[mreq]haloar Ammo Counter Tweaking...
Vash_Fourty_Five_Lc
Join Date: 2003-06-01 Member: 16913Members
<div class="IPBDescription">No it's not a working ammo counter...</div> Yeaaaah... just a little something I'm requesting for the Halo MA-5B released recently from the Halo rip. Seeing as how that model didn't have the counter on the model extracted because of Halo's bump mapping goodliness, the counter area is sorta bland right now. Now I know I can put my own counter in there on the skin, but I kinda what something a bit more dynamic. Now the following concept was done for the old Pulse Rifles, so those who used em know how it works.
Basically, right now the LMG for NS is coded only with a fire, idle, reload, and draw animation that we could conceviably use as a basis of the counter. All I want, is as was mentioned back in the release thread of the MA-5B rip, is a counter that displays something different during each animation. What I had in mind was just a simple face that is held a little bit away from the rifle's counter. Then apply a skin for the counter, using additive transparency. Then just change the skin called for during the different animations.
Now the request part. I can't seem to do a simple little thing as get that darn face, box, whatever into the model. I've tried using Milkshape, but have ended up quite fustrated in just getting it moving in the right direction. So what I request, is simply if someone could add in a 2D plane square that is a little above the rifle's ammo counter, titled at the same angle. If you could, it would be cool if you could do a simple animation of linking the counter to the fire, idle, etc. animations, if not, I'm pretty sure I can manage that part. Pretty sure at least. I'm not asking to skin it or anything, I wanna do that part myself, basically I need someone to add in that small itsy bitsy little piece over the counter, wrapped in a compiled, or compilable format so I can just work on teh skin, tweak/make the animations etc. Hopefully a small request that someone can accomodate. I thank you all in advance, if anyone is throughly confused by all this, then I'll be happy to do diagrams. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Theres the topic the AR originated in.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=71290' target='_blank'>Teh MA-5B Rip</a>
Basically, right now the LMG for NS is coded only with a fire, idle, reload, and draw animation that we could conceviably use as a basis of the counter. All I want, is as was mentioned back in the release thread of the MA-5B rip, is a counter that displays something different during each animation. What I had in mind was just a simple face that is held a little bit away from the rifle's counter. Then apply a skin for the counter, using additive transparency. Then just change the skin called for during the different animations.
Now the request part. I can't seem to do a simple little thing as get that darn face, box, whatever into the model. I've tried using Milkshape, but have ended up quite fustrated in just getting it moving in the right direction. So what I request, is simply if someone could add in a 2D plane square that is a little above the rifle's ammo counter, titled at the same angle. If you could, it would be cool if you could do a simple animation of linking the counter to the fire, idle, etc. animations, if not, I'm pretty sure I can manage that part. Pretty sure at least. I'm not asking to skin it or anything, I wanna do that part myself, basically I need someone to add in that small itsy bitsy little piece over the counter, wrapped in a compiled, or compilable format so I can just work on teh skin, tweak/make the animations etc. Hopefully a small request that someone can accomodate. I thank you all in advance, if anyone is throughly confused by all this, then I'll be happy to do diagrams. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Theres the topic the AR originated in.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=71290' target='_blank'>Teh MA-5B Rip</a>
Comments
next thing, be aware that u need for every animation sequence a different bone. 4 sequences= 4 bones ( only if you want to make the display doing different things)
So is it really as hard as Sheeny says it is to redo? I was really hoping someone could help me get started...
and you have to animate them from scratch i think..you cannot use the original animations anymore,because of tha additional bones.. i dunno if this is hard for you..its just time consuming
yeah .. and how he should do 4 custom animations with 1 existing bone? i bet theres not even a bone you could use for 1 sequence. when you assign it somewhere to a bone on your gun and you animate a sequence with this bone so a independent part of the gun moves, the whole weapon will deform. if not congrats, you have 1 single bone you could animate. he wants 4 different status displays for every animation :draw, fire, reload, empty.
does anybody even think about the bone system before he post a comment here?
when you change the REFERENCE.SMD with adding a bone or more to it, ALL SEQUENCE.SMD´s have to be redone with the additional bone information. the new bones cant be controlled with sequence smd´s who dont contain the new bone info. i think you cant even compile it with a sequence.smd that dont have this additional bones.
to make the seq. file just take the ref file, and start to animate every single sequence out of it and save it as seq smd, this way you have the additional bones in the animation sequence....
pls TheUdderOne
read more carefully
just moving around with the weapon like every cheap scope to cs-pistol hax job is not enough