View Full Version : custom halo 3 scarab...
kid908
April 7th, 2008, 08:59 PM
well this is my first attempt at the scarab from halo 3. so whatcha think of it =P x/10 C&C
polies:4467
faces:8686
vertices:4394
http://static1.filefront.com/images/personal/k/kid908/132784/piloydbcze.jpg
these i added the bsp for the great journey in teh background with lighting
http://static1.filefront.com/images/personal/k/kid908/132784/yzbwawnilj.jpg
http://static1.filefront.com/images/personal/k/kid908/132784/nemtpmhfjq.jpg
thehoodedsmack
April 7th, 2008, 09:02 PM
"Mouth" seems terribly small, and the legs need more detail given to proper proportion. Since those are some of the most vital parts to what makes a Scarab look menacing, I'll give it a 6.5/10 until further improvements can be made. Really focus on those legs. Try to make them as perfect as you can. Keep refining it, and I'm sure it'll look great.
Sel
April 7th, 2008, 09:03 PM
Yes gmax and its innability to render!
MNC
April 8th, 2008, 10:52 AM
I love it. Halo 2's never fitted in the Covenant color scheme, and Halo 3 fixed that. Anyway, I don't have any visual reference for the legs, but the mouth part is definitely going to need fixing and the legs need to be way bigger.
TeeKup
April 8th, 2008, 12:04 PM
Impressive start.
However the feet shields need to be more curved elongated downwards, they look too stubby at the moment.
The gun isn't quite right, here is a good reference for the gun barrel.
http://gizmopolis.net/wp-content/uploads/2007/10/scarab3.jpg
As for the mouth, it has 2 side flap's for jaws and a central diamond on the very bottom that concentrates the plasma and 2 on each side of the face.
http://www.supercheats.com/xbox360/guides/halo3/images/scarab.jpg
Although thats not a really good reference, if someone can take a pic of the scarab, upload it to their fileshare, then rehost it on imageshack that would really be awesome.
The face also has 2 very thin, fang like jaws on the underside of the head. Also make your head bigger and a little bit longer, right now the head-to-body proportion isn't so great.
Keep working because you do have a good start, you just need to work out those minor inaccuracies.
Heathen
April 8th, 2008, 06:41 PM
I think its good for a first start. Just fix the little details....also, what would you do ingame for the turret thingies that are AI manned?
kid908
April 8th, 2008, 10:23 PM
don't give the action clix as ref. i found several inacuratecy to the real halo 3 scarab. also i'll take the recommendations of you guys and fix it as soon as possible. also here's a render of it: special thx to Cryticfarm for the render.
thx to Cryticfarm for rendering:
http://img404.imageshack.us/img404/8677/yourmomscarajf3.jpg
Bad Waffle
April 8th, 2008, 11:31 PM
wow, that looks good. Can i see some wireframes, from the top etc?
why have i not seen more of your work?
Invader Veex
April 8th, 2008, 11:43 PM
Because I don't think you go to HaloTrialMods.
kid908
April 8th, 2008, 11:55 PM
lol im a ce to trial modder =P all stuff i convert are by me. just giving trial a bit of fun.
and ye here's wireframe from top.
http://static1.filefront.com/images/personal/k/kid908/132784/wvlptoalys.jpg
right:
http://static1.filefront.com/images/personal/k/kid908/132784/bsavaqsrmo.jpg
front:
http://static1.filefront.com/images/personal/k/kid908/132784/udhqvuurjf.jpg
prespective:
http://static1.filefront.com/images/personal/k/kid908/132784/pypvjnhgoh.jpg
paladin
April 9th, 2008, 01:11 AM
Very... nice! well done.
NuggetWarmer
April 9th, 2008, 01:24 AM
Like I said on the Sigma Leet forums, I think it's a little fat, but great work! :p
jngrow
April 9th, 2008, 01:55 AM
Pretty damn good. Looks like you've working bones in there too.
MNC
April 9th, 2008, 03:43 AM
Yeah, the wireframe shows the legs are too small/body too big. Any idea what you will be doing with this in the future? Or is it just for kicks?
kid908
April 9th, 2008, 08:58 AM
well when i get my halo ce installed again. i'll prob try to make it an ai in sp maps/ vehicle in large mp maps. but in mp you still need to atk the joints to lower the scarab, but instead of having a core, you kill the driver(basicly it incourage teamwork)
OmegaDragon
April 9th, 2008, 09:55 AM
Looks kinda flat, but good work.
Roth
April 9th, 2008, 12:24 PM
I never liked the h2 scarabs in hce :U
Hunter
April 9th, 2008, 05:04 PM
That looks very nice. Get a bit more detail in there though.
And make sure you smooth it good.
textures are going to be hard, try and not make the textures low quality like the H2 Scarab in Halo:CE, make them nice and big.
Ki11a_FTW
April 9th, 2008, 05:42 PM
I never liked the h2 scarabs in hce :U because no one ever made them right
Ralex123
April 9th, 2008, 05:56 PM
nice, but keep refining it.
kid908
April 12th, 2008, 09:46 AM
hey i have a bit of problem...since i have gmax, some of it's export doesn't work properly. i was wondering if there is a tutorial on how to disassemble the scarab into pieces and reassemble it ingame like the warthog is(wheels, turret and hull in 3 diff file)
=sw=warlord
April 12th, 2008, 09:59 AM
hey i have a bit of problem...since i have gmax, some of it's export doesn't work properly. i was wondering if there is a tutorial on how to disassemble the scarab into pieces and reassemble it ingame like the warthog is(wheels, turret and hull in 3 diff file)
Attatchments to nodes?
may be possible i dont know.
Matooba
April 13th, 2008, 06:26 PM
Export pieces to .obj
http://hce.halomaps.org/images/files/lg/Gmax_obj1.jpg
Use this: http://hce.halomaps.org/index.cfm?fid=2477
kid908
April 13th, 2008, 06:38 PM
uh ya sure...how do i get it to compile to gbx now?
Hunter
April 14th, 2008, 04:41 AM
Couldnt you download the trial of 3ds max to compile the vehicle into .jms?
But you would have a problem of converting the gmax file to 3ds max. .obj don't inport very well in max. Well they never do for moe. Correct me if im wrong.
kid908
April 14th, 2008, 10:32 PM
Couldnt you download the trial of 3ds max to compile the vehicle into .jms?
But you would have a problem of converting the gmax file to 3ds max. .obj don't inport very well in max. Well they never do for moe. Correct me if im wrong.
i don't have admin power on my comp. some software needs it, others dont. also i got it ingame with collision. now i just need to make the custom animation and physics.
here's a vid =P
ok this is my custom halo 3 scarab. i'm testing the collision model and see any errors in the model. if you see an error than post below. this is still a test. the mp ver will not have a core but will act like a moving fortress like the elephant in halo 3. this is the first custom halo 3 scarab model as far as i know so =P also no smoothing groups yet =P
Ntzb61YZyUE
Ki11a_FTW
April 14th, 2008, 11:46 PM
pretty cool, now animate it, and most importantly, make sure the physics are PERFECT
Kalub
April 14th, 2008, 11:58 PM
hey i have a bit of problem...since i have gmax, some of it's export doesn't work properly. i was wondering if there is a tutorial on how to disassemble the scarab into pieces and reassemble it ingame like the warthog is(wheels, turret and hull in 3 diff file)
Those are merely regions of one model. I'll explain the warthog to you.
The warthog was broken up into 3 regions due to the fact that they wanted permutations on 2 of the separate regions. They broke the model up into the hull, tires, and barrels in order to assign the _blur permutation to the tires and turret. And those permutations allow the model to "transform" or change in-game when something triggers it, whether it be reaching a certain speed for the tires, or spinning for a certain time on the barrels for the gun.
Its one model, it just has regions of its geometry defined in a way so it can have permutations applied to specific parts. So to answer your question in short; no. There is not a way to break the models up and then reassemble them in game like you want to do.
Sorry.
TeeKup
April 15th, 2008, 06:14 PM
You'll quickly find that modeling it and texturing it was the easy part.
Animating the scarab properly will be extremely difficult. In Halo 3 the scarab was an AI so it acted like one, I.E. it moved its limbs as if it were an actual insect. If you intend to make it a vehicle, there is no way you will be able to replicate the movements exactly.
MNC
April 15th, 2008, 06:17 PM
Your best bet is to make it a scripted entity in a single player map. That way you can go all loose with your ideas of animations instead of just bipedal/vehicular stuff.
Con
April 16th, 2008, 11:19 AM
people won't be able to stay on it while its moving btw.
SgtBotley
April 16th, 2008, 01:30 PM
Ladder PLANES to the rescue!!!!
Heathen
April 16th, 2008, 05:00 PM
I was thinking that....
Con
April 16th, 2008, 07:04 PM
If that works, awesome, cus the only way I know to have people stay on a moving object is for it to be an animated device_machine.
wydra91
April 17th, 2008, 02:26 AM
Yeah, I think a ladder plane might actually work. The best part is when MC dies, his properties with ladderplanes become non-existent, so you get killed, and you slide right off! Haha, I can see it now, a scarab secreting dead bodies after I board!
kid908
April 17th, 2008, 09:47 PM
lol i want to see that too!!! also i have a problem...
ok... how the fuck do i get this error if i used the same model for the gbx model and all the animation!!!!?!?!?!?!? is there a way to fix it?
http://a745.ac-images.myspacecdn.com/images01/93/l_ed3724901eb693c9d73583098ebf6300.jpg
Kalub
April 18th, 2008, 01:48 AM
Once you made the idle position.jms model did you do anything to it before you started animating.
Linking Stuff
Deleteing
Renaming
Ect?
And so far what have you done; have you made your own custom animations or are you trying to apply a current vehicles to it.
kid908
April 18th, 2008, 09:06 AM
Once you made the idle position.jms model did you do anything to it before you started animating.
Linking Stuff
Deleteing
Renaming
Ect?
And so far what have you done; have you made your own custom animations or are you trying to apply a current vehicles to it.
not really.. cuz i even checked if i used a diff model by exporting the animation model as the idle.jms model...i'll import the gbx model and animate that. maybe that'll fix it.
CtrlAltDestroy
April 18th, 2008, 09:08 AM
Did you use a different exporter for model & animation? (ie: blitz for animations, bluestreak for model)?
If you did, you will have to go through all of your exported data files and change the node list checksums so they match each other.
kid908
April 20th, 2008, 01:22 PM
Did you use a different exporter for model & animation? (ie: blitz for animations, bluestreak for model)?
If you did, you will have to go through all of your exported data files and change the node list checksums so they match each other.
yes i did since gmax don't have 1 export for everything. ok i'll do that =P thx Leet.:lol: if it works + rep for you
edit: is there a working physics exporter and importer for gmax? if there is can you link me to them so i can finish this up?
Kalub
April 20th, 2008, 08:43 PM
Yea, you can force animation graphs to match with leets method.
kid908
April 20th, 2008, 10:00 PM
Yea, you can force animation graphs to match with leets method.
ye i got it to work. also i really need a physic importer/exporter. can bluestreak do the export. i need the export more than the import.
Kalub
April 20th, 2008, 11:24 PM
I believe rec0 over that the GBX forums (Do a google search) created a physics importer/exporter. Ive never really mucked around with physics though. I always driveled in animations, so good luck :)
teh lag
April 21st, 2008, 03:11 PM
ye i got it to work. also i really need a physic importer/exporter. can bluestreak do the export. i need the export more than the import.
Physics can be exported as a normal JMS file (actually, they're compiled from the same JMS as collision), but you need the importer to really grasp how they're set up. Also, you must compile your physics tag over a copy of an existing one, or one of the tools (I forgot exactly which) flips out when you try to use it. Physics aren't an easy thing to master, so be prepared for a lot of work getting them right; especially on something as unorthodox as a Scarab.
kid908
April 23rd, 2008, 09:12 PM
...>.< i'm so pissed off at the animation!!!! it's like totally impossible for gmax to get the nodes correct. i got it working than i forgot some nodes and went in and add them. reanimated all the ones i needed and keep getting the fucking error!!!!!! god damn it. i reanimated the same shit 3-4 times already. can i get a list of nodes(like driver, gunner) and stuff so i know which one im missing and add it in before animating it again...i don't need frames but nodes for vehicle driving ability and stuff.
SilentChaos
April 23rd, 2008, 10:03 PM
so im wondering, well this be used as an AI (biped) or as a vehicle for the AI to use?
Kalub
April 24th, 2008, 02:56 AM
I always found it easier to work through a checklist before starting on animations:
-Check your Parent/Links to make sure the hierarchy is correct
-Make sure you have all the markers/nodes you need
-Save, and then play around with the model in Max, making sure that its still working right(Pivot points, mislinking, ect)
-Open up the one you saved and fix any errors
- Then start the animations
In order to fix your predicament, I would delete my model_animations file and start anew, because each time you compile all tool does is update that file instead of recreating it.
kid908
April 27th, 2008, 11:30 AM
k got the animation fixed. it was just one of my animation somehow got 2 more nodes. and it was only that one 0.o
help? also some ppl been asking me to "color" the scarab...so i did. it's not the finish skin by the way
http://i113.photobucket.com/albums/n211/kid908/problem.jpg
Rentafence
April 27th, 2008, 11:44 AM
Did you remember to put the scarab in the globals? That's probably why it wont show up ingame.
kid908
April 27th, 2008, 02:11 PM
i did add it to globals
SilentChaos
April 30th, 2008, 07:41 PM
did you check the game type availability boxes in Sapien.
kid908
May 1st, 2008, 09:36 PM
dude im not that nooby...i've been making maps for over a year...just stop for a while but i have good memory
i'll recruit a team to work on it if i can't figure it out by summer.
SgtBotley
May 6th, 2008, 04:51 AM
did you set te spawn defaults and permissions in sapien?
- slayer default, ctf default, oddball default, slayers allowed, ctf allowed, oddball allowed.
change thses in the properties box once you have the scarab selected in Sapien
they're issues i had with vehicles not showing ingame.
Lightning
May 7th, 2008, 11:26 AM
Replace an existing vehicle in globals?
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