
EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 13, 2009 06:27 PM
Msg. 1 of 29
can someone tell me how to edit other peoples vehicles. dont worry if i use someones vehicle I WILL give credit.
and secondary fire for vehicles...can i make it alter a part of the vehicle rather than making another gun fire (and by altering part of teh vihicle i mean like making a door open and closeable on it)
and on that note can you make a third fire for more than two guns?
pls help.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 13, 2009 07:01 PM
Msg. 2 of 29
you can import a gbxmodel tag into GMax or 3DS Max with theGhost's GBXModel Importer Edit as desired. Since you're changing the nodes so the door can animate, you'll be making collision and animations tags too.
Yes, but you might need a dummy animation for the weapon functions that aren't used
No third fire, unless you attach a vehicle like the covie drop ship attaches it's gun turret (which may prevent entering and exiting both vehicles, but 'multi-team' vehicles may fix that), and it's a single player map since both can't be synch'd.
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 13, 2009 07:16 PM
Msg. 3 of 29
ok but i see some works in progress that have like a gauss/rocket/chaingun turret all in one so how do you suppose they made it have third fire.............also that one tank with four cannons, two rocket launchers and two flame throwers.
so i think it should be possible.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 13, 2009 08:05 PM
Msg. 4 of 29
They attached things so that things happened when you pressed certain buttons.
Sorry, I completely spaced out...
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 13, 2009 08:06 PM
Msg. 5 of 29
the gauss/rocket/chaingun turret, have they gotten it to work?
what Gamma927 said ^ the tank uses attachments controlled by crouch, jump, and flashlight for the extra weapons. That may be possible for your door, too. I modded the beam emitter to run it's ascending pulse animation in a feedback loop with it's animation position (crazy results), so I think it's possible to control a door animation with a function controlled by crouch or flashlight or w/e. I'll dig up and post specifics in a bit Edited by bobbysoon on Jan 13, 2009 at 11:11 PM
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 13, 2009 10:06 PM
Msg. 6 of 29
thanks for all the help!
i still know practically nothing about 3ds max so i might not ever get it done but if i do i will show it to you!
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 13, 2009 11:17 PM
Msg. 7 of 29
Are you talking about that no-turret hog in coldsnap? Edited by bobbysoon on Jan 13, 2009 at 11:18 PM
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 14, 2009 04:21 PM
Msg. 8 of 29
now i have one more question and i am going to spill the beans on what i am making. JUST PLS DONT TAKE MY IDEA (even though it has probably already been done.)
i am making a halo 3 phantom with working doors and such on it.
and can i put a grav lift tag in it so that when it is on teh ground the lift pulls you up into the phantom but when you arent on the ground the grav lift blows you out of the phantom?
i mean it should work...other vehicles such as the pelican has legs that come out so.....ya.
and can someone tell me how to get started on puting the phantom from extinction into 3ds max? I WILL GIVE CREDIT TO WHOEVER MADE IT!
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 14, 2009 04:38 PM
Msg. 9 of 29
There's no gravity lift tag, but an effect that does a little chain-spawning could cause a push on the other side of a target (bottom of character), pushing him up. He'd hit his head pretty hard this way. I imagine the same thing could be done to slow his descent, somehow. Or, attach an invisable lift? I don't know how well that would work. get theGhost's GBXModel Importer. It's a script for max that can load the model http://ghost.halomaps.org/bluestreak/
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Advancebo
Joined: Jan 14, 2008
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Posted: Jan 14, 2009 04:44 PM
Msg. 10 of 29
I already did this sorry dude Though I am still getting it to fire the third projectile.
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 14, 2009 04:53 PM
Msg. 11 of 29
oh i know you did it i was just saying that MAYBEE i am the first to think of doing a halo 3 phantom.
also i saw the link that you sent me bobby soon and i saw the machine pictured on the front and it looked to me like it had a grav lift.
also people who made coagulation had to have grav lift tags to get the base right(although i have never played on it on halo ce i am just assuming)
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 14, 2009 05:34 PM
Msg. 12 of 29
You mean this pic? I think thats the platform from the Library. The whole thing moves up and down. Nope, no grav lift in haloCE's version of H2's Coag Advancebo, an effect attachment as a weapon could work in a pinch, but not for the chaingun. The chaingun needs the $WEAPON's error angle, to spread the shots out. The rocket launcher needs a magazine, so the -gauss turret, right?- it's simpler, easy to do thrue an effect. Also, I think "the Guardians" take credit for the kills.
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 14, 2009 07:17 PM
Msg. 13 of 29
well dang..........my phantom wont be a really good phantom then.
also i just realized i suck at 3D modeling in 3DS Max.
i wonder if someone could make a grav lift tag?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 14, 2009 07:27 PM
Msg. 14 of 29
The basic idea of gravity lifts in Halo CE, is that a invisible "bomb" explodes beneath you when you are standing in an area, and it's set to do no damage, so only the force pushes you up. Of course, it requires scripting with trigger volumes, and a moving phantom would not work. Unless you blow up anywhere you go.
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Jan 14, 2009 07:29 PM
Msg. 15 of 29
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 14, 2009 10:37 PM
Msg. 16 of 29
Quote: --- Original message by: Gamma927 it requires scripting with trigger volumes Not true. It could be done with an attachment controlled by a function, like I suggested to Advancebo for the Gauss part of his triple turret. Scripting or trigger volume not required that way, but it'd still be difficult to get it right. The trick is the chain-spawning. The function (by crouch or w/e) controls the effect attachment, which spawns a projectile, which if it hits cyborg armor or shield, spawns an overpenetrating projectile with a limited range equal to the cyborg's height, or a little more, which then detonates. The detonation has the push. It helps to throw in some other effects with the detonation while debugging, so you can see if it's working right. Setting up the damage_effect is also tricky, by itself. You could also use a skin modifier to rig a grav lift energy field that stretches down, it's animation controlled by the same function. Maybe particle effects would be better. The door animation will take another function, leaving only 2 functions for your vehicle's flying and firing stuff
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 15, 2009 10:34 PM
Msg. 17 of 29
hey maybee i can just make it to where you enter the phantom at the grav lift and just make the animation for it look like you are floating up inside of it. same applies for teh interior and exiting the phantom.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 15, 2009 11:00 PM
Msg. 18 of 29
I like that idea! But not for the driver, because it needs to be floating to work, which it won't without a driver.
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 16, 2009 12:48 PM
Msg. 19 of 29
ya it kinda does float because if you look at extinctions phantoms they never touch the ground. the driver could easily get out.
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vmt
Joined: Jan 29, 2008
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Posted: Jan 16, 2009 01:15 PM
Msg. 20 of 29
no hes saying in order for it to work like that there would have to be someone driving like how on some vehicles you can get in gunner or side seat unless there is a driver am i right ? Second there is a grav lift in mombasa: http://hce.halomaps.org/index.cfm?fid=822 or Chronopolis: http://hce.halomaps.org/index.cfm?fid=3527 but i dont know if you could attach it to the ship and i dont know which of those maps its in.
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 16, 2009 01:53 PM
Msg. 21 of 29
i kinda understand but it still sounds like my idea would work. just allow it to be used without a driver just like the cargo seats are.....you can sit in them without a driver.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 16, 2009 02:43 PM
Msg. 22 of 29
also, you could have several markers per seat in a line
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Bokito
Joined: Oct 31, 2007
Playing ODST since 09-21-09
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Posted: Jan 17, 2009 08:44 AM
Msg. 23 of 29
All the gravity lifts in halo CE don't work well, because they dont sync.
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 17, 2009 04:23 PM
Msg. 24 of 29
how do i make doors.
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pakar45
Joined: Sep 21, 2008
Hi
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Posted: Jan 17, 2009 04:58 PM
Msg. 25 of 29
I have a fairly well grav lift tag that would probably work but, it is scenery ( i think that's what you wanted right?) i did not make them i got them from a coagulation map there is two tag folders one with the visual effects/model and the other that pushes you up you need both to make it look right though. I will edit my post once I am done uploading them. EDIT: here is the link http://www.mediafire.com/download.php?tmdgtgm2ern. There you go :D Edited by pakar45 on Jan 17, 2009 at 05:02 PM
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 17, 2009 11:41 PM
Msg. 26 of 29
Quote: --- Original message by: EnragedAUSTIN11 how do i make doors. look these up in Max's help (F1) hide parts of mesh not attached to the main hull by selecting all and de-selecting the hull, using Element sub-geometry mode. if you deselect something behind the hull instead, ctr-z to undo, and try again define door geometry by dividing faces and turning edges. Divide a couple, turn a couple, and don't let the edges get too skinny edges vis/invisable - vis edges will define door select poly mode detach doors to element, but not clone, one by one select open edges extrude, in local hide faces which aren't the doors select open edges again cap holes detach doors 1 by 1 to objects, but not clones unhide all faces make a doors frame, hinges, and interior if needed, using conventional methods (see below) someone will be along shortly with some good tut suggestions. Thank you for your patience
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EnragedAUSTIN11
Joined: Dec 26, 2008
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Posted: Jan 27, 2009 04:43 PM
Msg. 27 of 29
ok a few final questions when the passengers enter the phantom through the grav lift.....could they freely walk around in the phantom?
also i know this will sound crazy but could i make a fourth fire that makes the whole phantom go invisible like the heretic phantoms in halo 3 do? (i know that is asking for a little to much but i wanna make it as close to a h3 phantom as possible).
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vmt
Joined: Jan 29, 2008
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Posted: Jan 27, 2009 04:50 PM
Msg. 28 of 29
idk how to do it but i do know that is actualy not askign much of anything because invisiblilty is a easier item to handle then gravity.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 29, 2009 01:18 PM
Msg. 29 of 29
he cloaked wraith had a double model for a shader_transparent_water that I assume made it shimmer while it's hull shader was invisable due to function wiring of crouch. And there was this idea that making the floor a climbable material would allow a player to stick to a vehicle while it moved, but I don't know how that turned out. Even with a platform device machine, it must move smoothly or the player falls off.
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