Custom Animations Pt.01 (Raw Structures)
- DemonicSandwich
- Trollwich
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Re: Custom Animations Pt.01 (Raw Structures)
I would but I has no time. Have to continue cleaning/packing up my room for moving.
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
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- Twinreaper
- Posts: 299
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Re: Custom Animations Pt.01 (Raw Structures)
Even if we do get all the animation decompression down pat....then what? Will we be able to script our own cut-scenes or just basically inject our own reload, basic movement stuff? It's not that I am not greatfull for all the work you and Demonic are doing...I'm just trying to get a scope of how this can be used for future mods? Whats the true potential?
- Ogrish
- Posts: 1512
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Re: Custom Animations Pt.01 (Raw Structures)
custom moving machs, not just convayors, and doors. Masterchief gay kart wheel evade move to replace melea.
not to mention boarding/exiting custom vehi's or climbing a ladder.
I cant wait for duel custom sword wielding, like, indepentent, but simotanious dash and slash.
Or add a new melea combo animation and make use of the combo strike, slash system they never fiished.
not to mention boarding/exiting custom vehi's or climbing a ladder.
I cant wait for duel custom sword wielding, like, indepentent, but simotanious dash and slash.
Or add a new melea combo animation and make use of the combo strike, slash system they never fiished.
- DemonicSandwich
- Trollwich
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Re: Custom Animations Pt.01 (Raw Structures)
The cut scenes are simple.
Bungie planed out and Animated the entire cut scene in 3ds max, then exported those animations into a Halo 2 format.
A script then calls the animation and applies to an object.
And for the most part, animations was the only thing that stopped truly custom cut scenes.
Bungie planed out and Animated the entire cut scene in 3ds max, then exported those animations into a Halo 2 format.
A script then calls the animation and applies to an object.
And for the most part, animations was the only thing that stopped truly custom cut scenes.
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
- Grimdoomer
- Admin
- Posts: 1835
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Re: Custom Animations Pt.01 (Raw Structures)
I'm gunna make disco cheif, and a punch in the face animation. Now all we need is a perfect model exporter, importer and animation exporter for 3ds max.
Don't snort the magic, we need it for the network.
-
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Re: Custom Animations Pt.01 (Raw Structures)
Are there any animations that use Codec 0?
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- rentreg
- Posts: 327
- Joined: Sun Jul 26, 2009 3:11 am
Re: Custom Animations Pt.01 (Raw Structures)
im getting rotation values 46 digits long. im using this float point calculator http://babbage.cs.qc.edu/IEEE-754/32bit.html
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- Click16
- Posts: 1941
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Re: Custom Animations Pt.01 (Raw Structures)
Anyone care to help me figure out this compression 6 format, by the way demonic explained it, it looks like fun to edit.
- Click16
- Posts: 1941
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Re: Custom Animations Pt.01 (Raw Structures)
I know this thread is pretty old, but is there a way to get the images of the structures back? Particularly Codec 6, since it only had an image and not a textual explanation.
- JacksonCougar
- Huurcat
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- Click16
- Posts: 1941
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Re: Custom Animations Pt.01 (Raw Structures)
Thanks man! I really appreciate it.JacksonCougar wrote:fixed.