
frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 17, 2009 10:18 PM
Msg. 1 of 20
OK so I'm watching these tutorials on how to make a vehicle, well really just 1! That one got a 6.2 and it sucks really really bad. All I wanna know is how to add like where you sit and stuff. Do I just make spheres as those markers and name them, then link them to the base or what. I'm so confused. The same thing could go for weapons I think there in the same bowl there.
Please HELP ME!
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Jan 17, 2009 11:04 PM
Msg. 2 of 20
Link to which tutorial it is?
You create a frame, just a box or any other primitive. Name it frame. Then create spheres or cubes with a radius of 2. Name them things like #driver #primary trigger #secondary trigger #camera. Place them accordingly to where they should go. Link the markers and the vehicle model itself to frame. Export and compile the model.
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 17, 2009 11:22 PM
Msg. 3 of 20
OK you don't even know how much of a help that is :D Like thanks so much but like do you need certain ones to make the vehicle work right?
Also do you have any links on animation help or how to make certain things fire???? I really would like a basic idea of what to do after I have modeled it. I just couldn't find one. And how do I make cross hairs and how it moves??? Sorry to be so demanding i just really need some help :D Edited by frogtamer101 on Jan 17, 2009 at 11:24 PM Edited by frogtamer101 on Jan 17, 2009 at 11:26 PM
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 18, 2009 01:27 PM
Msg. 4 of 20
WOW thanks that really helps. Still got some Q's once again. Like I said do i need the markers or the thing that tells halo ce where master chief is placed. Do I need certain ones of those. Do I need to name the markers certain names. And do I need certain animations and were do I extract them cause I dont have a vehicle folder under data do I just make one?
Once again sorry
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Zetal
Joined: Jan 16, 2009
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Posted: Jan 18, 2009 03:17 PM
Msg. 5 of 20
A really easy way of doing it is if you're using 3ds max is to import a similar vehicle using Guerilla to export the .gbxmodel file and then using the model importer you can download from the Halo CE Maps section to import the .txt file, which should have the nodes already there. After that, just delete the vehicle you imported but keep the nodes and just move them around as necessary, since the names are pretty obvious.
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 18, 2009 04:08 PM
Msg. 6 of 20
Thanks so MUCH :D But once again another brewing question...
Any tutorials on how to export those models at all?
Like I made a vehicles folder under data. Then I went and made a hornet folder. Then made one called models and put the hornet.jms and the model from 3ds in there then how to I compile?????
And while im in here how do I make how master cheif enters it? Edited by frogtamer101 on Jan 18, 2009 at 05:13 PM
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Zetal
Joined: Jan 16, 2009
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Posted: Jan 18, 2009 08:31 PM
Msg. 7 of 20
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 18, 2009 10:43 PM
Msg. 8 of 20
Yea i watched that not that useful actually.
By the way I have made a really basic vehicle. Ive compiled the bitmaps and ie exported the model according to the Custom Tutorial gun and I cant compile my model which is what I need :/
Once again sorry for the nagging And once again for the help :d
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 19, 2009 10:42 AM
Msg. 9 of 20
lol nice Nice info but still I 'll try to explain it better... Ok I was following the custom turret video and I made a REALLY SIMPLE vehicle. t has 4 folders, animations,models, bitmaps, physics Its under- data\Vehicles\simple
IM trying to compile with Tool++ to and I used the top selection "Model" well I went to "simple" The folder then clicked run tool well it doesn't compile it, it simply says could'nt read map file.
Well I have all the nodes I need and frames Cause I made my animation and named it accordingly and placed in my Animations folder.I exported and saved my model in the model folder. I used 2 bitmaps and it compiled them in my bitmaps folder and for my physics folder I have just the .JMS exported file copied in there
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 21, 2009 07:53 PM
Msg. 10 of 20
Well I compiled it right that works. I made an animation. That compiled. I don't think my physics worked. My model compiled. And so did my bitmaps. I don't really know how to make a .vehicle :P I tried it but I couldn't put the phsics on there cause it wouldn't compile. Anyway then I go to a map in sapien then try to add it there and it didnt work. It just shut down.
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 22, 2009 07:20 PM
Msg. 11 of 20
Aite ill give you my debug text and its for my elephant I tried using the .vehicle for the scorpion and delete all the unneeded stuff and put my model and animation but that no work XD
01.22.09 17:22:22 sapien pc 01.00.00.0609 ---------------------------------------------- 01.22.09 17:22:22 reference function: _write_to_error_file 01.22.09 17:22:22 reference address: 401b13 01.22.09 17:22:22 Couldn't read map file './sapienbeta.map' 01.22.09 17:22:22 CreateDevice succeeded with refresh rate = 0 01.22.09 17:22:23 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 01.22.09 17:22:23 Increasing sound decompression buffer size to 1048576 bytes 01.22.09 17:22:25 local player 0, weapon (0x0), deleted unexpectedly 01.22.09 17:23:01 the model 'vehicles\elephant\elephant' and the collision model 'vehicles\scorpion\scorpion_mp\scorpion_mp' don't match (node counts don't match) 01.22.09 17:23:01 the object 'vehicles\elephant\elephant' will not be collidable 01.22.09 17:23:06 EAX: 0xFFFFFFFE 01.22.09 17:23:06 EBX: 0x00000001 01.22.09 17:23:06 ECX: 0x0012BF20 01.22.09 17:23:06 EDX: 0x000002CC 01.22.09 17:23:06 EDI: 0x0012BF20 01.22.09 17:23:06 ESI: 0x00000000 01.22.09 17:23:06 EBP: 0x0012BDF8 01.22.09 17:23:06 ESP: 0x0012BDE8 01.22.09 17:23:06 EIP: 0x775C0F34, C3 8D A4 24 ????? 01.22.09 17:23:06 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid animation_graph_unit_seat_block index in [#0,#0)
And I made a physics folder for my elephant_collision.JMO file and when I try to compile it with Tool ++ it simply tells me tat its in use with another program and wont let me do it
Thanks for the help.....again
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Zetal
Joined: Jan 16, 2009
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Posted: Jan 22, 2009 07:23 PM
Msg. 12 of 20
I'm no expert, but if you used the collision from the scorpion like I suspect you did, and you deleted some of the nodes that you 'didn't need', you did need them.
You did.
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 22, 2009 07:38 PM
Msg. 13 of 20
Im thinking that to. But i also thought maybe it saw there was a difference in the collision model for nodes then the orignal which was my elephant. Like they had a scorpion rigged with different nodes so I need my own collision model. Just cant get it to compile. :/
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 23, 2009 05:09 PM
Msg. 14 of 20
Aite I'm going to try redoing it cause none of it worked if you have any good tutorials for making vehicle tutorial showing all that. And not the one with the guy already making his vehicle cause it sucks. It teaches nothing but how to put a vehicle in a game. No animations or nothing... But if you have one please text it :D
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 24, 2009 04:50 AM
Msg. 15 of 20
Lol I've got like 50 tuts off those sites I'll get it eventually... I'm only 14 lol so its a little hard for me to comprehend
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 24, 2009 01:36 PM
Msg. 16 of 20
Lawlz I reckon so :P Thanks for the help :D New question!!!!
I need to know what sealed world rules are and how to make collision geometry??? Edited by frogtamer101 on Jan 24, 2009 at 09:43 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jan 25, 2009 12:35 AM
Msg. 17 of 20
Quote: --- Original message by: frogtamer101
Lawlz I reckon so :P Thanks for the help :D New question!!!!
I need to know what sealed world rules are and how to make collision geometry??? Edited by frogtamer101 on Jan 24, 2009 at 09:43 PM K first off, I'm on my iPod touch so sorry for spelling errors:P The sealed world rules are exactly what they sound like. You cannot have open edges in a map. I'm not sure what the "technical" explanation, but I do know that the level must be all connected. In other words, you must close all the edges in your map. And, to create collision geometry, recreate your model from simple primitives then attach them all, put it onto a material ID 1 and slap a texture onto it. Remember NONE OF THE PRIMITVES CAN TOUCH EACH OTHER! Then just export it like a normal model and run collision-geometry on it using tool.
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 25, 2009 11:32 AM
Msg. 18 of 20
So like do I just delete my normal model keep the nodes and such and then just make a simple box texture it and then connect to the main frame and export calling name_collision?????
I just made a new vehicle its a hoverboard and I compiled everything right but when I make the .vehicle tag I have my model, and animations, and collision geometry but then I get to physics what do I use there
I also tried to put it ingame and it doesnt crash but nothing shows up Edited by frogtamer101 on Jan 25, 2009 at 12:24 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jan 26, 2009 02:02 PM
Msg. 19 of 20
Quote: --- Original message by: frogtamer101
So like do I just delete my normal model keep the nodes and such and then just make a simple box texture it and then connect to the main frame and export calling name_collision????? exactly
I just made a new vehicle its a hoverboard and I compiled everything right but when I make the .vehicle tag I have my model, and animations, and collision geometry but then I get to physics what do I use thereI've never made my own physics tag before. Since your vehicle is a hoverboard try using the ghost's physics because they are most similar
I also tried to put it ingame and it doesnt crash but nothing shows up which vehicle did you import into max to get the nodes? (warthog, ghost etc) open up that vehicle's .gbxmodel tag, then copy the "node checksum list" value into your new vehicle's .gbxmodel tag AND .model_animation tag Edited by frogtamer101 on Jan 25, 2009 at 12:24 PM
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frogtamer101
Joined: Dec 8, 2008
Yo sizzle
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Posted: Jan 26, 2009 09:17 PM
Msg. 20 of 20
thats what I did and I made my own nodes.
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