I Kind of wanted to avoid making a new thread, but the old one was too outdated and I wanted to organize everything.
Here is kind of a timeline of the things I've been doing for Halo over the past few years, with downloads.
[h2]2010[/h2]
2010 was the first time I really started porting for garrysmod from halo.
[t]http://img269.imageshack.us/img269/9778/babban.png[/t][t]http://img718.imageshack.us/img718/2231/53303121.png[/t]
I started porting some random vehicles that looked exactly like the garbage on garrysmod.org. Just $basetexture and $bump, but around that time I discovered you could make custom environment maps.
This is a big deal because halo ce (halo 1) heavily relies on complex cubic environment maps and detail mapping to make it's models look nice, as normal maps could not be applied to dynamic objects, only static environments.
[t]http://img15.imageshack.us/img15/1434/perfection.png[/t][t]http://a.imageshack.us/img695/2278/m12.png[/t]
I learned about in depth material files, detail maps, environment masks, and I started to really care about preparing a material file because the difference is pretty great when the object looks exactly like it does in halo.
These were done completely wrong, the environment maps were misaligned and created completely wrong, and the detail maps had no mask or falloff, I was also unaware of environment map tinting which is important.
[t]http://a.imageshack.us/img688/4508/ghostl.png[/t]
The models were also created with hastily created qc files and no markers or skeleton and the collisions were convex.
[t]http://a.imageshack.us/img535/738/rpc18v10001.jpg[/t]
The old ugly models on city8, When I spawned these on a map I kind of stopped working on them because I didn't know how to fix the environment maps or the over-brightness.
[b]These Models don't exist anymore[/b]
In September, I ported a 1:1 Scale Halo 3 Frigate to Garrysmod, It's too big for it's own good, but If I remember the collision wasn't horrible. I don't have a picture of this anymore.
[highlight]Download:[/highlight][url=http://www.mediafire.com/download/wpqdk6rfe40axg4/Halo3Frigate.ACE][img]http://dl.dropboxusercontent.com/u/43157158/icon-winrar.gif[/img][/url]
[h2]2011[/h2]
As far as I can remember from early 2011, All I did was help Civil find textures, and complain about other people's ports. I also posted a bunch of ODST textures back when they were hard to get.
In August I started trying to port the level Turf from Halo 2 as a brushed level. I got a good part of the map but stopped working on it because it was beginning to look bad and the modeling became too hard to make with brushes. The textures folder was also a mess and the materials were done improperly.
[t]http://cloud-2.steampowered.com/ugc/578919280578457839/AB545DECC377271D8C23AD6A79BC996BB33CDFA6/[/t][t]http://cloud.steampowered.com/ugc/578919280578472342/DBC1695E08E1CDA379AB25F5C85DB8C0F0CDEA16/[/t][t]http://cloud-2.steampowered.com/ugc/578919280578464224/4B1DFBEFB0008266F02CDDEA23F2C29C2CF1D7E1/[/t][t]http://cloud-2.steampowered.com/ugc/578919280578471575/BCCA5742742EE8301F6B39C19BEFA2A3D7941445/[/t][t]http://cloud-2.steampowered.com/ugc/578919280578465681/E628F041B202813AEFAD629080CEA9FEB69B2572/[/t][t]http://cloud-2.steampowered.com/ugc/578919280578473543/D60547607793F9DBC724A8FC7B605D31C2A5E628/[/t][t]http://cloud-2.steampowered.com/ugc/578919280578469575/7074E6F961E4AC951520E7F22826C4E8B4388BF6/[/t][t]http://cloud-2.steampowered.com/ugc/578919280578474301/A4CAA52A379817FF74C6FB8F82142B74A9321D76/[/t][t]http://cloud-2.steampowered.com/ugc/578919280578461835/69C7842950B7669DE97B9E3F196D59C45C030F6C/[/t][t]http://cloud-2.steampowered.com/ugc/578919280578468764/B0FA50D422EB1070D192D5B1C77ED3216DACD2D2/[/t][t]http://cloud.steampowered.com/ugc/578919280578466879/29FF2F0D62932DA190B9C2F79A46C2553CA6BA40/[/t][t]http://cloud-2.steampowered.com/ugc/578919280578470441/4162074B0A97A81BA19F56246DF1D2987D19BE1B/[/t]
[highlight]Download:[/highlight][url=http://www.garrysmod.org/downloads/?a=view&id=123362]here[/url]
In February, I tried to make a Flood Infection Form NPC from Halo 1. It was a failure and I shouldn't have tried. Nothing good came of this. I don't have any pictures.
[highlight]Download:[/highlight][url=http://www.mediafire.com/download/clalf8huwosrgm5/Halo1FloodNPCS.rar][img]http://dl.dropboxusercontent.com/u/43157158/icon-winrar.gif[/img][/url]
[media]www.youtube.com/watch?v=gcAItL6qyhE[/media]
By July I had started porting the Human Props from Halo 3 and Halo 2, I started using phong and getting some experience on compiling source models.
[t]http://img839.imageshack.us/img839/6132/halo3modelshowcase.png[/t][t]http://img29.imageshack.us/img29/8924/dmunderpass0001.png[/t][t]http://img143.imageshack.us/img143/7620/dedust20001d.jpg[/t][t]http://img84.imageshack.us/img84/1595/dedust20003n.jpg[/t]
[highlight]Download:[/highlight][url=http://www.mediafire.com/download/h3q6dh4yg4p5pvo/HaloHumanProps.ACE][img]http://dl.dropboxusercontent.com/u/43157158/icon-winrar.gif[/img][/url]
These props did not look bad, but I did not live up to my own expectations and these models were done improperly. So I stopped working on them.
I also made this
[url=https://dl.dropboxusercontent.com/u/43157158/keyeloggercomicks/done.jpg][t]https://dl.dropboxusercontent.com/u/43157158/b5itstoolate.PNG[/t][/url]
[h2]2012[/h2]
2012 was a year when I really started maping and getting the hang of how halo's material system works. I started porting models that were almost identical to halo (meaning the model, not the materials/textures) I was able to port the model with original regions (bodygroups), lods, collision, and animations. I also started an attempt to port the Pillar of Autumn from Halo Combat Evolved. Looking back it looked pretty good, it was just the lighting I couldn't fix. I might come back to this map and finish it.
[t]http://cloud-2.steampowered.com/ugc/505767596143648134/4A77DE7E8F04C6774A1173F324167F475A95915E/[/t][t]http://cloud-2.steampowered.com/ugc/505767596143639830/DA922B807DE9EC2D017DBE5F55286F99F6DF57D7/[/t][t]http://cloud-2.steampowered.com/ugc/578951422434414843/AD7A4800D45FFDA290DD80DBC1E9BA62707D959C/[/t][t]http://cloud-2.steampowered.com/ugc/505767596143644444/881BBFF6472FF40B161341F03655D142F9EDC46A/[/t][t]http://cloud-2.steampowered.com/ugc/505767596143642531/1D91F4F8497EC02255262A8A0B316004BDF9B762/[/t][t]http://cloud-2.steampowered.com/ugc/578951422434417482/6462BA80F5720DA337ABD86A3E0D002DA00BA30D/[/t][t]http://cloud-2.steampowered.com/ugc/578951422434416136/E4A2A6EBC9C0AAAD7E36FF477EF2749881F0817D/[/t]
I also tried to make 2D skyboxes in 3ds max with halo's skydome model. If I had the understanding of how Halo's shaders it wouldn't look as bad as it does in these screenshots.
[t]http://cloud-2.steampowered.com/ugc/578951511570699962/D684784AD70484EAC3F10F411BE07FD7514631BB/[/t][t]http://cloud.steampowered.com/ugc/578951511570700984/7E4AA4B41A734E323A7BBE1C9A46D87DE9F11123/[/t][t]http://cloud-2.steampowered.com/ugc/578951511570701920/4A608FBDDE9E6DFBB844BA022169D0AD8B70DD25/[/t]
By Late July I had started working on the halo 2 map Outskirts. It seemed like a good candidate for garrysmod. I am still working on this map today and I plan to release it.
[t]http://cloud-2.steampowered.com/ugc/955011405646681815/45BBF1C6F02BF62B5794BD6829D1E4D4E3601345/[/t][t]http://cloud-2.steampowered.com/ugc/955011405646682589/760518483CA5BE5346432CBC5211AEFF347432D7/[/t][t]http://cloud-2.steampowered.com/ugc/955011405646683483/5F155E1DC2538CDE40451C391E482082B00E012C/[/t][t]http://cloud-2.steampowered.com/ugc/955011405646684348/C0F608E134D12ABAF0E902B6CFF1265A537B6491/[/t][t]http://cloud-2.steampowered.com/ugc/955011405646686153/91A938CEAAE3FC531331A48247C158AD61E9B328/[/t][t]http://cloud.steampowered.com/ugc/955011405661223394/216E4402440454D750E25BD2ADD7DC5FF0373F35/[/t][t]http://cloud-2.steampowered.com/ugc/955011405661222864/B075ABD58169F383FA2610F93701C4238429A2E0/[/t][t]http://cloud-2.steampowered.com/ugc/955012050872834087/F7C8116CA5B21EEB139091E2DED0551405647427/[/t][t]http://cloud-2.steampowered.com/ugc/955012050872834488/E421CA79FD19281DA32B79000B80C4BF7F01C8F9/[/t][t]http://cloud-2.steampowered.com/ugc/955012050872853582/8E2BA8D154B8903704557E0DAD2F543895FC10F2/[/t][t]http://cloud-2.steampowered.com/ugc/955012050880707248/8532F25D667220A9AE64D08F21E350030C16F8BA/[/t][t]http://cloud-2.steampowered.com/ugc/955012050880710584/BF8AA2E465BE7267B5050AEB1CAAC7F81C76B82A/[/t][t]http://cloud-2.steampowered.com/ugc/955012050901423190/D198F605716921445F8D3C2EF16A811E5BB833C6/[/t][t]http://cloud-2.steampowered.com/ugc/955012050901423716/B39EC7ACE068A83B9033A4EAA9064BA51A3B77CF/[/t][t]http://cloud-2.steampowered.com/ugc/955012050901424173/AEB7554CFF10FEEF318303EC952F5A85982508FA/[/t][t]http://cloud-2.steampowered.com/ugc/955012050956031438/560023D840601F875785BF59F7875BBDC60F3939/[/t][t]http://cloud-2.steampowered.com/ugc/955012050956025526/809FAE0E69A8B51FA285EF45E56BC19431EB3CA5/[/t][t]http://cloud-2.steampowered.com/ugc/955012050956028239/A211ECD2A845D1B64AD38B902922DCD0D28586E4/[/t][t]http://cloud-2.steampowered.com/ugc/955012050956029697/2B4A1D976D8C6449E1536393F9C6549E6442255E/[/t][t]http://cloud-2.steampowered.com/ugc/955012050956032583/38C1F0BF603BBB728AA678F3A62F5FDFE59E1659/[/t][t]http://cloud-2.steampowered.com/ugc/955012050956034316/7A001DD265B3AB810C51E7D9BE179B4BF5369DC2/[/t][t]http://cloud.steampowered.com/ugc/955013950608068138/086BEBF5CD9E073E99E4030E3025801F24074D97/[/t][t]http://cloud-2.steampowered.com/ugc/955013950608069998/37CB177C93311722408308225F56FB014A6D770A/[/t][t]http://cloud-2.steampowered.com/ugc/955013950608070991/D6B1F76CF61A483B3EB3FD59D707076AC75145AB/[/t][t]http://cloud-2.steampowered.com/ugc/955013950608072770/9DD3933334915521129B944B6280CD712D22E56B/[/t][t]http://cloud-2.steampowered.com/ugc/955013950608074978/C897133DDF5B56159DD7BFF0D51E3E129E2299DF/[/t][t]http://cloud-2.steampowered.com/ugc/955013950608079300/4B6C1B2A12136A82603B7A8FF21AB0AD37722687/[/t][t]
I started adding elements like another rendered 2D skybox, this time it came out correctly, minus certain card lod objects that I plan to put in the 3d skybox. I also added a cubemap override that uses a custom environment map from halo 2.
[t]http://cloud-2.steampowered.com/ugc/921256043065597659/DA24BBEDE9F31F78EEBE8A7D0432309FDBF37144/[/t][t]http://cloud-2.steampowered.com/ugc/921256043065598708/DFE63D9FE8F57A04D0EA6E705E762C2FB20F393B/[/t][t]http://cloud-2.steampowered.com/ugc/921256043065599866/12B68C3986C11E15BB0D68AA90744BFA79678B17/[/t][t]http://cloud-2.steampowered.com/ugc/921256043066904103/BEA608DFDA4376F31CA01E688BF0A042BF54A3CB/[/t][t]http://cloud-2.steampowered.com/ugc/921256043066904569/46C3E5A21D57CFDF88C8ED445AEB6CF4C4605A89/[/t][t]http://cloud-2.steampowered.com/ugc/921256043066904883/78F90F808FB6D3B948358CD8AA907FDDD101306A/[/t][t]http://cloud-2.steampowered.com/ugc/921256043066907227/E073CCFEE10140BF3FE3D45300C5449110ACDE83/[/t][t]http://cloud.steampowered.com/ugc/921256043066905811/809BA4D37024B62714317261638E056CE86E6D34/[/t][t]http://cloud-2.steampowered.com/ugc/921256043066906775/1E7CEF1E3F768D966E46E72C3C71055E8BD8FA96/[/t][t]http://cloud-2.steampowered.com/ugc/921256043066907661/EA4CF9A7D71EC716FDD6A0A1C7F39D192EFF53B2/[/t][t]http://cloud-2.steampowered.com/ugc/921256043066908508/03FC8282AC50B1F62287C1D8E0A9DFAB6B076939/[/t][t]http://cloud-2.steampowered.com/ugc/921256043066909334/102074AB455CE29A33833284A6D2F258DCBBBA03/[/t][t]http://cloud-2.steampowered.com/ugc/921256043066910329/711F82719D9E46306A5E33B39BD03BF66E421803/[/t]
While I was doing this I tried to make Halo CE ragdolls of the characters with their original skeleton instead of the valve skeleton rerigs on garrysmod.org
[t]https://dl.dropboxusercontent.com/u/43157158/dm_overwatch0000.jpg[/t][t]https://dl.dropboxusercontent.com/u/43157158/dm_overwatch0001.jpg[/t][t]https://dl.dropboxusercontent.com/u/43157158/theugly.PNG[/t]
[highlight]Download:[/highlight][url=http://www.mediafire.com/download/132da055ww86ec2/Halo1Ragdolls.ACE][img]http://dl.dropboxusercontent.com/u/43157158/icon-winrar.gif[/img][/url]
These models were a colossal failure. The rigs would collide with each other while being so stiff they couldn't move. This didn't go anywhere but I learned a lot about compiling models with custom skeletons. This is also where I learned that I couldn't use custom cubemaps on maps that have HDR. I sort of gave up on garrysmod altogether and stopped working on these.
Some time after, I just started porting random zombie models from random games including Halo. I had only ported two from Halo 3 with the original skeleton, this time they were functional (to an extent) I made them with custom collision.
[t]https://dl.dropboxusercontent.com/u/43157158/New%20folder/howaboutthat.png[/t][t]https://dl.dropboxusercontent.com/u/43157158/New%20folder/thistoo.png[/t][t]https://dl.dropboxusercontent.com/u/43157158/WIPZ/WIP14.png[/t][t]https://dl.dropboxusercontent.com/u/43157158/WIPZ/WIP15.png[/t][t]https://dl.dropboxusercontent.com/u/43157158/WIPZ/WIP16.png[/t]
[highlight]Download:[/highlight][url=http://www.mediafire.com/download/rbb1z0fpag0c16f/Halo3Zombies.ACE][img]http://dl.dropboxusercontent.com/u/43157158/icon-winrar.gif[/img][/url]
I also collaborated with kingnick to make the pophet in Garrysmod
[url=http://cloud-2.steampowered.com/ugc/885235054733963811/D03C2E872E088CCEEAD10CBEDEA33DA464EEFDFF/][t]http://wastedopportunities.files.wordpress.com/2011/12/crafty-truth.jpg[/t][/url]
[highlight]Download:[/highlight][url=http://www.mediafire.com/download/9l14bn9xl4982bv/pophet.zip][img]http://dl.dropboxusercontent.com/u/43157158/icon-winrar.gif[/img][/url]
At the end of the year, I released a bunch of covenant props. I don't have any screenshots of these anymore, but they had the HDR problem.
[highlight]Download:[/highlight][url=http://www.mediafire.com/?i1k9ahi1r9tbhq7][img]http://dl.dropboxusercontent.com/u/43157158/icon-winrar.gif[/img][/url]
[h2]Now[/h2]
Now I'm working on getting as many things from Halo CE into garrysmod as I can. I've fixed the HDR cubemap problem and learned how to properly get custom skeletons ingame successfully. I have ported all the marine ragdolls with animations and was able to make a very very basic npc out of them. I'm trying to make scripted npcs but I have almost no way to do it with my limited experience with Garrysmod lua. I'm also working on scripted weapons, but I'm having trouble whith them too. The best I've done so far with lua is the tubewire hose entity which flails around and emits smoke.
[t]http://cloud-2.steampowered.com/ugc/921266377362686733/276C563A22C3E6E096EAC175CD935EC7D8D792AF/[/t][t]http://cloud-2.steampowered.com/ugc/921266377362689892/54F7498521B4856C239C96DE32F030FF7397F3C7/[/t][t]http://cloud-2.steampowered.com/ugc/921266377362693895/639F118CD8C9F45ABFA610C9C505D68D85723A3A/[/t][t]http://cloud-2.steampowered.com/ugc/921266377362691475/6BE5C69E5E74A3F80509BE8DAEB6F5A6356106FA/[/t][t]http://cloud-2.steampowered.com/ugc/885235054734023397/8EF9FA27AF7882FBED2FF22C976595A18CEC7055/[/t][t]http://cloud-2.steampowered.com/ugc/885235054734758402/1D9F1AAB89FCC5863E7C8EDD43F5575A661B5923/[/t][t]http://cloud-2.steampowered.com/ugc/885235054737656754/13270F70B50397721C4B7F3C0F38749B1286BAAF/[/t][t]http://cloud-2.steampowered.com/ugc/885235054737657961/2F5B6982F5859E88380238D263D233E0AF8EA39A/[/t][t]http://cloud.steampowered.com/ugc/920139144673581486/6ABD289248ABF5BA6166D1D640F07BDD7B6521AF/[/t][t]http://cloud-2.steampowered.com/ugc/919012515933055343/DEF5DA69A2E4877068C5AC00BB54878AD24A9D2D/[/t][t]http://cloud.steampowered.com/ugc/920139144674363098/E71649633489D02E6EEFE2E5177A11F4187EC301/[/t][t]http://cloud-2.steampowered.com/ugc/920139682628819345/1940B07EA848F1F9CCF39B95B4A42979BC66D623/[/t]
[t]http://cloud-2.steampowered.com/ugc/921266377348919349/966DAE125AFBFAB802856D958C3E8D720B2F3ED4/[/t][t]http://cloud-2.steampowered.com/ugc/921266377348918184/A58E79F5500B00600C13AD307E939BD7CE0CA1A1/[/t][t]http://cloud-2.steampowered.com/ugc/921266377348917651/F93DFFBE4652DF1DBFEE732101C822AE4DE77743/[/t]
I made this thread because I wanted to have my own space to update on what I'm working on. A lot of the models I've already ported I can't show yet because it's not textured/functional. The materials shown are experimental and not complete. But another main reason I made this thread, and why I made it so big is because I get asked for my old models a lot. People add me on steam just to ask for them or to question why I stopped working on them, or to complain to me that I stopped working on them. This happens a lot, more than you'd think, so I made this to try and stop people from bothering me.
[b]Do you want some help?[/b]
Absolutely.
[b]Are you taking requests?[/b]
Yes, especially if it's from Halo CE. If it's not I'll try to fit in some time to port what you want. If it's from Halo 4, forget it.
[b]Why so much from halo 1 and not Halo Reach or Halo 4?[/b]
Halo Combat Evolved was a great game, I personally prefer it to the other halos. The current ce ports are beyond sub par. But I plan to port for later games some time in the future.
[b]Someone already made halo 1 models.[/b]
They didn't make them to my high standards, plus they look like shit.
[b]Can I help you test these?[/b]
Sure why not.
This is quite a list of ports! Is the Covenant cruiser in Halo CE a model? It would be nice to see that ported.
[QUOTE=overwatch pvt;41175866]This is quite a list of ports! Is the Covenant cruiser in Halo CE a model? It would be nice to see that ported.[/QUOTE]
The 1:1 scale is huge, bigger than a frigate and that took up most of the old flatgrass, what scale do you want it at?
Also made these today:
[t]http://cloud-2.steampowered.com/ugc/921266666830962016/5BF47D96A41315057A0B4F3C2FCEE9901D1DF9B8/[/t][t]http://cloud-2.steampowered.com/ugc/921266666830960265/F588453A805F6351B6DC54EEEBC8FFFF5F780F9F/[/t][t]http://cloud-2.steampowered.com/ugc/921266666830960930/8096CDCDE2E77F11F204729B648A304E33421EE5/[/t]
The normal mapping on the shader_environment material textures looks kind of weird, I might remove them. Other than that all I need to fix in the screenshots is the selfillum mask on the computerbanks, the proxies on the giant monitor, and the hdr specular levels. The oxygen tanks use $color2 so color tool will change them to whatever.
[QUOTE=Banshee FrieNd;41176358]The 1:1 scale is huge, bigger than a frigate and that took up most of the old flatgrass, what scale do you want it at?
[/QUOTE]
A couple versions would be useful, one about the same size as the pillar of autumn model and one about the half the size of a ragdoll for use in the skybox.
Hey Banshee I referred my mapper friend here for info on halo 2 models/shaders but I suppose he forgot.
He ripped Headlong from Halo 2 and is currently working on Zanzibar, but he was having some problems ripping the teleporter exits from halo 2. Do you think you could give it a try?
Sorry I haven't replied to either of you, I've been working 13 hour work days for the past 3 days. I'll see what I can do.
Proof I'm working on them:
[t]https://dl.dropboxusercontent.com/u/43157158/output_qJkvh2.gif[/t]
[t]http://cloud-2.steampowered.com/ugc/921266941065197547/EE3792C3DC3EF008D907A39BF862CFD0C6BF81B7/[/t]
left to right: 1:160 scale, 1:16 scale (skybox scale), 1:4 scale, and 1:1 scale (represented by 1:16 scale in skybox)
Still need to fix reflection and selfillum. I did more than that today but I don't have any screenshots. I'll have the gravity lift bodygrouped or skinned as well.
Thats looking great Banshee, and dont worry about not repling, work is much more important.
[t]http://cloud.steampowered.com/ugc/921266941079789716/37650FE3950F13A535CA061B3925999E24802378/[/t][t]mhttp://images1.wikia.nocookie.net/__cb20070806095427/halo/it/images/6/68/Truth_and_Reconciliation.jpg[/t][t]http://cloud-2.steampowered.com/ugc/921266941079790616/A8FB9B4C303934981D9771E4E5E335E6206CE4C1/[/t]
I'll release the ship tomorrow.
This is a lot smoother ingame, and the speed is different, but proof of concept:
[t]https://dl.dropboxusercontent.com/u/43157158/mix.gif[/t]
Holy shit, someone's [I]actually[/I] going back to the Halo CE ports? Fuck yes. My life is complete.
Those maps look awesome.
Uploaded to [url=http://steamcommunity.com/sharedfiles/filedetails/?id=156773345]Workshop[/url].
When you have the time, could you possibly port both the pre-crash and crash-site variants of the Pillar of Autumn?
I know there's already one model out there, but the overscaled bridge and miniature 'landing bay' interior just bugs me.
Yes I will when I manage to fix Source SDK. Hl2 Episode 2, the engine version I use to port models and make maps, just updated to Steampipe and broke everything. The current models and maps are safe but I'm unable to make any more right now.
I'm in the process of reinstalling everything, hopefully this will fix my problem with the sdk because it seems like I'm the only one with this problem.
Let's all hope for Banshee FrieNd if he can get SDK working, then we will be happy waiting and downloading the Halo Models, (if it works)! :-D
Keep it up still! And hope for your SDK works. Good luck. :)
Hey Banshee, I've got a question. There's a image you posted in your screenshots with what appears to be a Marine on his knees, with his chest blown open and bloodied. Is that model ever used in Halo?
[URL="http://cloud.steampowered.com/ugc/921266377362692031/9D0147A32A73373F4F5EB4AAD47005DA29D0E832/"]http://cloud.steampowered.com/ugc/921266377362692031/9D0147A32A73373F4F5EB4AAD47005DA29D0E832/[/URL]
Yeah, it was in Halo's game files, but was never used.
I think that Model was used, I remember a marine that was injured, some where in the game though I can't remember, anyway Banshee good work. Awesome Stuff you have here!
[QUOTE=Scarymerc;41665810]I think that Model was used, I remember a marine that was injured, some where in the game though I can't remember, anyway Banshee good work. Awesome Stuff you have here![/QUOTE]
There were a lot of injured marines, but they all used the normal marine body. This one was to be used on the level "343 Guilty Spark" alongside the gutted elite model that [i]was[/i] in the game, but was not used.
To be honest, I've been trying to get my hands on the hanger itself. So if nessesary, I'd love to have it just to try and rebuild it as a higher detail model. Of course, if someone could get Anniversary rips, (Yes I know its nigh impossible.) that'd make my day.
Not really anywhere near impossible.
[t]http://dl.dropboxusercontent.com/u/43157158/workingagain.PNG[/t][t]https://dl.dropboxusercontent.com/u/43157158/weapon2.PNG[/t]
[t]https://dl.dropboxusercontent.com/u/43157158/wp3.PNG[/t]
I've finally gotten Hlmv and Hammer working again and I'm going to release some preview packs with weapons.
Well done Banshee! ;-) Keep it up!
That plasma rifle's display gauge shouldn't be using the gradient source as transparency. That gradient is used to blend between minimum age/heat to maximum age/heat (green-red). The mask is tinted blue, get rid of the gradient (unless you plan on making the weapon fire), just use the mask for both background and transparency.
Great work with the cubemaps though.
[img_thumb]https://dl.dropboxusercontent.com/u/43157158/wp3.PNG[/img_thumb]
That Shotgun Render is [I]Art[/I].
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