#Misriah Armory
1 messages · Page 1 of 1 (latest)
Like the idea! But those armor models need some work. They look soft and squishy more than hard and rigid
Looks pretty sick
Thats the reflection. In game you can see the weathering a lot clearer, scratches and worn down parts in the camo.
I agree though it does look that way in the SS. Unfortunately I can only SS in 1080p and not with my monitors integrated 4k. Pisses me off.
I will say the black multicam variant is dark though its ment to make you almost invisible at night so- that one I will admit does look squishy and even in game is hard to see the weathering because its such a dark shade. We live with it for the drip though.
I think it’s more so the model shading I’m referring to, not the texturing. The mesh seems to have a lack of sharp edges and is lower poly than it should be imo
Like, comparing it to how detailed the gun model is vs the armor. It’s a big difference in quality
The future of this project I aim to include the following.
- Arcadia Conflict and GM map scenario.
- ODST Armor
- 3 More Marine Armor Camo Variants
Trust me its because I put the UV reflection too high and its drowning the textures. Ive been playing with settings to get a good metal reflection for the armor.
and because of my shitty output resolution. unless im continuing to misunderstand what your pointing out-
I’m talking the quality of the mesh itself, nothing to do with the texture or material itself. Like, the actual model
I see. Well to each their own
As long as its constructive, which it was so thank you. Maybe ill look into it if im not already busy drowning myself in more work.
You got a discord server you post updates in, or just posting it all in here?
in my bio- just made it 🙂
anyone else who wants to get more frequent updates on how the mod is going or provide criticism/ideas im always open to anything. discord is in my bio
ill only be posting finished assets in here.
Reference Art Image
bottom piece of helmet is detachable so there will be 2 variants one that is just the helmet and one with the bottom piece which will act as a gas mask.
Textures updated for weapons. Textures being redone now for armor as well to look less "spongy"
Then v1 will be released. I expect to release this mod with all items shown in this thread by the end of the weekend
Next project. ^
Finished Army Ranger uniform/armor.
Kevlar undervest/shoulder pads/thighs. Heavy Plated Armor front and back/both forearms. Shoulders will be interchangeable with heavy plate shoulder armor. Kevlar will provide blase protection while if you switch them you will get more ballistic protection.
Shoulders and forearms swappable. Now adding leg and thigh armor to also be swappable between the "extra" slots and the shoulder/forearm armor will be connected as one into a detachable addon for the vest.
also i just noticed the wrist clipping the uniform, weight paint issue- will fix
Lastly, havent configed the ballistic protection yet however due to it being heavy plate armor in lore- it will probably have a little more capability than the base 6B3.
Sweet!!
Sweet
boonie hats and bandanas fellas, like back in the old days.
might throw a beanie in there too but i dont remember the CE marines using beanies- someone correct me if im wrong.
Im not sure if they do but it still be cool anyway
This will be open to Playstation on 1.3 right? Cause me and my boys would love to download and support this mod
I have questions, can use any clothing with the UNSC armors on?
The armor is also rigged compatible with a mod called 4MMR uniforms which provided about 6 different camos.
So you can use the uniforms I have made specific for the armor or you can use the different uniforms in the mod dependency.
If you guys would like things done another way, please let me know. These assets are for you guys, not me. The only control I have was the CE armor because it’s my favorite armor so thats what I chose to bring in the game.
Any ideas at all or any criticism please feel free to post in here or DM me anytime. I will always listen to you all first on what you want to see next.
Once this mod is finished, ill be moving on to make some halo terrains for servers to run proper halo themed conflict modes.
Sweet, what the mod called?
Misriah Armory, the name of the thread xD
not released on reforger yet, i refuse to release a mod until i 100% know there are no bugs, clipping issues in the armor, weapons fully functionable, etc
Oooh that why
Clipping issues like doesn't go on character and ended like a weird pose right?
Correct.
It happened to me most of time with other mods and been wondering why it doing that
This is due to poor weight painting/rigging unfortunately.
So they need to be updates by the modders?
Correct.
That explains a lot, thanks for telling me about it 😁👍👍
Sure, no problem.
Finally received all the "okays" from the model creators for some assets used in the mod.
This means the mod should be released within the next couple days.
Ill post final updates some time soon and a full list of what is included in the mod.
Yay!!!
Cataloged list
*MA5B
Uses RayZ Optic red dot
Compat with base game 4x20 red dot
*MA37
-Uses RayZ Optic Red dot
NOT compat with base game scopes
*BR55
-Uses RayZ Optic Leupold 8x25 Sniper scope
-compat with base game scopes
*SPNKR
-Iron Sights only
-RPG ammo use only, no missile tracking (yet)
*M6D
-Iron sight only but its a pistol anyways you'll never use it 😉
*M7 SMG Suppressed
-Can not remove suppressor (i know sorry)
-uses red dot barska RayZ Optics
-NOT compat with base game scopes
*Marine CE Armor [5 Different Variants]
Heavy Armor
Light Armor
Marksman Armor
Squad Leader
Grenadier Armor
(Single CE Helemet included with integrated Halo HUD)
*UNSC Uniforms [4 camo variants]
Grey
Multicam
Woodland
Digital Forest
Awesome!
Misriah Armory has been released for beta testing. Please provide feedback in our discord.
Sweet
Hey how does the MA Ragdoll Physics mod work?
its currently still a heavy WIP as its causing lag issues.
Ah okay
however, it reads explosions and ragdolls you and AIs into the air based on damage, angle, how big the explosion, etc.
I tried it with the gmfx explosions in a private gm and it didn't work.
armor values affect the mod as well.
meaning if the person is wearing armor that has explosive protection they wont be ragdolled as much and most likely not at all.
example- the halo armor is pretty heavy and has a shit ton of kinetic and ballistic protection. explosions do not ragdoll the halo characters unless they are significant. like an rpg at your feet or something.
Dumb question but does it only work with the halo armor or does it also work with base game and rhs stuff?
works with anything- the armor just effects how the mod works.
Alright. Thank you
VERSION 1.0.8
Added Halo Wars Marine Armor 5 different Variants
(Rifleman Armor)
(Heavy Armor)
(EOD Armor)
(Marksman Armor)
(NCO Armor)
Added Halo Wars Marine Helmets 4 different Variants
(RTO Helmet [integrated radio transmits 1500m])
(Up Armor Helmet)
(Basic Helmet)
(Helmet w/ Cam)
Added 3 new weapons
(SRS50-P)
(BR25-HB)
(VK78)
Added New H2 ODST Armor 4 variants (removed old armor)
(Heavy Armor)
(Rifleman Armor)
(Marksman Armor)
(EOD Armor)
Added new ODST Modular Helmets 4 variants
(RTO Variant)
(Basic Helmet)
(Helmet w/ Cam)
(Helmet w/ Crab Mesh)
Added 2 Shoulder pads
(EVA ODST Shoulder NCO RED)
(Heavy Plate ODST Shoulder LT YELLOW)
Added 2 forearm pad armors
(Heavy Plate Armor)
(Light Plated Armor)
Added 2 balaclavas for Marine and ODST helmets
Reworked SPNKR - New model and scope
Zero'd all weapons once again to be right on the crosshair of any scope with ranging up to 1500m
MOD OVERHAUL
ODST Armor now swappable between forearms and shoulder pads. More customization items to come for marine armor to add on top of forearms/leg plates etc.
Added additional friendly AI groups with new armor and weapons.
Added additional OPFOR Rebel/Special forces groups
Nice
Damn. I can't wait to go on a patrol and watch my teammate step on an IED and go flying 20 feet into the air.
update has been pushed. no more lag or game freezes
explosions also have to be more direct impacts, so yes stepping on IEDs would work.
armor values take into effect such as if your wearing heavy armor it wont propel you much if at all since the heavy armor weighs you down, things like this.
Interesting
Misriah Armory’s first “revamp” release is as follows.
Halo 3 Full Marine Gear (Green and Tri-Color DCU)
4 Different Thigh attachments
4 different vests
3 different chest pieces
3 different shoulders
Fully customizable/kit-bashable with UC mods
Coming soon
- Long Sleeve BDU
- Fingerless gloves
- Light forearm armor
Oh yeah and the mod will be broken up now to save console players.
This mod with the H3 gear is now released. Name is “MA 2552”
Each new mod will be named with the lore year where the equipment was used.
[HALO] Misriah Armory
example of an armor kitbash with UC and MA armors
Misriah Armory
invalid inv btw
Jackal progress
Nice
new jackal progress update.
Along with this, lets post all of the current MA mods that are released / in development.
https://reforger.armaplatform.com/workshop/66C92C49F5CC1D6A-MAWeapons%26Equipment
WEAPONS AND EQUIPMENT
Adds halo weapons in to the game as well as working variable zoom halo style scopes.
Will eventually also add equipment such as medigel, medical pack, biofoam, etc.
https://reforger.armaplatform.com/workshop/66BC5A733C6A160F-MAAnniversary
MA ANNIVERSARY
Adds all of the Halo 2 Anniversary armor including the OG Odst armor.
https://reforger.armaplatform.com/workshop/66C2611FECFDBA62-MACore
MA CORE
Scripts. Needed for all MA mods.
https://reforger.armaplatform.com/workshop/66DC279EEC281C33-MAHaloPhysics
MA HALO PHYSICS
The updated version of "MA Ragdoll Physics" for the new arma update. This mod has been re-released under this name and also includes new tweaks that make the ragdolling upon explosions more realistic. Also, now gives you an actual directional push from where the explosion happens rather than before when it would just toss you in a random direction. (Please also note, you dont always get "thrown", it really depends on how the explosion happens and how the engine rendered the damage on your character from the explosion to determine if you should be thrown or not, this makes it out of my hands to "force" a knockback effect every time.)
https://reforger.armaplatform.com/workshop/66DB3A8FED050FF5-MAProps
MA PROPS
Adds halo props to the game. Barricades, walls, barriers, etc.
https://reforger.armaplatform.com/workshop/650E1A88337954CC-MAFirstContact
MA FIRST CONTACT
adds Halo reach marines and ODST armor/gear.
Damn he kinda chopped ngl
jackals are chopped creatures
i think in lore they were all single and lonely
also released the dynamic hud script
Updated on workshop for 1.6 update (i didnt realize this mod had a bunch of downloads and i wasnt paying attention- fixed it for the people who use it)
refined direction vector blowback to apply correct directional force from explosions and not always knock players uncon- depends on how close you are to explosions now
refined code to make the blowback force more consistent (still is not 100% but it almost always applies now)
Hello there- posted a new mod for mission makers looking to use the Enfusion Workbench to make pre-made autonomous missions for your units or friends or even for yourself
Here is the mod
Here is a short video on how to use the components, hope you guys like it and use it
This video shows how to use the components featured in the Arma Reforger "Misriah Mission Framework" mod. Any questions or comments, please join my discord for the mod down below.
an update on what i been doing
this ones for the boys back in the reach days.. wherever u are
Please dont repeat Op Trebuchet's awful habbit of "fanifying" the weapons by adding picatinny rails and new textures to weapons where they never existed to begin with. I think you're going in the right direction, but I'd really like to see stuff more focused on the Bungie lore of weapons meant to be mass produced on a scale where "customization" is non existent, for example, the MA5C and MA5B and MA37, were never intended nor designed to have a magnified optic.
The same goes for the original designs of the M7 smg, where the entire top portion lacked any rail whatsoever, and the M7S red dot optic, was specifically designed to clamp Overtop of the front sight base.
There are even weapons, that are often misinterpreted as having picatinny, when they in fact do not. Take the m392 for example, the optic is clearly not mounted by any picatinny. It has its own unique proprietary mount that is specifically made for that optic, for that weapon system.
The same can be said for the srs99am weapon system.
Essentially what I am saying is, picatinny hardly existed in bungie era halo, if at all. Picatinny rails take a great deal of time to machine, which is why they hardly existed in halo. Humanity, in an effort to arm a military force of millions, would not waste the time to machine out picatinny rails. Each weapon had a distinct role.
On top of this, picatinny rails by the time of Halo, are obsolete technology. That is the entire reason the HUD exists in every UNSC marines helmet, there was no need for them because an optical system was built in for primary fighting rifles.
It didn't exist for SMGs, because SMGs would not be used to fight on the front lines, like today, they are used as a last resort for crewman and pilots, sometimes being used by specialized roles when carrying a full length rifle is too cumbersome.
Modders adding them to halo guns where they never existed is like adding a side mounting optic mount, commonly found on soviet era AKs, to an M4 flat top rifle. It just doesn't make any sense.
I will say, I think the rebel faction looks way too uniform. The equipment shouldn't all look like pristine painted black. There needs to be some pieces that are still their original green paint, with some parts missing or heavily worn. There is way too much red present, looks way too gamified.
The red visors look terrible too. Those didn't exist in lore for standard marine helmets
Also, the UNSC halo 3 marine model needs it's actual lore accurate camouflage still. Which would be Desert DPM.
Here's an example of how the rebel faction should appear. You can find more examples in the "classified" footage from the Halo Forward Unto Dawn movie.
An example from a Squad mod.
I do love the inclusion of a M247 GP Machine Gun. However, if being used unmounted, they would have box magazines containing maybe 75-125 rounds, not a cylindrical drum containing 50+ lbs of what is essentially a super hot 7.62 nato. It wouldnt be physically possible.
Example seen in Halo 2
almost all of your points are moot at this point, this mod has been updated a lot to the point of it not mattering
The fact that the mod has been "updated" does not make my points moot lol
well, you're also citing for lore reasons trying to explain logic of 20 years ago, like you're telling me, that for example the m7s, the UNSC decided to run something even more obsolete and expensive than a pic rail? buddy, you gotta take a deep breath and realize it's a product of the early 2000s
in the example images, it's pinned in where the front sight post is (in game) similiar to ak read sight red dots, which is clearly an effort to update otherwise obsolete gear
when if you look at the new designs of every halo weapon, even when there's technically no difference in lore, pic rails were added, almost like they were previously .... working with lower poly counts, and couldnt add them, or didn't because they weren't mainstream yet, and the developers aren't working for lockheed martin and devgru, it's a bunch of guys in washington state
Pic rails were mainstream 10 years before Halo CE came out. What are you talking about? You can literally read descriptions of the weapons from Halo books from the bungie era which make zero mention of any pic rail.
I dont know why you're talking about the m7s red dot at all, as it's something I already mentioned, and further proves the point that pic rails didn't exist in bungie's Halo
Your argument is entirely a red herring. I am discussing what is lore accurate, you're discussing what was going on in the real world during the time of halos development, which is totally irrelevant to my point.
i think what they were trying to convey was while the pic rails werent specifically mentioned in books or anything of the sorts, in the pics they provided and other ones u can find from the games there are weapons that do use the rails for the sights or some kind of bolt attachment to keep the sight in place
so the picatinnys are just universal even in 2552, if it aint broke dont fix it, even the MA5s the innies used the smartlinks were stripped off and picatinnys were slapped on top to use different scopes etc
i can agree it looks a bit out of place if not done right- but i do plan on making everything look as perfect as possible and keep lore accuracy as much as possible while still making things “arma friendly”. You can only keep lore accuracy so much in the game engine until things start breaking