So I've seen a lot of really good halo 4 ragdolls that have been released, but I haven't seen a cortana ragdoll released yet? Does anyone have one? If so, could they please release it so I could download it?!
Thanks!
I'd also be interested... [sp]but I can't think of any shader that would really fit it rightly. If there were a shader that took the opaque rendering of her and transformed THAT into an additive texture, that'd be great![/sp]
Well fuck... actually, she's not see-through in-game! Just proper use of transparency would work wonders! I don't want a solid black-and-blue model...
There's a shader tool specifically for holograms in source using renderfx. I'm pretty sure it's also accessible in gmod using the color tool (use distort rather than hologram to prevent the model from vanishing beyond ~30 feet). It functions a lot worse than I remember, but it's better than nothing if you want to just slap on a cheesy effect.
[QUOTE=Slimpast;42821728]giv mi curtainoa medel nao[/QUOTE]
Atleast go to the trouble of looking at one of the TWO HALO PORTING THREADS before making disproportional requests.
In a realistic basis, well... each Cortana on each Halo game looks different. Halo 4 is the most... detailed one? but those moving bits or w/e on her would be hard, I'm sure...
[QUOTE=WalkingZombie;42929051] but those moving bits or w/e on her would be hard, I'm sure...[/QUOTE]
Animate textures, I've never done them myself but it can be easily done.
[QUOTE=xXpyroHatakeXx;42932390]Animate textures, I've never done them myself but it can be easily done.[/QUOTE]
Yeah... but it's the matter of getting the size, the shape... color... all right! That would be the challenge!
[editline]23rd November 2013[/editline]
Well, and then making a new model cus the old one aint nothin like the h4 cortana!
As much as i heard, it impossible to extract faces from Halo 4, therefore impossible to extract fully working characters.
[QUOTE=WalkingZombie;42962227]Yeah... but it's the matter of getting the size, the shape... color... all right! That would be the challenge!
[/QUOTE]
I'm positive the textures in Halo 4 are on a loop, and extracting the textures would give you said looping image.
Beyond that, this community is quite inventive, I'm sure they'll find a way to get the faces at some point.
[QUOTE=xXpyroHatakeXx;42964292]I'm positive the textures in Halo 4 are on a loop, and extracting the textures would give you said looping image.
Beyond that, this community is quite inventive, I'm sure they'll find a way to get the faces at some point.[/QUOTE]
That is probably the wisest statement on this forum yet.
I'm not in any rush for this model, but it would be nice. I could live without it, but it would be a nice touch to what I would use it for.
I can't speak for the individual that posted the thread, though.
When I started this I was more hoping that if someone had a model or was planning on making a model they could link it to this or post a link to there own release thread.
To [URL="http://facepunch.com/member.php?u=60200"]Dragon52225[/URL] setting a mode with the color tool, like distort or hologram... it doesn't make it look anything like how cortana should look. That feature on the tool fails to even work for some settings, anyway. I would love a nice looking cortana model
[QUOTE=Slimpast;43010617]When I started this I was more hoping that if someone had a model or was planning on making a model they could link it to this or post a link to there own release thread.[/QUOTE]
Even if that was currently possible, people probably wouldn't go to the trouble just to satisfy some dude's urge to make creepy holographic sexposes. Either be patient and stop complaining, or leave.
I was never complaining, I was just wondering if anyone had a model. There was never a rush for someone to make one for me.
[QUOTE=Slimpast;43018252]I was never complaining, I was just wondering if anyone had a model. There was never a rush for someone to make one for me.[/QUOTE]
Well, if you just want A cortana model, there is a Halo 2 model lying around this site somewhere... if it didn't become a forgotten thread, but in that case it's on garrysmod.org
xXpyroHatakeXx they are not just animated textures, considering how fluid the movement is I would presume that they are moved by the engine. I think Half-Life 2 has a shader or two that can do that, where one texture is sliding above and over the front texture.
[editline]29th November 2013[/editline]
I spoke too soon, in Halo 4 it seems they don't just move a plane over her for it. That would need to be an animated texture or two. oops!
The reason that came to mind was that I think I remember one of her old models had a stream of bits or numbers going vertically up visible on the dark sections of her body
[editline]29th November 2013[/editline]
From Halo 1 to Halo 3, all dark sections have a stream of bits that go upward at all times.
From observation, cortana always looks the same... just with A LOT more detail each game!
[editline]29th November 2013[/editline]
Using one texture won't work for that unless you're a god at animating textures, different parts of the model rotate and the texture itself is not straight up-and-down.
It's not possible... simple enough, in the Source engine there are no shaders that would do this perfectly.
You might be able to make a rough simulation using moving overlay images (if possible), but... I don't expect as much effort to get it that accurate, at least not from one person, especially if they actually decided to port such a model!
[quote]
Using one texture won't work for that unless you're a god at animating textures, different parts of the model rotate and the texture itself is not straight up-and-down.
[/quote]
It depends on how the original is set up. I would assume, as most others do that it's a completely dog standard animated texture in something like 20-30 frames set on a loop. There's utterly no problem to actually set that up in source.
[QUOTE=wraithcat;43026068]It depends on how the original is set up. I would assume, as most others do that it's a completely dog standard animated texture in something like 20-30 frames set on a loop. There's utterly no problem to actually set that up in source.[/QUOTE]
Well, for Halo 4... maybe, but for older halos the bits didn't really move with her (halo 2, idk in halo 3)
From what I can remember, in Halo 2 there were what LOOKED like numbers (just dots I think) that constantly move up and down, but they don't move when her arm moves.
I'm not sure 30 frames/s would be fast enough if you want it as accurate as possible, I'd shoot for 45 to 60. The entire loop is much longer than that, though!
[editline]30th November 2013[/editline]
Lol... to think, 7 years ago, when I was 12, I thought when people brought in something from another game they had to re-make the entire thing by hand... that would be a humungous pain in the ass!
It's great that they make rippers to take the models out as meshes for model editors, but some games work in such a way that the meshes you might get are ridiculously complicated. I don't really know the right way to describe that, but I suppose one or two examples would be Saints Row III/IV.
[QUOTE=WalkingZombie;43028174]Well, for Halo 4... maybe, but for older halos the bits didn't really move with her (halo 2, idk in halo 3)
From what I can remember, in Halo 2 there were what LOOKED like numbers (just dots I think) that constantly move up and down, but they don't move when her arm moves.
I'm not sure 30 frames/s would be fast enough if you want it as accurate as possible, I'd shoot for 45 to 60. The entire loop is much longer than that, though!
[editline]30th November 2013[/editline]
Lol... to think, 7 years ago, when I was 12, I thought when people brought in something from another game they had to re-make the entire thing by hand... that would be a humungous pain in the ass!
It's great that they make rippers to take the models out as meshes for model editors, but some games work in such a way that the meshes you might get are ridiculously complicated. I don't really know the right way to describe that, but I suppose one or two examples would be Saints Row III/IV.[/QUOTE]
If it's just stuff that moves up her body, than it could very well be a moving as opposed to frame based animation. Very simple to do in source as well.
[QUOTE=wraithcat;43029474]If it's just stuff that moves up her body, than it could very well be a moving as opposed to frame based animation. Very simple to do in source as well.[/QUOTE]
Could you explain in better detail?
I'm referring to something like lines moving up a player, always horizontal and in the same positions on the model no matter what the player is doing. Dotted lines, though... and never stretching?
[editline]30th November 2013[/editline]
Halo 4 puts A LOT of movement detail, part detail... certain sections of the outfit will glow with its own movement pattern.
[editline]30th November 2013[/editline]
WORLD positions, not relative positions. I don't mean moving up the arms, the legs, all individually...
[QUOTE=WalkingZombie;43032085]Could you explain in better detail?
I'm referring to something like lines moving up a player, always horizontal and in the same positions on the model no matter what the player is doing. Dotted lines, though... and never stretching?
[editline]30th November 2013[/editline]
Halo 4 puts A LOT of movement detail, part detail... certain sections of the outfit will glow with its own movement pattern.
[editline]30th November 2013[/editline]
WORLD positions, not relative positions. I don't mean moving up the arms, the legs, all individually...[/QUOTE]
A lot of it depends on how many textures there actually are. It's entirely possible that in older versions there can very well be 1 texture for each moving segment and then it's basically just animated.
In newer versions it can easily be a multi frame texture that's animated as well. And for a smooth animation you wouldn't need more than 15-30 frames as well.
As to animation - the first method uses a scroll proxy either on the diffuse or detail map and the second would use a frame proxy on again either the diffuse or detail map. Non of it is very complex. The only issue would be if they had multiple detail textures on a single diffuse map, seperated by a mask.
In that case you would need to essentially split the main texture up into multiple IDs with each having a seperate VMT - a bit more work, but still completely doable.
As to certain lines always being on the completely same position relative to the player - there's multiple view angle proxies that can simulate that as well. The code is more complex but should still be doable even for a vertexlitgeneric.
In case you want to take a look, I recommend you fire up the valve dev wiki and look at material proxies and various tutorials.
While source is a fairly old engine, and is rubbish at rendering normals and has no native world illumination from textures it's still quite robust and the material proxy system is one of the more complex ones out there.
Of course most of what I'm saying is fairly moot, since no one has been able to extract her head in the first place. But if you want to see a similar material setup, look at the VI's or omnitools from mass effect. People have had no issues porting those.
[quote]
It's great that they make rippers to take the models out as meshes for model editors, but some games work in such a way that the meshes you might get are ridiculously complicated. I don't really know the right way to describe that, but I suppose one or two examples would be Saints Row III/IV.[/quote]
SRIII meshes are completely normal, just a massive pain in the arse to work with.
[t]https://dl.dropboxusercontent.com/u/6252145/misc ports/stag_female.png[/t]
[t]https://dl.dropboxusercontent.com/u/6252145/jones/aaaaaaah.png[/t]
[t]https://dl.dropboxusercontent.com/u/6252145/pskin/wouldyou.png[/t]
I was saying Halo uses more than 30 fps (at least, it looks like it. I can see the difference between 30fps and 60fps.
Also, I said it DOES NOT move with arms/legs... it's not easy to describe, but consider it like this... if the arm had a glowy horizontal line on it in a T pose, but it was instantly raised as high as possible, that line would no longer be on that arm until it floated back up to it.
[editline]1st December 2013[/editline]
As for using another material, wouldn't there be Z-Fighting? I think no-z makes the texture render through walls, so idk...
[QUOTE=WalkingZombie;43039537]I was saying Halo uses more than 30 fps (at least, it looks like it. I can see the difference between 30fps and 60fps.
Also, I said it DOES NOT move with arms/legs... it's not easy to describe, but consider it like this... if the arm had a glowy horizontal line on it in a T pose, but it was instantly raised as high as possible, that line would no longer be on that arm until it floated back up to it.
[editline]1st December 2013[/editline]
As for using another material, wouldn't there be Z-Fighting? I think no-z makes the texture render through walls, so idk...[/QUOTE]
Halo certainly does not use more than 30FPS. Virtually all console games target animation at 30FPS and rarely actually do play at more than 30FPS at 720p+ on top of that the amount of frames is merely a question of the animation size. You can have far less frames that play at shorter intervals.
As to z-fighting. Not necessarily. It really comes down to how they made it, but I don't think they made it in some terribly weird or complex way.
Also what you're describing (material sort of always the same in world coordinates) can be done with a custom high res cubemap. It's not easy but can be done. Also there's probably a bunch of specific render methods which I am not aware of which could work as well.
[QUOTE=wraithcat;43040827]Halo certainly does not use more than 30FPS. Virtually all console games target animation at 30FPS and rarely actually do play at more than 30FPS at 720p+ on top of that the amount of frames is merely a question of the animation size. You can have far less frames that play at shorter intervals.
As to z-fighting. Not necessarily. It really comes down to how they made it, but I don't think they made it in some terribly weird or complex way.
Also what you're describing (material sort of always the same in world coordinates) can be done with a custom high res cubemap. It's not easy but can be done. Also there's probably a bunch of specific render methods which I am not aware of which could work as well.[/QUOTE]
Alright, mostly makes sense... however, if that FPS thing was true, then why was everyone complaining that the PS4 and XBox One will be limited to 30fps?
[editline]1st December 2013[/editline]
(everyone of course means just A LOT of people)
[QUOTE=WalkingZombie;43040974]Alright, mostly makes sense... however, if that FPS thing was true, then why was everyone complaining that the PS4 and XBox One will be limited to 30fps?
[editline]1st December 2013[/editline]
(everyone of course means just A LOT of people)[/QUOTE]
Because the 360 and ps3 rarely pulled more than 30 fps whereas 60fps is standard for the PC. Hence the xb1 and ps4 still not pushing beyond that irked quite a lot of folks.
Well, I personally DO notice the difference between 30fps and 60fps, it's subtle but I can see it. Really, twice as many frames per second will really give you more accurate positions of your enemies, your allies, and anything else. I need to clean my system, I used to get 120+ FPS on GMod with maximum everything, including aa and at, hdr, everything. Now I only get 30 in the most intense situations, but in less intense rendering situations I get 60 to 270 fps. When it lags down to 30 I can clearly see the difference in every situation.
So, yeah... I guess that would be a problem if most people can see that difference. Still, how can you standardize PC when everyone has different GPU, RAM, CPU, etc?
I wish they would release more Halo games on PC, I don't care if you don't like Halo, a lot of people do! I can't remember the last time I played it, though xD
For that matter, there may be a lot of games that are console-only, especially portable console games like gameboy or even phones. I'd love to see those on PC as well, but... without an emulator, I sincerely doubt that would EVER happen.
[editline]Luxury EDIT Line, just for the hell of it :D[/editline] [editline]so why don't I add another one?[/editline] [editline]Third time's the charm![/editline] Can you ever get enough?
[editline]1st December 2013[/editline]
Well... I guess Cortana won't be a 60fps masterpiece, then. No one is gonna do this because nobody seems to have the balls.
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