Haloblivion

Post » Wed Mar 30, 2011 6:08 am

Sounds good, I wouldn't mind seeing a early version of a rifle or pistol in the game, I myself play an evil character and would love to see my minions equipped with early rifle models. I just wanted to say great job. This coupled with the wagon mod, UD, UV2, DR6, and CB makes oblivion feel like a new game.
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Klaire
 
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Post » Wed Mar 30, 2011 1:09 pm

I just finished the high poly model of the magnum that i'll be replacing the h3 ripped magnum with in the fubar testing "halo weapons package"

If you'd like to see it it's right here.

http://img842.imageshack.us/img842/5967/reachmagnumclayrender.jpg

P.S. In case you cant tell, I'm NOT putting this directly into oblivion. I'm baking the normals and ambient occlusion from the high poly model onto a lower poly model. the model in the pic i just sent is in the neighborhood of 3 million triangles.
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Queen Bitch
 
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Post » Wed Mar 30, 2011 1:47 am

Halo in Oblivion! lol

This reminds me of the time I once saw http://www.youtube.com/watch?v=Pp3d5CAieEY
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Elena Alina
 
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Post » Wed Mar 30, 2011 2:45 am

Glad to see you're still working to bend the limit of what's possible in Oblivion.

F.U.B.A.R. (Free Use Ballistic Arms Resource)

Heh...interesting name. Looking forward to it.

Also, don't feed the trolls. ;)
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Nuno Castro
 
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Post » Wed Mar 30, 2011 5:07 am

Finished the Reach Magnum. http://chief-01.deviantart.com/art/Halo-Reach-Magnum-182313558 After I finish a couple other things for friends I'll begin working on the scripts for the mod again.
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Erich Lendermon
 
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Post » Wed Mar 30, 2011 6:16 am

Is there still any chance of this mod turning into a dwemer/basic gunpoweder gun mod? That I would love to see, especially if the ammo was rare and expensive so you could use it in good concience. Or console yourself loads of ammo and unleash carnage in the Market District.

I'm pretty impressed with the video, it really shows what can be done when you try. At first I thought it was just scripted damage but then you see NPCs responding to it properly and sneak damage and it becomes rather exiting. It not really that bothered about Halo but the potential here is great. If I knew anything about modelling I'd already be making a dwemer gattling gun. Maybe I ought to learn?
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Nick Pryce
 
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Post » Wed Mar 30, 2011 11:58 am

Well it actually is scripted damage. I've just written up a lot of script actions to make it almost the same as normal damage. The sneak attack stuff and messages were all written up to display under certain conditions and double the damage like usual. shooting also damages armor, attracts enemies to you because of the noise, etc. I've still got a lot of stuff i want to do before i release even a beta because once i release it i don't want to have to change anything at all.

Also about the dwemer bit. This is NOOOOOOOOOOOOOTTTTTT a halo mod. I'm tired of explaining this to people but this is a modders resource. you can make the guns yourself and make a plugin building on this one to turn it into a gun. it's simple and will include a tutorial when i release it.
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Noraima Vega
 
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Post » Wed Mar 30, 2011 2:54 am

Well it actually is scripted damage. I've just written up a lot of script actions to make it almost the same as normal damage. The sneak attack stuff and messages were all written up to display under certain conditions and double the damage like usual. shooting also damages armor, attracts enemies to you because of the noise, etc. I've still got a lot of stuff i want to do before i release even a beta because once i release it i don't want to have to change anything at all.

Also about the dwemer bit. This is NOOOOOOOOOOOOOTTTTTT a halo mod. I'm tired of explaining this to people but this is a modders resource. you can make the guns yourself and make a plugin building on this one to turn it into a gun. it's simple and will include a tutorial when i release it.

Yeah yeah, I get that. That's why I'm excited about the possibilities. That's some really impressive scripting if you've replicated all the normal attacking effects. How did you do the sniper scope bit? That was really snazzy.
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Matthew Aaron Evans
 
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Post » Wed Mar 30, 2011 1:29 am

I've heard people refer to Oblivion as a "first person shooter rpg" before, but I never thought I'd see the day it became literally true!

This is fantastic work. Obviously modern guns don't mesh well with the world of oblivion, but I'm sure other modders will chomping at the bits to make some (relatively) lore-friendly firearms once you release the modders resource version. I bet the Crossbows of Cyrodiil team would be interesting in this, maybe you should talk to them?

That HUD display is freakin' amazing too, I had no idea you could even do something like that in oblivion ... are you some kind of mad genius of modding?
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elliot mudd
 
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Post » Wed Mar 30, 2011 5:08 am

Is muzzleflash giving you any trouble?
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Dj Matty P
 
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Post » Wed Mar 30, 2011 2:52 am

I haven't actually worked on muzzle flash yet because I consider it as part of the animations and since I can't play custom first person animations I am not going to work on anything involving animations for a long while. in fact, the beta I plan to release sometime will not have anything involving animations unless someone with great knowledge about them can help me code a script to run them properly at the right times and such.
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Kira! :)))
 
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Post » Wed Mar 30, 2011 8:47 am

I noticed the lack of them so I got curious why. I cna see animations being rather tricky a good reason. Let's hope some great OBSE function will save us. Hope not demand :P
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Jade Payton
 
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Post » Wed Mar 30, 2011 11:56 am

Hey, I've got a lot more scripting to do before I even feel like I'll be close to finishing a testable beta. I ALSO need a full auto weapon that i can put in to show off certain features of the mod. If someone would like to design a full auto gun with burst fire option to be put in the beta then I could definitely use something like that. Reason being that I won't release this with ripped models or textures in it. thus requiring me to either model and texture the stuff myself or get someone else to. If I can get someone else to I can concentrate more on scripting when I have time to.

You'll be given full credit I promise you. My friend was originally wanting me to put a S.A.W. in but I decided not to because idk anywhere I could get one that isn't licensed. all I'll need is for someone to model it with a fully detachable magazine (preferably a chain belt of some sort so i can show off a feature of the magazine generation script). If you can't texture I'd be able to if you provided me with a model.

Just think, You could make the first belt-fed automatic dwemer flechette gun for oblivion :D
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TOYA toys
 
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Post » Wed Mar 30, 2011 9:43 am

If I could Model, I would gladly do that, but my skills are non-existent, so I can post, hopefully bringing the attention of this thread to a modeler :D
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Vicky Keeler
 
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Post » Wed Mar 30, 2011 7:51 am

I hate to say this, but I've been too busy with "life" if you guys know what I mean and I've not touched this project in a very long time. I just tried to pick it up earlier and I can't remember hardly anything about it as far as removing the bugs keeping me from doing anything. I was hoping to release this in an atleast playable state but it didn't happen.

The suit's energy shield works entirely, though i can't release the models, textures, or sounds so i'll have to delete the textures, sounds, and models of the assault rifle, sniper rifle, and suit. The sword causes a crash the moment you add it to your inventory because of a script I never got working right. I'm releasing this on the first post and it will have included a couple of text files, one contains code i needed to fix, one contains my ideas, bugs, and other things and it's where i stored notes about everything i needed to work on. I also put in the font that the hud uses and the psd files for the textures i made.

I really wished I could have released a version that atleast worked. This was my first elder scrolls mod and was like my baby. It really pains me to have to release it like this. I'll try to fish an older version from someone I would've given it to since an older version might still work before i added all sorts of new stuff. If i can I'll upload it.

I was hoping that the least you guys could get from this would be ideas for how to code things since I came up with quite a few systems for this. A lot of the code is old compared to the rest though(the hud is probably the oldest) so it could have probably been written much better.

To add the test items to your inventory type "set readdhalostuff to 3" into the console.

I'll edit this post with these when they're done uploading. Again, I really wish I could have released this as finished.



Finally, if you guys actually use something from my mod or it helps in some way, please let me know. I would like to know if all my work actually did something.



REMEMBER THAT SOME CRUCIAL PARTS OF THIS MOD DON'T WORK AND I TAKE NO RESPONSIBILITY FOR ANYTHING THAT HAPPENS TO THOSE OF YOU WHO INSTALL IT THINKING IT'S A WORKING MOD AND WANT TO PLAY IT.



EDIT: here's the mod.
http://www.mediafire.com/?pmtp4c3tlswp29t

EDIT: here's the psd source files.
http://www.mediafire.com/?ix1fh5r7kue5hcq
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Alexx Peace
 
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