Halo: Total Conversion

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Marco

Active member
May 23, 2009
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Finland
Don't remember, the Grenade array is still a problem though
var array< class<HaloGrenade> > HaloGrenadeType;

As for the invisibility, you could just use the invisibility code from UT2004 that is still there as a base. Simply call function SetInvisibility(float time). Then make sure HaloPawn has InvisMaterial set on DefaultProperties.
But view distortion is not doable in UE2 like in Halo, so you can use some material like Stalker invisibility.
 
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forrestmark9

FNG / Fresh Meat
Nov 29, 2011
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var array< class<HaloGrenade> > HaloGrenadeType;

As for the invisibility, you could just use the invisibility code from UT2004 that is still there as a base. Simply call function SetInvisibility(float time). Then make sure HaloPawn has InvisMaterial set on DefaultProperties.
But view distortion is not doable in UE2 like in Halo, so you can use some material like Stalker invisibility.

Hmm I see, well I was thinking of doing something similar to a scripted texture with a cubemap but I have no idea if that is possible, if anything the stalker invisibility is my best bet to get a working invisibility thing going
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
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Biped is ingame, only problem is when you look up and down he turns his head sideways, and when he turns his legs moves very fast 5 times

FF917C2524DE26A28335C21FD31150E422C19780
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
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I made a custom landing animation detection thing for the pawn and I'm unsure if it works, here is the code.

Code:
//Play a soft landing for short distances, but a hard landing for longer. Very short distances play nothing
function PlayLanded(float impactVel)
{
    if( Velocity.Z >= 10 && Velocity.Z < 20)
        if ( !bPhysicsAnimUpdate )
            PlayLandingAnimation(impactvel);
    else if( Velocity.Z >= 20 )
        if ( !bPhysicsAnimUpdate )
            PlayHardLandingAnimation(impactvel);
    else
        return;
}

//We want the pawn to wait for the hard landing to end in order to move
simulated event PlayHardLandingAnimation(float ImpactVel)
{
    bWaitForAnim = true;
    Velocity.Z = 0;
    SetAnimAction('stand_rifle_land-hard');
}
 
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NeoIII

FNG / Fresh Meat
Jan 6, 2013
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nice work, i would love if you release only player skins and weapons as standalone muts also to have some halo guns in kf ;)
 

GnaM

FNG / Fresh Meat
Feb 14, 2006
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Just FYI, there was a Halo conversion for UT2k4 waaaay back circa 2005. There were also some guys building a conversion for UT3 on the modacity forums circa 2008. Both projects fell apart, but if you can get ahold of any of the old team members, they may be able to hand over their unfinished files/code and make your job easier, if not renew their efforts.

http://www.modacity.net/forums/showthread.php?18695-Halo-weapons-converted-to-UT3-(WIP)

http://forums.epicgames.com/threads...sents-Official-HaloUT-Character-Models-HUT-P1

Personally I've always been more interested in a Halo-inspired standalone project which uses non-copyrighted assets and delivers an improved version of the series' gameplay.
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
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I've been working on this for a while and sadly I can't provide screenshots but things are going nicely, I decided to also enable the ability to be a Spartan or a Elite cause all the needed resources are available, and I may need help later on with things such as maps I planned to do just the classic maps and redone maps but my mapping skills are next to 0
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
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I have a question for everyone would you like it if I used only the default assets, or use these assets?

Spoiler!

or use both in a weaponpack to choose between?
 
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Valken

FNG / Fresh Meat
Aug 5, 2011
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Both! That would be awesome to use KF and Halo, and even your Ballistics ported weapons to see how it plays out. I think veteran servers can setup the server for their own communities.

Great work FM!
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
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I really don't to be picky, but you really should lower the pitch of the sounds. Too clicky D:

I can't do that, those are the actual sounds used by CMT but they could of been damaged due to me having to record them using Audacity cause there is no way to convert a .sound to a .wav
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
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Things are coming along well, I've made a new system where you are able to define a firstperson model for either an elite or spartan and also define teamskins and normal skins for them. Also now able to edit the movement system as it's now no longer native code but you can still use the native code version by enabling a bool in the pawn class

Picture Previews:
Spoiler!
 
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forrestmark9

FNG / Fresh Meat
Nov 29, 2011
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Why are you using Mk V (Halo CE) spartans, but Halo 3 Sangheilis?

Not Halo 3, the elites I showed are the custom elite done by CMT to be H3 styled but fully custom

I can not use the default H1 Elites either as there are no FP arms for them the only ones avaliable are Halo 2 elite, Halo 3 elite, CMT Elite (with varients), and all the arbiter FP hands
 
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forrestmark9

FNG / Fresh Meat
Nov 29, 2011
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Having a slight problem with the fire animations due to the way the movement animations move the model when you fire while moving the pawn will twist sideways and look down then freeze in this pose until another animation is played that uses AnimBlendParams, I tried setting bGlobalPose to true but this acts weird as it keeps resetting it after each fire animation and stays in a weird upright orientation until another AnimBlendParam is played