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Empty Hands
Posted: Sat Sep 06, 2008 8:57 am
by timmy42
is there a way to make the gun/weapon in your hands dissapear through only dependancy swapper?
so that the hands are there, but the gun is not... and the animations exist too...
Posted: Sat Sep 06, 2008 9:05 am
by xbox
You can make the mod2 of the gun something that you can't see.
Posted: Sat Sep 06, 2008 9:19 am
by timmy42
when i do that, the hands dissapear with the gun... leaving an empty screen
Posted: Sat Sep 06, 2008 9:28 am
by Philly
Put an invisible shader over the weapon?
Posted: Sat Sep 06, 2008 10:31 am
by guysullavin
how exactly did you remove the gun? Maybe if you got the whole model then scaled it to %0 then it will be gone? and MC will have his hands gone...
Posted: Sat Sep 06, 2008 10:58 am
by [RR]RedRene
I beleive he want's it like at the beginning of A30, when the MC has just come outta the Cryotube and has no Weapon.
Posted: Sat Sep 06, 2008 11:05 am
by guysullavin
i believe thats A10, but ok, that would be dependancy swapping in the MC biped weapon tag to Nulled Out
Posted: Sat Sep 06, 2008 11:07 am
by xbox
[RR]RedRene wrote:I beleive he want's it like at the beginning of A30, when the MC has just come outta the Cryotube and has no Weapon.
No he just wants hand that look like their holding a weapon.
for whatever weird reason.
Posted: Sat Sep 06, 2008 11:42 am
by timmy42
i've done it before, where the pistol was not there, and the masterchief seemed to be holding nothing...
and i remember doing it with only dependancy swapping and maybe bitmap swapping... (HMT 3.5)
i do not want it when he comes out of cryotube, and anyways, that is easy... jsut null out mod2...
philly how would i put invisible shader over gun??
Posted: Sat Sep 06, 2008 11:46 am
by bcnipod
go to a dependancy swapper and to go the mod2 section, then find the model you are looking for. select it, now you will see a bunch of swappable items for it. null all of them out, this will make it invisible.
Posted: Sat Sep 06, 2008 11:49 am
by Philly
And give an exception.
Posted: Sat Sep 06, 2008 11:51 am
by bcnipod
Philly wrote:And give an exception.
really? works for me :\
Posted: Sat Sep 06, 2008 12:30 pm
by DeadHamster
Swap it for cryo glass. Or take the model, scale it down, and move it like 100000000 miles away from where it started. Thats how I did it in that little hamsterball mod I made.
Posted: Sat Sep 06, 2008 12:34 pm
by guysullavin
DeadHamster wrote:Swap it for cryo glass. Or take the model, scale it down, and move it like 100000000 miles away from where it started. Thats how I did it in that little hamsterball mod I made.
LOL LINK PLS!? thats really awesome!!
Posted: Sat Sep 06, 2008 3:57 pm
by timmy42
ipod, what program do you use...
i am trying to remove the "ball" (skull) from the mc's hands... all there is under the mod2 tag is an soso, and when nulled, it causes an exception, and when its contents are nulled, i get a big white ball...
Posted: Sat Sep 06, 2008 4:06 pm
by DeadHamster
go to the soso tag, and change all the bitm references to a10 cryo glass.
Posted: Sat Sep 06, 2008 6:17 pm
by Tman450
http://hce.halomaps.org/index.cfm?fid=2910
Works for halo PC and CE,Map modfing needed.
Turns off text,weapon,hands,gun model.
Posted: Sat Sep 06, 2008 6:31 pm
by DeadHamster
Im assuming he wants it for a mod, so it's not only him seeing it.
Posted: Sat Sep 06, 2008 6:44 pm
by timmy42
thank you deadhampster.. it worked
Posted: Sat Sep 06, 2008 6:46 pm
by DeadHamster
Glad to have helped.
And btw Tman, thank you for posting that. I might want to use that in the future.