What you saw was the throttle animation where all four engines pivot forward when you accelerate. The Pelican never had animations for steering.kibito87 wrote:I'm not sure what you are talking about because i've seen those animations before when I put a Pelican in a mp level. I see no difference.DemonicSandwich wrote:While I was setting up machine placements on that Tron-like "Demonyx"map of mine I got inspiration to make steering animations for the Pelican.
Every time I saw the Pelican in SP, it always bothered me that it never had a steering animation. Though it appears they intended to have one since they have a screen bounds setup for it.
Jackson screen capped it into an AVI. :]
Download AVI (4.93MB)
Now that I've had meh fun making custom animations, I shall return to researching them before my muse runs out.
Halo W.I.P. Photography
- DemonicSandwich
- Posts: 1198
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Re: Halo W.I.P. Photography
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
Re: Halo W.I.P. Photography
Ah, I see what you are saying. Thank you for the clarification.DemonicSandwich wrote:What you saw was the throttle animation where all four engines pivot forward when you accelerate. The Pelican never had animations for steering.
Re: Halo W.I.P. Photography
Click for higher resolution.
Neither the Gauss hog model nor spartan models are mine, and I'm still working on getting the spartan converted over to PC. Everything else was made on PC.
Still working on some badass effects too. Again, all made on PC.
http://www.youtube.com/watch?v=KRfWSSW9ZUU
Neither the Gauss hog model nor spartan models are mine, and I'm still working on getting the spartan converted over to PC. Everything else was made on PC.
Still working on some badass effects too. Again, all made on PC.
http://www.youtube.com/watch?v=KRfWSSW9ZUU
For anybody still wondering where FTD has gone, here it is.
- NotZachary82
- Posts: 644
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- Location: TX, USA
Re: Halo W.I.P. Photography
Though it may seem like a pic of a bunch of road cones, it actually supports a theory I had for a while. Whether he knows it or not, credit goes to shade45.
- DemonicSandwich
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Re: Halo W.I.P. Photography
What was your theory? ...and what part did shade have in this?NotZachary82 wrote:
Though it may seem like a pic of a bunch of road cones, it actually supports a theory I had for a while. Whether he knows it or not, credit goes to shade45.
Lazy Ugnoggy workers. I told them to fix that damn door!
Click for Flash animation. (2.91MB)
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
- NotZachary82
- Posts: 644
- Joined: Sun Oct 28, 2007 9:15 am
- Location: TX, USA
Re: Halo W.I.P. Photography
I noticed that I could clone chunks in reflexives that had no "unused" values without limit, really, but reflexives that did have unused values would give me a black screen after a few chunks cloned (and when I say clone, I mean "copy to clipboard" from another tag in the same domain). I wondered if simply converting the value type would have any effect. ... Turns out it did. I cloned 45 chunks in obstacle placement, the map still loads. I thought you would know this already .DemonicSandwich wrote:What was your theory? ...and what part did shade have in this?
I credit shade45, because he had made a post in the past that supported my theory. I'll find the link if I must.
- DemonicSandwich
- Posts: 1198
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Re: Halo W.I.P. Photography
I don't believe in unused values. I converted all mine into floats because if a single value was truly unused, it would not exist.NotZachary82 wrote:I noticed that I could clone chunks in reflexives that had no "unused" values without limit, really, but reflexives that did have unused values would give me a black screen after a few chunks cloned (and when I say clone, I mean "copy to clipboard" from another tag in the same domain). I wondered if simply converting the value type would have any effect. ... Turns out it did. I cloned 45 chunks in obstacle placement, the map still loads. I thought you would know this already .DemonicSandwich wrote:What was your theory? ...and what part did shade have in this?
I credit shade45, because he had made a post in the past that supported my theory. I'll find the link if I must.
And very often did I find that those values were not zero.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
Re: Halo W.I.P. Photography
So, technically he should be fucking something up, right?
Re: Halo W.I.P. Photography
Incorrect.DemonicSandwich wrote:if a single value was truly unused, it would not exist.
- JacksonCougAr
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- Contact:
Re: Halo W.I.P. Photography
Although you have a correct point DeToX, its better to err on the side of safety. Unused values: especially since entity fails to handle the correctly, are a stupid thing in plugins. The width value in the bitmap meta is unused: does that mean I should write any jack-off number I feel like there? Probably not...
Re: Halo W.I.P. Photography
DM_Pyramid W.I.P.
Theres shaders will be replaced.
Theres shaders will be replaced.
Re: Halo W.I.P. Photography
Their shaders*
Also, it looks nice. Good job so far.
Also, it looks nice. Good job so far.