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Found 34 results

  1. Succubus Maid Rita - BIPED For Halo CE Autor: iMonse 0w0, iMaid 0w0 REV_Rita_Honkai_Impact_3.zip
  2. Rem Re:Zero And Elysia Maid For Halo CE Autor: iMonse 0w0, iMaid 0w0 Rev_Biped_Rem_Elysia.zip
  3. The unarmored marine variant has an issue that's bothered me for a long time. I've tried to fix it several times on and off, but it's evaded my multiple attempts to understand and fix it, Until now! The problem is that the long-sleeved no-hat Stacker permutation is severely overrepresented when spawning unarmored marines. I think it will get selected more than half the time. I've managed to correct this issue, and have the distribution of permutations be much more reasonable: Replace the regular marine gbxmodel with the attached one to use the fix. For those interested, here's a somewhat long explanation for what the problem was, and how it was fixed, copied from the reclaimers discord server: the issue comes from the interaction between the arm permutations and the head permutations. These are the arm permutations on the unarmored marine gbxmodel. the base permutation corresponds to the short-sleeved arms. The base permutation of anything serves as a default case that will be used if nothing else can be selected. It doesn't have to be named "__base". the default case will be whatever is in the first position of this array. These are the head permutations. "__base" in this case is Stacker's head with no hat, which would have a systematic name "head_marcus" followed by a number. Now I will explain the numbers, and in general how the permutations are generated. The game will generate permutations starting with the first region in the regions array. In the case of the unarmored marines, it is the arms region. It will randomly select between the possible permutations in the permutations array. I believe that perms with numbers over 100 are special in some way and get selected less often. In the case of the marines they are used for Sgt Johnson and Sgt Stacker (with baseball cap). I don't yet understand the behavior of numbers over 100 fully. So essentially in this case the game will randomly select between the base and long sleeve 19 perms, and sometimes pick johnson. Next, it moves on to generating the perms for the next region in the regions array. in this case it is the head. What happens here is the game will search for a permutation with the same number as the permutation in the pervious array (in this case arms). If it does not find it, it will select the default permutation in this array. If the permutation in the previous array had no number, it will select randomly from the permutations in the current array. THIS IS WHERE THE ISSUE COMES FROM: Since the long sleeved permutation has a number of 19, and the head perms (excluding the Sgts) have numbers 10-18, what happens is if the marine will have long sleeves, it is forced to select the default case of the head permutation, which is no-hat Stacker. This is why you get so many no-hat stackers. I figured this out by swapping the order of the regions in the array, putting the head first. what happens in this case is that it will pick randomly from the heads first, and then go for the arms. since 19 never shows up in the heads, the marines will all be short-sleeved. The way to fix the issue in this case is to delete the number 19 in the long sleeved arms, so it now reads "arms_full_sleeve". Since there is no number, it will no longer try to match the arm perm to a head perm number that doesn't exist, and won't fall back to the default permutation. marine.zip
  4. Infinite CE - Sentinel Biped Tags Plain and simple: the Halo Infinite Sentinel ported to Halo CE. Uses H1 bones so it's totally compatible with the stock Sentinel animations (also included in the pack along with other references). I've also included LODs for this model. The Sentinel has a nice, gray/metallic looking with some worn out detail on the edges. Some pics: (Some nice hexagon details for those hexa-phobic people) (Idle pose) DIE, HUMAN! NOTE: The Sentinel uses a gray color which is controlled by the letter "A" in the "Change Color", permutations section (.biped). If you want to mess around with other colors, you can change it here: CREDITS: - 343i/Xbox Game Studios: Original game assets - MrChromed (myself): Porting, rigging, texturing, shaders and sounds. DOWNLOAD LINKS: - Source textures (PSD format, compatible with Adobe Photoshop): https://drive.google.com/file/d/1IgwxZ78qJyZkV5XCmJg0yjeFXJfDwqPw/view?usp=sharing - Tag download: https://drive.google.com/file/d/1zd2ejnVjIUe5d1EsWZeCG-OA72JXWUJr/view?usp=sharing Did you miss my previous releases? > Mark VII Core Spartan Bipeds: https://opencarnage.net/index.php?/topic/8519-halo-infinite-spartan-bipeds-mark-vii-core/ > Monitor Bipeds: https://opencarnage.net/index.php?/topic/8520-halo-infinite-monitors-bipeds/
  5. Halo Infinite Monitors (Adjutant Resolution + Despondent Pyre) biped tags Following the release of the Mark VII Core Spartans bipeds from yesterday, today is the turn of the Zeta Halo Monitors seen during the campaign. Both Monitors have new SFX ripped from Infinite, alongisde some custom particle work and other stuff. I've also included Infinite's Monitor dialogues to both Monitors for different actions, but due to the fact that Despondent Pyre only has cutscene dialogues, both use the Adjutant Resolution ones. Feel free to use them to whatever project you're working on! ADJUTANT RESOLUTION DESPONDENT PYRE CREDITS: - 343i/Xbox Game Studios: Original game assets - MrChromed (myself): Porting, rigging, texturing, shaders. DOWNLOAD: https://drive.google.com/file/d/12nI92PJLeOYm6h_avBgbmc4a_sNJFqb3/view?usp=sharing Join to our Discord server to see more projects: https://discord.shadowmods.net
  6. Halo Infinite Spartan bipeds for Halo CE (Mark VII Core - Version 1) I've been working on these models since a few months and I feel it's time to make a release of my work. As some of you may know, Halo Infinite uses a new PBR system called "Procedural Materials" (ProcMats), so I had to convert all those multiple layers into classic diffuse + multipurpose textures and the results are pretty satisfactory IMO. This first version (I want to bring more updates in the upcoming weeks or months) includes 16 armors (from the Mark VII Core), 11 shoulderpad pieces and 4 kneepad pieces. Current armors list: - Anubis - Aviator - Cavallino - Enigma - E.O.D - Firefall (ODST) - I.S.R - Mark V Zeta - Mark VII - Scout - Soldier - Trailblazer - Unknown armor name 1 - Unknown armor name 2 - Warmaster - ZVEZDA Armor pics: It also includes FP hands: The bipeds use H1 bones so it's compatible with stock animations and stuff. You'll also see some interesting stuff going on when you look at the hands in third person view, but it was made to avoid wristle rigging twistings because of stock bones and poses. I optimized the polycount considerably so you shouldn't have to worry about these models in-game too much (performance-wise). Although I want to include LoDs and more optimizations (especielly drawcall-wise) in the upcoming updates alongide chest/thigh/arms/helmet attachments and some other stuff I really can't show right now because of EULA reasons. README file included in the zip file just in case. Credits: - 343 Industries/Xbox Game Studios: Original game assets. - MrChromed (myself): Rigging, porting, texturing and shading. - Snowy: for using her Invader kit <3 DOWNLOAD LINK: https://drive.google.com/file/d/1yWqao7YjAic5piiqJjxj-7vvwIf5ZUuo/view?usp=sharing If you wanna see more of my work, updates, news and other projects I'm working on right now (Coop Evolved and Forge CE), please consider joining to our DISCORD SERVER: https://discord.shadowmods.net
  7. I was inspired by Yukizume making the EOD helmet in CE, so I decided to back-port most of the halo 3 spartan helmets. In addition to what is in the video, I also included the scout helmet, and also some experimentation with shoulder pieces. If I wanted to do chests and shoulders properly, I should probably do this as permutations, rather than all separate GBXmodels, but I don't really know how to do that yet. Let me know if there are any issues with the tags. h3_helmet_cyborgs.zip
  8. An interpretation of EOD in the style of Halo CE The biped uses the original stock bitmaps and shaders. Download: https://www.mediafire.com/file/ek7cdlrgu5ezkb1/ecd.zip/file (extract "ecd" folder on tags directory) Images: Also includes 3ds max file of the model. Made by: Environment Cartography Department Original model by: Bungie/Gearbox
  9. Even though the engineers were cut, they were pretty much fully functional-- they have AI, animations, blood and impact effects, textures/shaders, etc. They even had a function that makes the explode on death which was pretty much fully implemented but wasn't working correctly due to some errors in the tags. I gave them effects for their shields, fixed the death explosion, and made them able to hold their plasma rifle correctly. Basically I fixed all the broken stuff that prevented them from working right and made some best guesses as to how the shield effects and weapon placement would look. These tags are fully separate from the base engineer, even though it's like a 99% direct copy, so as not to interfere with the base tags or any other custom stuff that people have done that relies on it. engineer_shielded.zip
  10. Hello, fellow earthlings I am working on porting cyborg animations to the marine skeletal structure my 1st time in contributing something to the modding community I will be releasing these animations regularly for now I have just put flamethrower animations, also if you have old cmt chaingun rename the lable to cg so when marines use it they have recoil animations though the flamethrower does not have any because it looks tacky. Anyway guys have fun . EDIT: I forgot to mention it's based off of SOI animation graph (hi SOI!) that he has made for the marines which further pushed my curiosity into doing this project and these marines also have melee animations and i would reccomend that you make the melee distance when in the melee and beserk part of the actor variant to 0.6 or 0.8 and make the cutoff distance to 1 I changed the rifle melee to be a rifle butt for marines and you may want to give the marine biped their own custom melee effect that has a radius of 0.2 - I know what the ladiez like. marine__flame_thrower_animations.rar
  11. HLF2 Zombine Autor: GK88 Mega: Download here
  12. HALO 3 FLOOD TANK Author original: Altheros I have uploaded this for your maps Link MG: Download here MF: Download here
  13. I always liked the sentinels in halo, and thought their designs looked really cool. I always found it a bit of a shame that they never got a lot of variation in the games (CE only has the regular and shielded variants, and halo 2 only added the gold palette swap, enforcers (which are awesome) and constructors, which don't really count). So I decided to make a bunch of new sentinels that fit into different enemy-type niches and fill out the faction a lot more. I wanted to have them all look unique and distinctive, while keeping them withing the CE sentinel/forerunner design aesthetic. I'm also working on a map that features sentinels as an enemy type and showcases the new variants, which I should release soon. Video of the new sentinels: Descriptions and pics: sentinels from other games/mods (edited by me): Sentinel Marauder: modified from SKFT (increased flight speed, fixed UVs) The marauder is a small sentinel variant that is extremely fast and maneuverable. It is equipped with a single forward-facing sentinel beam weapon, and is designed to support larger sentinels and operate in groups. Its high agility makes it difficult to hit with projectiles. Sentinel Crawler: modified from SKFT (added lights) The Crawler is a ground based sentinel unit that relentlessly charges at its target in groups and pummels them with melee attacks. It also has a top-mounted sentinel beam. Sentinel Constructor: Seen in Halo 2, the constructors fly around forerunner installations, maintaining machinery and repairing structural damage. Since they are not designed for combat, they are extremely small and fragile, but they are equipped with a very weak forward-facing particle beam, and will use it to engage any threats if necessary. The beam is not completely useless in that it does have enough power to fry flood infection forms, but unless the constructors are in truly great numbers, they are little more than an annoyance to any larger target. Sentinel Enforcer: modiefied from CMT (changed shield shader, some actor behavior) Seen in Halo 2, the enforcers are the true bruisers of the sentinel lineup. They are as large as a tank, and are brought into battle to oppose large armed flood swarms, and enemy vehicles. They are heavily armored and sport forward-facing 'hard' type energy shields that are invulnerable to kinetic weapons. They are armed with two forward facing pulse cannons that fire needle-like projectiles. They also sport a rear-mounted mortar that fires explosive shells. Sentinel Major: Seen in Halo 2, the gold-colored sentinel major is an upgraded version of the regular sentinel aggressor, featuring a more powerful blue sentinel beam. New sentinels, made by me: Sentinel Dragoon: The dragoon is a large sentinel variant that is designed to engage many different kinds of threats. It is protected with full-coverage energy shields and armed with both a particle beam and a pulse cannon. Sentinel Soldier: While not quite as large as an enforcer, the soldier is truly a sight to behold in its own right. It is protected by strong full-coverage energy shields and heavily armed, sporting three particle beam weapons that can track and fire at multiple targets independently. Sentinel Lancer: The lancer is equipped with a wide-area plasma incinerator, which functions similarly to a flamethrower. The incinerator has a limited range, so this sentinel will charge and dive bomb its targets rather than staying high in the air. It is designed to quickly dispatch clusters of flood combat and carrier forms. Sentinel Protector: This small sentinel variant is equipped with a single forward-facing pulse cannon. It is designed to function in groups in an anti-infantry role, or as a supporting escort to larger sentinels. Onyx Sentinel: first encountered by humanity on the shield world Onyx, This sentinel variant is equipped with full-coverage energy shields and a powerful blue particle beam. Sentinel Warden: the Warden is designed to engage armed infantry. It is protected by a 'hard' energy shield, similar to that of the enforcer. It can freely rotate this shield to quickly protect itself from threats at various angles. It is equipped with a particle beam weapon. Sentinel Interceptor: This small sentinel variant is very fast and agile, like the marauder. However, it is armed with a pulse cannon rather than a particle beam. Notes: the soldier and dragoon are able to fire multiple weapons and target independently by having invisible gunners attached to them the reason there are ally and regular versions of the actor variants for the multigunner sentinels is that the attached gunner bipeds team will be set to the biped's default rather than the main actor's. update: stripped tags with invader-strip Let me know if there are any issues with the tags, like missing dependencies etc. galap_sentinels.zip
  14. Fireteam Raven bipeds for Halo: Custom Edition. *NOTE: Promotional colors. They'll use in-game multiplayer colors instead* Here's the full set of Fireteam Raven armor sets from Halo 3 MCC, ready to use in Halo CE. I was working on them since the MCC flight days, but I couldn't release them because of the MCC Flight rules. This first release includes: Communication/COMM Armor: The ensemble for an ODST that wants to reach out and outch someone with artillery and ortillery support. Demolition/DEMO Armor: Obstacles to progress are measured by the number of satchel charges they rate. Heavy/HVY Armor: A they say during ODST screening: the best defense is an overwhelming offense. Tactical/TAC Armor: The ensemble of choice when you need to stomp the Covenant, but on a budget. They use stock bones (therefore, stock cyborg animations), so you can use them without having to deal with OpenSauce stuff. And they also were made for multiplayer, so they change their colors. The pack also includes FP hands of every armor set. For installation instructions and contact info, I've included a README file. In the meanwhile, have fun! And remember... Feet first into hell! Credits: - MrChromed (me): model porting, rigging, texturing, shaders. - blackninja: author of "Ninja Ripper", used to rip these models. LINK: https://drive.google.com/file/d/1-IMoZfHEnDwYSK6jASn0APcSDiH9jdCo/view?usp=sharing UPDATE 04-09-20: Hey there! A new version is available, now including FP hands for each armor set. The OP has been edited with the new link.
  15. Helioskrill Armor V1 I did this biped three years ago; just made a few small features, Model compatible with stock animations Model Optimization New Shaders Optimized Textures FP arms included Doesn't have LODs yet, but it will Note: Doesn't Include HUD; all shaders are vanilla (not OpenSauce). - - - The assault rifle shown in the pictures can be found on next link: Installation: Extract the Zip file in your tags directory. The biped is in this route: tags\keymind\halo_5\characters\unsc\helioskrill FP Arms are in this route: tags\keymind\halo_5\characters\unsc\_fp Permissions: You are free to repurpose and use this mod in any way you want; just give the proper credit. Credits: -343i: Biped, FP arms models and textures -ReclaimerOmega: Model work, asset port, and shaders. -YI$$U$™: Techsuit rigging -Keymind Dev Team: BSP, plasma pistol, and HUD for the pictures. -MosesOfEgypt: MEK (Mo's Editing Kit) Please give me feedback if you'd like. helioskrill_biped_v1.zip
  16. Fireteam Raven FP hands for Halo Custom Edition NOTE: The following topic is strongly related to this other one: Yesterday, I released a tags pack with all of the four Fireteam Raven bipeds for Halo CE. Unfortunately, that first version didn't include their FP hands models. Today, I finally managed to port them into Halo CE. Communication/COMM FP hands: Demolition/DEMO FP hands: Heavy/HVY FP hands: Tactical/TAC FP hands: Now the entire pack is complete. I'll post the new link with both the bipeds and FP hands, and I'll also make sure to update the link in the other topic I made yesterday as well. Have fun! And remember... Feet first into hell! Credits:- MrChromed (me): model porting, rigging, texturing, shaders. - Gravemind2404: author of "Reclaimer", extractor used to rip the FP hands. LINK: https://drive.google.com/file/d/1-IMoZfHEnDwYSK6jASn0APcSDiH9jdCo/view?usp=sharing
  17. These are some bipeds I ported to Halo CE at some point. 2B from Nier Automata Replaces the spartan biped and has fp arms as well. Download: https://mega.nz/file/cOBx3SDC#4zhjByLH_CIIXyOQDqaB71ikl7OzIZsTTZ2aIdyea68 Kemono Friends Replaces various campaign characters. Download: https://mega.nz/file/AaBxHa6S#xoLc1c-iIhogodG1QBcJaKZxQQhPax0w-6cTMaCsOX8 Padoru Replaces flood infection form. Download: https://mega.nz/file/wDAlwQAS#7xJzUxpmKFY3qgvLrdAV-CUHwTDlFsiZV19AnIxsvYg
  18. This is the Master Chief model from Fornite ported to Halo CE. Includes single-player and multi-player variants and first-person hands. The shoulders are a bit weird because the model didn't perfectly fit the h1 skeleton. DOWNLOAD: https://mega.nz/file/1eI3kCra#-Z84OYJzlM_Dh3Ts6aGv7Z8utXlG7h8q2SfNB6nC5Xc Thanks to: Fubih for the cubemaps TheChunkierBean for support
  19. https://mega.nz/#!pZJwCSRK!3WB1xUGRCGWtMiiD01EOppFV1f3IlAuJ5RP9V1zn3_k I ripped these long ago, models from a defunct MMO called UCGO a MMORPG created by DIMPS that died in early alpha that centered around the OYW of Mobile Suit Gundam. Two samples, the RX-78-1 Gundam prototype and a MS-14A Gelgoog. The packaged archive has a lot more suits from both EFF and Zeon as well as vehicles like the HLV and hovertruck. The textures are included but due to how UCGO handled colour presets they're in grayscale outside parts like the main camera. Weapon models are included in a bulk package.
  20. This is the most accurate remake I've done where I actually use screenshots from many more angles compared to the rest (thanks to the fact that there was much more reference material), to get the shape as close as possible. Not only was it the longest to make, but the texture was improved with the help of someone at DKMT dev, this is why I consider it to be the one with the best quality of all the ones I did. https://sketchfab.com/3d-models/halo-ce-thorn-beast-model-recreation-97dddd1d3e9746839c1f2567cd369ece ThornBeast.zip
  21. I put it in the bipeds category, although it is only the 3d model and texture. Well there is not much to say; I recreated the model, seen in the Halo videos and screenshots, of the covenant creature called Drinol / Sharquoi. I modeled it a time ago and noticed that it needs some corrections in terms of proportions. https://sketchfab.com/3d-models/halo-ce-drinol-sharquoi-model-recreation-37bb9f480b3a4471a90c6f9ef0440949 Drinol1.2.zip
  22. Very simple project that I made today. Red team plays as spartans, blue team plays as elites. All the files are included. Chimera has been tested with the version in the .zip, 560, and 572(unstable release). Download The source is also on my github Wanna make your own team bipeds? bSwitch.lua, scroll until you find: BIPEDS = { [0] = "bourrin\\halo reach\\spartan\\male\\mp masterchief", [1] = "cmt\\characters\\elite_v2\\player\\elite_v2_mp", } Simply change the directories to the models. [0] = red team, [1] = blue team. Make sure to reference both of your team's bipeds in guerilla's reference section. hvc.lua (you will obviously need to rename this .lua file to your map name), scroll until you find: --redTeamHands = "halo reach\\objects\\characters\\spartans\\fp\\fp" --DEFAULTED to currently set hands in globals. blueTeamHands = "cmt\\characters\\elite_v2\\fp\\minor" --Set the hands you want for blue team here. Change the blue team hands to the directory of where your blue team hands are located. The script will automatically pull the tag from the red team's hands. You also need to reference these fp hands in the guerilla reference section. Credits: Kavawuvi / 002 - Biped switch script, making such an amazing client-side app. aLTis - bigass_mod.lua fp hands changing. Nickster5000 - Putting it together, setting it up for red team and blue team Anyone else I forgot to mention.
  23. GET DKSS TAGS MEGAPACK! Download new Bipeds, Weapons, Vehicles & VFX Tag Sets! Direct on Dropbox: Dropbox.com/s/wk36nv3biy6pf5e/AssetPack_HaloCE_byDKSS.zip?dl=1 Get on ItchIO: Bellblitzking.itch.io/halomegapack/#download DBZ Dragonball: Bipeds, Weapons, Armor Skins & Effects Sonic SMT: Bipeds, Vehicles, Weapons, Scenery & Effects Tachikoma Ghost in the Shell: Bipeds, Weapons & UI Forerunner Sentinel Forces: Bipeds, Weapons & UI CMT Plasma Dual Weilds: Weapons & Effects DBZ Dragonball Set: Goku HD Bipeds, Dragonball Armor Skins, Combat/Enemy Voice Dialogues and Energy Blast FP weapons. Sonic Set: Get all Sonic, Shadow and Silver bipeds, vehicles, scenery, effects, devices and custom weapons! Tachikoma Set: Get all Tachikoma and Kagotank biped and vehicle variants, plus new UI and updated weapons. Forerunner Sentinel Forces Set: Get all Enforcer, Sentinel, Monitors, Onyx and Custom bipeds skin variants plus laser weapons. CMT Dual Weild Plasma Weapons Set: Get all four types of Dual Plasma Rifles and Charge Pistols, plus bonus Dark Energy versions! Background: In 2018, I shared a compilation of major tag sets, including creations of my own. I've now moved it to Itch.IO and Dropbox for easy access since I'll be removing all this from my laptop. I created 95% of the DBZ set, turned Tachikomas into bipeds, upgraded the Plasma Duals, fixed a lot of the Sonic Team tags and collaborated on many other assets with the HCE Maps community. Will be great for Machinima wars & more. Pack extensively tested, works with fresh installs of Halo Custom Edition and are self-contained, no previous tag sets needed. Download on ItchIO: https://bellblitzking.itch.io/halomegapack/#download Direct on Dropbox: https://dropbox.com/s/wk36nv3biy6pf5e/AssetPack_HaloCE_byDKSS.zip?dl=1 EXTENDED CREDITS BELOW. All collaborating authors are credited in the pack and permission requested.
  24. Since a lot of people have been using Master Noob's H4 Master Chief biped for quite some time (2013), we (ShadowMods) have decided to make a better port (well, in our perspective). This includes better shaders and textures in higher resolution, better rigging, LODs and some polycount optimizations. It uses the stock H1 bone-set, so it will be compatible with cyborg tags (collision_geometry, model_animations, etc.). We know a lot of people don't like 343i's art, but we always wanted to provide a better-quality biped. The biped will be released in different separated versions (because why not?): SINGLEPLAYER: - Normal: The SP Master Chief. Made specifically for singleplayer projects. - Clean version: The SP Master Chief, but without scratches and damage on the right side of his chest. This was made as a request of some people. MULTIPLAYER: - Normal: The MP Master Chief. Made specifically for multilplayer purposes. - Clean version: The MP Master Chief, but without scratches and damage on the right side of his chest. SOME PICS (VANILLA SHADERS): (MULTIPLAYER VERSION. THEY INCLUDE A "CLEAN" VERSION AS WELL, BUT I WON'T POST IT SINCE IT'S POINTLESS). NOTE: Keep in mind that the visor uses a color-change mask and a color permutation function ("D"). So, in case you use the gbxmodel in another .biped file, make sure you set up a new "letter D" function with proper colors. HOW TO USE IT IN YOUR PROJECTS? Just extract the .7z file(s) and place it/them into your "tags" folder. Enjoy! CREDITS: - 343 Industries: Original model. - Gravemind: Author of "Adjutant". - MosesOfEgypt: Author of "MEK (Mo's Editing Kit)". - Solink: Rigging, Polycount optimization and LODs. - MrChromed: Textures and shaders. LINKS: - Halo 4 Master Chief MP: https://drive.google.com/open?id=1a2kZoLPpucLpOB3uAI7UC4wWH7YuZe-h - Halo 4 Master Chief MP (Clean Armor): https://drive.google.com/open?id=16IfPbjCiRTobKnMP9TPsXRLkOgkjWmTp - Halo 4 Master Chief SP: https://drive.google.com/open?id=1fDwtBuqMdocS7joQI-cZx860HB760X8O - Halo 4 Master Chief SP (Clean Armor): https://drive.google.com/open?id=162h_CCPzT1kcJ0L69KesnJX6-dY-BNTB - Halo 4 Master Chief (entire SP and MP set): https://drive.google.com/open?id=1ctX62uP6ZZDYJgOZYrzxaPjoflbmsYQX
  25. Complete DBZ Dragonball Collection: Goku HD Bipeds, Dragonball Skins, Dialogues, Scenery and Energy Blast (CMT) FP weapons DOWNLOAD (Updated): https://www.dropbox.com/s/wk36nv3biy6pf5e/AssetPack_HaloCE_byDKSS.zip?dl=1 PREVIOUS RELEASES (Included): Tachikoma Bipeds Collection: http://forum.halomaps.org/index.cfm?page=topic&topicID=51020 Forerunner Sentinels Collection: http://forum.halomaps.org/index.cfm?page=topic&topicID=51005 Sonic the Hedgehog Collection: http://forum.halomaps.org/index.cfm?page=topic&topicID=50984 BIPEDS INCLUDED (20+): Goku HD God Forms, Goku Saiyan, Goku SSJ4, Trunks Hayabusa, Vegeta Saiyan Vegeta SSJ4 and Vegeta Elite armored Frieza, Cell, Cell Jr. Kid Buu, Majin buu minions, Android16, Bardock, Broly Nappa, Paragas, Raditz, Turles WEAPONS INCLUDED (10) (CMT): Energy Blast Blue / Purple Energy Shots: Cannon, Rifle, Pistol Energy Beam Focus Charge Energy Beam Hunter Charge Energy Blast Wraith Energy Bolts Majin Shade Energy Lightning Blasts DIALOGUE COMBAT SETS (12): Bardock, Broly, Kid Buu Cell, Cell Jr., Frieza Goku Old, Goku Young Nappa, Raditz, Turles Vegeta Old, Vegeta Young DOWNLOAD: https://www.dropbox.com/s/wk36nv3biy6pf5e/AssetPack_HaloCE_byDKSS.zip?dl=1 New weapons effects created/owned by CMT Skins and Dialogue combat sound sets created by DarknessSamurai. Weapon FP Hands by Yoda and Jawa, modified from the "Co Challenge01" map The HD GOKU biped is originally featured in TheFugitive's "Supercity" map DOWNLOAD: https://www.dropbox.com/s/wk36nv3biy6pf5e/AssetPack_HaloCE_byDKSS.zip?dl=1