket launchers damage and speed, more support for the hud, netcode debugging, vehicle health scalling, exploding vehicle causes death, and a few more tweeks before release ;)
Ganon
October 22nd, 2009, 01:55 AM
can't wait to see the finished products :]
t3h m00kz
October 22nd, 2009, 02:09 AM
You are SO the man, Acecutter. Props to you man. :golfclap:
Mind if I go in and make a few minor damage/rate of fire tweaks before the final release? I'm noticing a few minor things that need some more damage/faster firing etc.
acecutter69
October 22nd, 2009, 02:25 AM
my values can be somewhat confusing, after all the master weapon class is a little over 1600 lines of code. I have about 50 scripts to compile this so far. More prob to come.
The increasing fire rate has been something I havent been able to figure out, so I left the needler with more of an average rate for now. I have to become more familiar with state coding in order to do that, I am having a similar problem with the plasma pistol at the moment, havent figured a way to know how long the fire button has been held for in order to shoot the proper projectile.
What Ill do is do small videos of each weapon and take your input and readjust, I found this page:
http://www.gamefaqs.com/console/xbox/file/472132/46614
and was trying to follow up on that info, then again we might have to go back and reajust them after beta testing so dont worry about it much for now. What we could really use is a texture artist and a character animator. Just to break some of the load of our backs, I had to recreate your scope hud and make the pistol one, hope you dont mind ;)
well i would say not bad for less than 3 weeks of development, there is actually another group trying to do what we are doing but they dont have 10% of what we have already working ;)
Hopefully we will be able to take some of these models to higher poly counts and bake some normals, to be honest there hasnt been a single person in my campus that liked the shadders :(
either way I think we made some good headway and if we can get 2 people on board we should have a xmas release, hopefully :)
Inferno
October 22nd, 2009, 10:47 PM
Use the xbox weapon balance. It was better.
I plan on fixing up bloodgulch and infinity this weekend. Along with a few other maps.
Inferno
October 24th, 2009, 12:53 AM
Do you want bloodgulch at 1.5x or 1.6x scale?
edit-
I can't really import it until I know what scale to use.
edit-
Bloodgulch Level Mesh Breakdown - 38 visual meshes + 33 collision meshes averaging 100 to 250 polys each. All meshes have there own lightmap channel and will be using (mostly) 256x256 lightmaps.
edit-
Ingame at 1x scale. You can change it to whatever I guess.
BTW no collision errors and a solid frame rate.
Inferno
October 25th, 2009, 12:53 AM
Mookz is currently fapping to the new shaders I did for the weapons.
TBH halo weapons can look really good in Unreal. You just gotta do it right.
t3h m00kz
October 25th, 2009, 01:07 AM
I still need to get the UPKs from you when you get the chance.
But for now this is what Inferno's done:
http://i655.photobucket.com/albums/uu279/m00kz/radioactivepink.png
http://i655.photobucket.com/albums/uu279/m00kz/ididitbecauseican.png
http://i655.photobucket.com/albums/uu279/m00kz/howsexy.png
HUGE improvement I'd say.
acecutter69
October 26th, 2009, 08:33 PM
alright I have some good news and some (somewhat) bad news.
Alright I will start with the good news. The convention went really good for a first convention. We defenetely called attention of not only halo fans but of almost anyone who walked by our stand. The feedback was great, the people who played the demo actually liked the faster speed of gameplay rather than halo's walk speed.
"It adds so much to the game that I might switch over from Halo PC to this" said one of the guys who tried our playable demo.
So those are the good news, for the bad news, on this convention I got a prospect offer. Meaning, if the company lands the contract, they will offer me a job right after confirmation that the deal went through. Thus putting me in a terrible position with you guys. If I do accept this position, I will not have enough time to balance work, finishing school, tending to my daughter, and the HMP project, it would be suicidal.
It is not confirmed yet, but I will try to keep you guys posted on this. If it does happen, I will just provide you with all the files and let you guys do the last art details and try to provide information on how to work our custom weapon and vehicle bases. I apologize in advance for this, but I have responsabilities and cannot work for free :(
BTW shadders are a great improvement, as far as the map, the original scale was great, if you add some baked normals it would defentely bring it up a notch.
Inferno
October 26th, 2009, 10:23 PM
It's great to hear that you have a chance a getting a job man. Hopefully that will work out for you.
Did m00kz get you the new blood gulch BSP? It's a huge improvement over the last version.
t3h m00kz
October 26th, 2009, 10:30 PM
Hey man I understand, responsibilities come before a hobby. Good to hear you got great feedback on it, it's a shame you didn't have the updated shaders though haha. If stuff's gotta come first, that's fine. If all else fails I can try to learn from the scripts, study up on scripting, and try taking up the scripting myself.
So far the gameplay functionality is pretty dead-on, which is good. It would give me a great place to pick up from.
As Inferno said, it'd be great if we could squeeze out as much as possible before you have to head out. I can get you anything else you need, the other vehicles (only two others are left, tank and banshee), exported Master Chief animations, sounds, death screams, anything else. Let me know and I'll do what I can :)
Again, thanks for picking this up and working on this with me, it's much appreciated.
Inferno
October 26th, 2009, 10:34 PM
I can re-do all the maps in the same was as the new blood gulch if you can get the weapon scripts done. I will also re-work all the games shaders. :downs:
acecutter69
October 26th, 2009, 10:47 PM
tomorow I will pack up a package for both of you, its the least I can do, so that you can tune up the materials and such, I will also try to include documentation on the weapon base use and the vehicle base use so that you can do the maps without a hitch inferno, btw shadders looking good ;)
I only have one last weapon to finish but its been proven to be problematic :( the dran charge time for the plasma pistol is a tricky thing to figure out, the simple way doesnt quite work :(
Other than that the game structure is there, sure we could do more but I think we have enough to keep people happy, as far as the other vehicles, well those are the hardest and I doubt that I can get those done by saturday, after all I have to catch up on HW assignments :(
I will keep you guys posted though, thanks for the feedback ;)
BTW: PM me your emails so that I have somewhere secure to send all this stuff to :)
t3h m00kz
October 26th, 2009, 10:56 PM
Sent it off. Inferno will get me the new shaders on probably Friday, his computer access is limited. You should have them before Saturday, and have a nice, refined project by the time stuff picks up for you.
t3h m00kz
October 26th, 2009, 10:59 PM
Also, one last thing I wanted to bring up while we're on this strict schedule. I was watching some videos and noticed the cooldown for the Plasma Rifle and Pistol seemed to stick at max once they hit it... In Halo, it starts dropping the second it hits max heat.
If it's not an easy fix that's fine, don't worry about it too much, but I figure I'd just bring it up. :downs:
Aside from that everything is pretty much perfect, and I mean that. Just needs some graphical/shader adjustments, which is what we're here for.
paladin
October 27th, 2009, 04:19 AM
Lookin good :nsmug:
Inferno
October 27th, 2009, 10:18 PM
I want to finish harbringer before I do the full UCEv2.
In the mean time I'm waitong to get my computer back.
acecutter69
October 28th, 2009, 01:11 AM
Alright sent the files to mookz I havent sent the SRC just yet cause I might be able to do some work on it (cant promise). At least I wont have to resend the packages, just make sure before you download the packages, that you rename the current ones, then download them into a folder named HMP in your Published/CookedPC/ folder. Then just bring the new content to my current versions of the packages. that way the code will still reference the proper materials and such but with updated versions of them ;)
If you just drop new stuff to the packages it wont have any effect :)
t3h m00kz
October 28th, 2009, 07:29 PM
Will I need some sort of INI file? I noticed the Email didn't come with one, and I'm not seeing the gametypes.
acecutter69
October 29th, 2009, 09:19 AM
yeah man I forgot to include it, I will send it over as soon as I get back to my pc.
t3h m00kz
October 29th, 2009, 04:30 PM
Alright thanks, I wasn't sure if it was me missing the INI or just user error.. in which case I wouldn't be surprised if it were just user error lol.
Inferno
October 30th, 2009, 04:35 PM
Back on my computer for the time being. Get on xfire prosef.
acecutter69
October 31st, 2009, 04:36 AM
sorry guys i havent been able to check up on you two, is it working or did I forget anything else? anyhow I been working my but off (42 hours in 3 days) to try to finish this web page for a company, still prob gonna do another 24 one these next two days ;)
let me know if you need anything from me, I will see what I can do when I find some time...
Inferno
October 31st, 2009, 11:00 AM
M00kz get your MLG ass on xfire. I got shit to show you.
acecutter69
November 8th, 2009, 01:13 AM
hey guys I got some good news. I been invited to speak at a convention down at UM (University of Miami) and was wondering if I could get some of the updated shadders to update the presentation ;)
the "Rock" went there lol so its not a small time university and a couple high end people are gonna be there. Some from nintendo and other major corporations, hope to hear back from you guys ;)
Inferno
November 8th, 2009, 02:29 AM
Add me on xfire (wankzta) or AIM (infernoxpyro). I'll hook you up bro.
t3h m00kz
November 8th, 2009, 03:45 AM
Same here, I'm m00kz on XFire. I believe I sent you a request
Inferno
November 8th, 2009, 11:33 AM
Indeed.
DemonOne
January 30th, 2010, 03:10 PM
Hate to bump, but are there any news regarding this?
http://www.qtl.co.il/img/copy.pnghttp://www.google.com/favicon.ico (http://www.google.com/search?q=is%20there%20anything%20new%20happening%2 0with%20this?)http://www.babylon.com/favicon.ico
Lateksi
January 30th, 2010, 04:56 PM
Inferno and Mookz told me that acecutter got really busy irl.
Inferno
January 30th, 2010, 06:22 PM
Update:
M00kz is a lazy fuck and needs to get to work on this. I already sent him the new BG BSP.
t3h m00kz
January 30th, 2010, 08:12 PM
sry got a full time job man been doing overtime like every day :[
neuro
January 31st, 2010, 03:59 PM
EXCUSES ARE IRRELEVANT
SIlverBullet
February 27th, 2012, 08:22 PM
Hey guys I hate to be the turd in the punchbowl, but can somebody put out a dl for this? And once again sorry for ressurecting but I cant find a download anywhere and wondering if anybody could help me out.
t3h m00kz
February 27th, 2012, 09:05 PM
I'll have to look if I even still have these files, this was two years ago.
SIlverBullet
February 27th, 2012, 09:39 PM
Thank you soo much mooks!! I know this is a hassle but I appreciate it very much! Just a question tho, is this a gametype or mutator?
SIlverBullet
February 28th, 2012, 07:16 PM
Have you been able to find it?
Cortexian
February 29th, 2012, 06:03 PM
Do not multi-post, edit your last post instead.
SIlverBullet
February 29th, 2012, 09:59 PM
My bad, Imma noobie. But can somebody help me out? Acecutter? M00ks?
Anyone here?
Nobody can help me out? Really?
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