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Author Topic: Vehicles - Works in Process thread [WIP] (4332 messages, Page 114 of 124)
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killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 5, 2013 10:16 PM    Msg. 3956 of 4332       
after some help from altis (thanks for your help) the prowler is working almost perfectly, its now all up to my physics tweaks and some animation fixes to finish it up. not to mention i finally started to make some headway with the shaders now that i have the other stuff out of the way.

Pics: ignore the still rather crappy shaders






killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jul 6, 2013 11:52 PM    Msg. 3957 of 4332       
no i got back from vacation too late to finish things up.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jul 15, 2013 07:45 PM    Msg. 3958 of 4332       
Quote: --- Original message by: Echo77
Does anyone have a good Halo 3 Elephant in-game (besides the one on Halomaps), or the civilian model from Halo 3: ODST?


I gave Kirby the retail model with all textures (including normals). It looks bice ingame but I'm unsure If he released it


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 16, 2013 07:32 AM    Msg. 3959 of 4332       
Quote: --- Original message by: R93_Sniper
Quote: --- Original message by: Echo77
Does anyone have a good Halo 3 Elephant in-game (besides the one on Halomaps), or the civilian model from Halo 3: ODST?


I gave Kirby the retail model with all textures (including normals). It looks bice ingame but I'm unsure If he released it

lol, second time I use the video, and strangely the video title is still accurate.
http://www.youtube.com/watch?v=AoaIh8JAeGs
(the 'no' was initially about people wanting vehicles carried. Tried to add additional scripts to handle that, but nope, that just made a vehicle catapult lol)

There's some more stuff I want done to it before I release it (Plus, im not even working on it, I have other stuff to work on), but its setup for the walking on vehicles anyways; without that, you're just gonna have a collection of elephant chunks in your map. Anyways, currently, when you run against the turrets, it for some reason forces you through the elephant.. need to look into whats happening, that didnt occur with any other vehicles I setup with walk on vehicles (And then I could probably make better shaders and stuff lol)


Glenn Z
Joined: Nov 13, 2009

Evolve: modglenn


Posted: Jul 28, 2013 01:06 PM    Msg. 3960 of 4332       
I'm looking for some new or realistic vehicles for my map i'm working on, trucks, aircraft, off road buggy things, tracked vehicles. I'm open to others though, If you have something i could use please pm me.


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jul 29, 2013 07:59 AM    Msg. 3961 of 4332       
this one is old and gross, but it was int he same folder as the rest. (for GlennZ).
https://www.dropbox.com/s/8naj1516qsyg52b/4.png

old and I will fix.
https://www.dropbox.com/s/5my5xvdj3o9z5et/51.png

(this is all old and discontinued stuff that I will finish if you want it... idk if you'd want it though.)

https://www.dropbox.com/s/spxqso4a0i01tr1/52.png
^^ Has....
-P90 weapons (COD4).
-something I forgot the name of, I think SCARS or something. (COD4 or MC3)
-Jet, from the webs that I got in game for no reason.
-(ignore the monitor)
-Truck. *I need to animate*
-(ignore the Ambush bipeds as they are not mine).
-Slendy is realistic... but not a vehicle. ;)


Old pictures and old projects.. old is old is old.



(this whole post is directed at GlennZ but I forgot to quote)


I have others but they are not on the Box yet (as I am on mobile)


Glenn Z
Joined: Nov 13, 2009

Evolve: modglenn


Posted: Jul 29, 2013 11:25 AM    Msg. 3962 of 4332       
I could definitely use the truck and plane. The excav would be cool when finished (for scenery or vehicle). I do have a lot of aircraft textures if you or anyone wants them.


Glenn


Drakov
Joined: Jul 29, 2013


Posted: Jul 29, 2013 04:13 PM    Msg. 3963 of 4332       
Hey guys!

I've got a question that has maybe been answered, and I apologize if it's so...

I'm a big halo fan, but I'm a noob when modding comes. I don't wanna learn, beacause I know I'll stay a noob here.

But I wanna ask you something....
Would this be possible to spawn vehicles and/or NPCs by tags or something? I most want to spawn modded vehicles, like the Pelican or the Wraith. But I want it for single player ONLY. Is it possible by anyway for someone to create like trainer or a program that would allow me to spawn these halo universe vehicles?


Kureha
Joined: Sep 1, 2012

SUBARUUU!~~~


Posted: Jul 30, 2013 01:28 AM    Msg. 3964 of 4332       
Quote: --- Original message by: Drakov
Hey guys!

I've got a question that has maybe been answered, and I apologize if it's so...

I'm a big halo fan, but I'm a noob when modding comes. I don't wanna learn, beacause I know I'll stay a noob here.

But I wanna ask you something....
Would this be possible to spawn vehicles and/or NPCs by tags or something? I most want to spawn modded vehicles, like the Pelican or the Wraith. But I want it for single player ONLY. Is it possible by anyway for someone to create like trainer or a program that would allow me to spawn these halo universe vehicles?


They have to be tags that are part of the map in the first place, in order to be able to "spawn" them. Trainers will not work, mostly because you cannot spawn a drivable pelican or wraith on default Halo combat evolved single player levels simply because the tag does not exist in the map files.

If you want to be able to spawn the modded vehicles anywhere, anytime in a NEWLY MODDED map, it is actually quite easy to accomplish. One can add the modded vehicles to the globals tag, compile the map, and use the cheat_all_vehicles command through the console with devmode activated to spawn all vehicles that are included in the globals tag right in front of you.

If you want to be able to ADD IN vehicles to the map, but not "spawn" them out of thin air, again it is still quite easy to accomplish. All you would need to do is use sapien to add in the modded vehicles that you want to use into an area of the level that you want to mod (you would still need to add the vehicles into the globals tag).

Also, learning Halo Editing Kit is not hard at all. If you have the free time, it takes really little effort to learn the simple things like spawning vehicles and such. For your request, accomplishing something this small is a really easy task and takes little to no time. Play around and you'll see that modding can be fun (as long as you have the time). :)
Edited by Kureha on Jul 30, 2013 at 01:32 AM


Drakov
Joined: Jul 29, 2013


Posted: Jul 30, 2013 03:57 AM    Msg. 3965 of 4332       
Quote: --- Original message by: Kureha

Quote: --- Original message by: Drakov
Hey guys!

I've got a question that has maybe been answered, and I apologize if it's so...

I'm a big halo fan, but I'm a noob when modding comes. I don't wanna learn, beacause I know I'll stay a noob here.

But I wanna ask you something....
Would this be possible to spawn vehicles and/or NPCs by tags or something? I most want to spawn modded vehicles, like the Pelican or the Wraith. But I want it for single player ONLY. Is it possible by anyway for someone to create like trainer or a program that would allow me to spawn these halo universe vehicles?


They have to be tags that are part of the map in the first place, in order to be able to "spawn" them. Trainers will not work, mostly because you cannot spawn a drivable pelican or wraith on default Halo combat evolved single player levels simply because the tag does not exist in the map files.

If you want to be able to spawn the modded vehicles anywhere, anytime in a NEWLY MODDED map, it is actually quite easy to accomplish. One can add the modded vehicles to the globals tag, compile the map, and use the cheat_all_vehicles command through the console with devmode activated to spawn all vehicles that are included in the globals tag right in front of you.

If you want to be able to ADD IN vehicles to the map, but not "spawn" them out of thin air, again it is still quite easy to accomplish. All you would need to do is use sapien to add in the modded vehicles that you want to use into an area of the level that you want to mod (you would still need to add the vehicles into the globals tag).

Also, learning Halo Editing Kit is not hard at all. If you have the free time, it takes really little effort to learn the simple things like spawning vehicles and such. For your request, accomplishing something this small is a really easy task and takes little to no time. Play around and you'll see that modding can be fun (as long as you have the time). :)
Edited by Kureha on Jul 30, 2013 at 01:32 AM


Yeah, I had a PM from someone on the forum that told about the same thing.
So now, the only thing I'd be sure of about this is : is this totally possible to edit downloaded maps such as the campaign maps, NP level team maps, RPSP maps, Lumoria maps and all to add these vehicles via tags and Sepian?
If yes, so, I'd just need a step by step tuto or just to know which folders are concerned to be able to edit the maps and find tags correctly.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jul 31, 2013 07:42 PM    Msg. 3966 of 4332       
What's the average triangle count for a vehicle?


ReconNinja117
Joined: Nov 11, 2011


Posted: Aug 1, 2013 12:56 AM    Msg. 3967 of 4332       
Quote: --- Original message by: grunt_eater
What's the average triangle count for a vehicle?

Stock vehicles, I assume? The highest seems to be the pelican with about 4500, but the average is about 2100. The Covenant vehicles tend to have fewer than human ones.


ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Aug 1, 2013 07:14 AM    Msg. 3968 of 4332       
Quote: --- Original message by: ReconNinja117
Quote: --- Original message by: grunt_eater
What's the average triangle count for a vehicle?

Stock vehicles, I assume? The highest seems to be the pelican with about 4500, but the average is about 2100. The Covenant vehicles tend to have fewer than human ones.

i would have thought the covenant vehicles had more because of all the curved surfaces as opposed to the boxy unsc vehicles


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Aug 1, 2013 07:58 AM    Msg. 3969 of 4332       
The thing about the UNSC vehicles is that, although they're boxy, they're bigger and have more detail. Look at the warthog, steering wheel, full dash board, peddles, two seats, console, move to the turret, 3 barrels, main section, handles, turn table, shield, the tires have treads modeled in, so on, so forth, you get the idea.

EDIT: welp, i recently acquired the halo reach mongoose model and textures. I was able to reduce poly count to roughly 3000, i'm working on textures to get the shaders how i want them, collision and animations are the same as the halo 3, which i modified for hours on another current project to get how i like them. I'll post something when i have something worth showing, after shader work and a bit of physics work(doesn't roll how i want it to, yet).

PS: does anyone know how to import a physics model into 3ds max?
Edited by grunt_eater on Aug 1, 2013 at 04:24 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Aug 1, 2013 04:47 PM    Msg. 3970 of 4332       
Quote: --- Original message by: grunt_eater
PS: does anyone know how to import a physics model into 3ds max?

http://hce.halomaps.org/index.cfm?fid=1669

I'm fairly sure bluestreak doesn't keep the size on export. Blitzkreig does though.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Aug 1, 2013 08:49 PM    Msg. 3971 of 4332       
Okay. So i imported the physics, didn't like them, created my own, using a quick made collision model and the nodes and such, exported, compiled, went to guerilla, and it crashed on trying to open the tag -_-...Anybody?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Aug 2, 2013 07:39 AM    Msg. 3972 of 4332       
Quote: --- Original message by: grunt_eater
Okay. So i imported the physics, didn't like them, created my own, using a quick made collision model and the nodes and such, exported, compiled, went to guerilla, and it crashed on trying to open the tag -_-...Anybody?

Do you have any idea how to make physics? And BlueStreak keeps sphere radius so Kirby is wrooong.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Aug 2, 2013 12:27 PM    Msg. 3973 of 4332       
I believe so, I've done it before. Take your vehicle model, delete the mesh and markers, and create a collision model. Then place spears of the correct size on the parts of the model that will be colliding with the environment, name them the same way you would as a marker(#whatever). link everything to the base node, export, place in a physics folder in your vehicles folder and compile using tool. Did i forget something? :o


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Aug 2, 2013 12:37 PM    Msg. 3974 of 4332       
I would recommend updating existing physics tag rather that making new one. You can create more and rename old spheres with kornmans guerilla.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Aug 2, 2013 12:46 PM    Msg. 3975 of 4332       
Quote: --- Original message by: altis94
I would recommend updating existing physics tag rather that making new one. You can create more and rename old spheres with kornmans guerilla.


Yeah, I've used kornman's guerilla to make physics before. The problem is trying to place mass points in the exact position that you want and getting them the right size and all without having to go test a thousand times per mass point. Lol. But i guess i could manage for this one using the existing as reference.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Aug 2, 2013 01:25 PM    Msg. 3976 of 4332       
No, I mean you can export physics from 3dsmax on top of old physics tag to update it.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Aug 2, 2013 05:04 PM    Msg. 3977 of 4332       
But if the physics model i made and compiled as a new physics tag was corrupt, then would it corrupt the preexisting one?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Aug 2, 2013 06:16 PM    Msg. 3978 of 4332       
Just try and see for yourself. You can always make backups if you don't want to lose tags.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Aug 2, 2013 07:07 PM    Msg. 3979 of 4332       
Quote: --- Original message by: altis94
And BlueStreak keeps sphere radius so Kirby is wrooong.

What version? Just because you said that, I had to open up the script I have and check, and nope, it defaults the size to 2.0 on v1.0.1... So, what version are you using that has correct marker scaling?


Also, yes, update an existing physics. Halo tends to not like freshly created physics, and just copy-pasting an old collision into the folder isnt hard anyways.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Aug 2, 2013 08:23 PM    Msg. 3980 of 4332       
Problem for me with physics is that whenever I make them and compile, it'll crash sapien when i try to spawn the vehicle, but works fine ingame. I should be happy that it works but it is a pain switching the vehicle to a ghost or warthog in guerilla every time i want to go in sapien.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Aug 3, 2013 06:02 AM    Msg. 3981 of 4332       
did you try overwriting any random stock .physics ?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Aug 3, 2013 06:28 AM    Msg. 3982 of 4332       
I'm using v1.0.1 and it does export sizes for me. I remember it never did that before but few months ago when I was making some vehicles I noticed that it keeps the size. I just reexported some physics to see if I'm not wrong:
http://imageshack.us/a/img560/5205/ztf5.jpg
http://imageshack.us/a/img836/4199/k7lp.jpg
As you can see it exported the size automaticly (I didn't edit the values).


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Aug 22, 2013 02:49 AM    Msg. 3983 of 4332       


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 22, 2013 10:22 PM    Msg. 3984 of 4332       
Quote: --- Original message by: kirby_422
Sometimes, kirby are bored.

Okay...that looks simply awesome.
Edited by Dumb AI on Aug 22, 2013 at 10:23 PM


Tuwdburgaler
Joined: Dec 14, 2006

Leadfoot


Posted: Sep 14, 2013 07:36 PM    Msg. 3985 of 4332       
Working on a completely revamped warthog, will post pictures soon, but I was most curious as I modeled along, and as to what type of turrets you guys would like to see most. And yes Dennis, It's me.


Bottletopman
Joined: Feb 5, 2011

Blessed are the cheesemakers


Posted: Sep 14, 2013 09:09 PM    Msg. 3986 of 4332       
Well personally, I'd like to see a H3 gauss turret, that one looked badass, other than the barrel which just looked too much like a twig, maybe fatten it up a bit à la Halo Reach?


Tuwdburgaler
Joined: Dec 14, 2006

Leadfoot


Posted: Sep 14, 2013 09:32 PM    Msg. 3987 of 4332       
Definitely possible, Who wants to see multiple renditions of this? I need to know the interest is there and I will model them all and rig them all. I vote that we have a little fun and even model some versions of the warthog that haven't even been done, such as the APC but the GAUSS is WAY OVERPOWERED. I'm thinking a SPlaser turret as one..


Bottletopman
Joined: Feb 5, 2011

Blessed are the cheesemakers


Posted: Sep 15, 2013 02:54 AM    Msg. 3988 of 4332       
If the gauss hog is way too OP, you can always set it as a rocket turret, akin to that really old Halo 1 trailer, where it shot a rocket or something at a Wraith and blew the whole thing up. If you're planning on tagging it, you could add a superheated contrail (pretty much what you see in Halo 3) to the gauss turret's projectile so that people can find where the gunner is, and toning down the damage is always a possibility hehe...

The splaser turret seems very interesting, never thought of one myself, or maybe even the rocket turret from Halo Reach, just make the rockets' damage set to a low amount so people don't go raping everyone with it.

I believe there's already a warthog APC 3DS Max model out on the site somewhere, it's still there but as far as I know nobody has actually used it in any levels.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 15, 2013 09:38 AM    Msg. 3989 of 4332       
Just to say, I'm working on h3 ish effects for the gauss warthog that will be featured in Bigass.


Tuwdburgaler
Joined: Dec 14, 2006

Leadfoot


Posted: Sep 15, 2013 07:47 PM    Msg. 3990 of 4332       
Im liking the feedback, and im probably going to do an anti air rendition, renders soon. Keep on with the ideas guys this is very useful.

 
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