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Wilco

First imported model from pc halo

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I was trying out the divx codec and I made a little pelican video showing the animated engines. I also found a way to get rid of that stupid 'rec' text from my fraps.

Pelican doing a few turns and coming to a stop - 3.7 MB

mcpelfly.jpg

I like how it turned out. Notice the rear engines rotate down when it is in landing mode and how it transitions to flight mode flawlessly.

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Well, I'm impressed, BIS should hire you if they know whats good for them, if not Bungie, so they can make up for Halo2. Well seems ot push more for the MP aspect than the SP there it works pretty good.

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there we have it! biggrin_o.gif

good job on the wings, it looks pretty impressive! but ehh... i can't see a pilot! sad_o.gif , can you give us an update on the progres of the interrior?

thanks... and ehh... great work! biggrin_o.gif

EDIT: and give us pellflight1 too! mad_o.giftounge_o.gif

second EDIT: and ehh... remove the stars on the ring... doesn't looks cool wink_o.giftounge_o.gif

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omg! NICE! it didnt even remember me of OFP! biggrin_o.gif

EDIT: @GTW, what stars? rock.gif

the starts that you see hovering before the other end of the ring...

MC , i was wondering how you will make day / night transitions?

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the starts that you see hovering before the other end of the ring...

wait, i read wing... well... forget about me... tounge_o.gifwink_o.gif

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OMG!

Incrediable, absolutly incrediable MC!

I am really really looking forward to this MOD, take as long as you want, I could wait till HALO 3 for this. HALO mod people - I could hug you, but i wouldn't cause i dont know who you are. lol.

Edit; ignore what i said lol.

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fantastic work mc can't wait for the release, obviously people cant walk around in the pelecan but will you make a position where somewon is standing out the back?

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Can't wait!

Once this is released, I think I might just try to make Blood Gulch biggrin_o.gif

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Speaking of maps... here are a few screens of some Halo type structures that I made today. I've got lots of ideas for new stuff, but this is kind of what it will look like.

A barrier/ firing position -

mcmp01.jpg

just some generic geometry, would be good to hide behind

mcmp02.jpg

The ramp leading to the banshee launch tower

mcmp03.jpg

The banshee launch platform

mcmp04.jpg

the bigger pelican/dropship landing pad

mcmp05.jpg

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Hee Chief, that looks great. Damn, I didn't know you made an entire mod of halo. Can't wait to play with the marines. Just a question though, what are the (max) ranges of the assault rifles? Are you gonna stick to the original ofp setting (something like 250 meters I think) or will you change this (preferably to 400 meters tounge_o.gif )? I read that you can only use 1 pelican per mission? Is that still true? As gor the rest, looks good, take your time, I still haven't finished playing HALO1 (xbox, coop). And after I finish that I'm gonna start on HALO 2 (xbox, coop). biggrin_o.gif

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in Halo (by Microsoft) there where only two Pelican models, that might explain.

in OFP there is no reason to stick with 1 pelican... unless it used some weird form of scripting.. wich i cannot imagine.

great screens! i'm happy you're actually doing the cockpit interrior! this is... too much... sad_o.gifbiggrin_o.gif

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The one pelican thing is referring to the scripts on my pelican where only one pelican (usually the one the player is in) can use them at a time. This only affects the animated wings during flight. As for the assault rifle, I was going to make it fairly inaccurate like it was in Halo, so you have to get up close and fire a bunch of shots to kill something. The idea is to make a new ofp combat experience. Old ofp was go prone and fire at a distance, one shot your dead. I want to make much closer combat with lots of running (now that you can aim and shoot while running) and also there will be some really cool stuff like grunts, hunters and all the other characters available in mp games. Hehehe imagine 15 players as grunts vs. 2 players as Hunters...

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Ahh, I see, well that idea isn't that very new (try BAS OPFOR and those Vietnam addons, high spread stuff, it's great, very intense combat, bullets zipping everywhere). It's great when you have that but the downside is that the marines won't be very compatible with most other addons. (But that's ok, I can change some stuff on those addons). But inaccurate rifles does not mean that you can't get hit at long range (I once got hit in the head by a DPRK machinegunner who had a JAM high dispersion RPD)...

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only effect the animated wings... and there is NO way to make it suitable for let's say 5 pelicans? 5 X 12 = lots of marines + 5 warthogs on the beach... sounds good! wink_o.gif

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there is NO way to make it suitable for let's say 5 pelicans?

here is how it works:

1. 2 invisible objects are created and named.

2. a particle is dropped from each wing.

3. as soon as the particle 'dies', the script is run that positions each invisible object where the particle was when it died.

4. The original script then gets the position of the invisible objects and calculates their height above sea level. Without this the wings would also move when you flew over a hill or something.

5. The difference in height is then calculated and is used as the wings animationphase number like this:

_a = difference in height between objects

_pel animate ["wing1", _a]

Simple enough, but the thing that limits it to one pelican is step 3. There is no way to pass the name of the camcreated invisible objects to the script that is run when the particle dies. I could use nearestobject somehow to get it to work on more pelicans, but I'm afraid that it would start causing lag.

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I love you, in a non-homo way ofcourse  biggrin_o.gif

marry me!  biggrin_o.gif

Cash donations will be proof enough of your love...

Anyways I've been doing some more Halo structures and it is looking good. I am working on a lift platform that will hopefully use some new animation techniques i've been working on. However, I encountered a problem with the shadows on big buildings not showing up, so I assume this is an engine limit?

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