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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Physics for scenery?

Author Topic: Physics for scenery? (20 messages, Page 1 of 1)
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pakar45
Joined: Sep 21, 2008

Hi


Posted: Feb 8, 2009 10:32 PM    Msg. 1 of 20       
Well i would like to make scenery move if you hit it run over it ect. Would i need to make animations for the scenery then? And can someone please tell me how to make physics for scenery please.


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Feb 8, 2009 10:51 PM    Msg. 2 of 20       
You can't make scenery movable, you have to make it a vehicle in order for it to have physics.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Feb 8, 2009 11:13 PM    Msg. 3 of 20       
Quote: --- Original message by: ThePlague
You can't make scenery movable, you have to make it a vehicle in order for it to have physics.

Didn't CMT do that in SPv1 b30? because you could "press E to flip box" and the hunters would knock them out of the way also.


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Feb 8, 2009 11:19 PM    Msg. 4 of 20       
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: ThePlague
You can't make scenery movable, you have to make it a vehicle in order for it to have physics.

Didn't CMT do that in SPv1 b30? because you could "press E to flip box" and the hunters would knock them out of the way also.
Yes.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Feb 9, 2009 03:01 AM    Msg. 5 of 20       
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: ThePlague
You can't make scenery movable, you have to make it a vehicle in order for it to have physics.

Didn't CMT do that in SPv1 b30? because you could "press E to flip box" and the hunters would knock them out of the way also.


i think that was a vehicle


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Feb 9, 2009 03:25 AM    Msg. 6 of 20       
Quote: --- Original message by: Koo294
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: ThePlague
You can't make scenery movable, you have to make it a vehicle in order for it to have physics.

Didn't CMT do that in SPv1 b30? because you could "press E to flip box" and the hunters would knock them out of the way also.


i think that was a vehicle

dont make it a vehicle because then it will say "Press E to flip..." instead make it a weapon without any animations so you cant pick it up and it wont say "Press E to flip...". hope this helps.
=)
Edited by sierra117 on Feb 9, 2009 at 05:09 AM


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Feb 9, 2009 03:40 AM    Msg. 7 of 20       
Quote: --- Original message by: sierra117
Quote: --- Original message by: Koo294
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: ThePlague
You can't make scenery movable, you have to make it a vehicle in order for it to have physics.

Didn't CMT do that in SPv1 b30? because you could "press E to flip box" and the hunters would knock them out of the way also.


i think that was a vehicle

dont make it a vehicle because then it will say "Press E to flip..." instead make it a weapon with any animations so you cant pick it up and it wont say "Press E to flip...". hope this helps.
=)


urm dude.... itl say press E to grab, or whatever it says......and if u want it just a box, that moves, you dont want it like that.can u somehow make it so it still has press e to... but the bounding radius that it says that is tiney, so you literally would have to crouch inside the box to have it say that, ( hax inside the box)... can u do that?


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 9, 2009 04:16 AM    Msg. 8 of 20       
Quote: --- Original message by: Destroyer
So, what would happen if you just filled at the physics section in the physics tag?
It's ignored

Quote: --- Original message by: sierra117
it will say "Press E to flip..."
Script it to be dead. Supposedly just checking it's box in the scenario tag does it too, but I recall having to script it. You'll probably want to script it anyways as an extra vehicle, so it doesn't take up one of the 6 vehicle slots in globals used by the gametypes, so it's just another line in that script to make it dead.

Quote: --- Original message by: Exception
the bounding radius that it says that is tiney, so you literally would have to crouch inside the box to have it say that, ( hax inside the box)... can u do that?
maybe it's bounding radius. Not render bounding, but the other one. That might screw up it's collision, though.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Feb 9, 2009 05:10 AM    Msg. 9 of 20       
i was thinking of single player not multiplayers..my way only works for multiplayer. unless you had a item_collection tag that refers to the scenery/weapon. but then you wont be able to see it in sapien and if it merges with the bsp or other objects.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Feb 9, 2009 05:12 AM    Msg. 10 of 20       
Your weapon idea means that it won't move when meleed and driven over. It would move a lot with explosions however.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Feb 9, 2009 05:18 AM    Msg. 11 of 20       
oh yeah i forgot. =P just check what they did on silent photographer. with they're boxes...


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Feb 9, 2009 09:36 AM    Msg. 12 of 20       
lol, if you place it as a weapon, and hit it with a bullet, it would spin like crazy...

what's the script for adding more then 6 vehicles? it's easy to find but i'm rather lazy, and it's ok to post it here too you know =P

I had that idea as vehicle too, but it's weird when you get a flip message, so it wouldn't really help in machinima with that message on, it won't go away with any other app and i needed to act myself in it ofcourse, so i let it die out, as it's minor =P plus, you know how much scenery goes in a level? you would have to make all stuff a vehicle, not that it's so hard, but...

Anyways, I'll go make a testmap, since this is mentioned again after a long time anyways, and copy the warthog a dozen times with different collisions and models to see how it will work out =)


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 9, 2009 07:09 PM    Msg. 13 of 20       
Quote: --- Original message by: BeachParty clan
what's the script for adding more then 6 vehicles? it's easy to find but i'm rather lazy, and it's ok to post it here too you know =P

I had that idea as vehicle too, but it's weird when you get a flip message, so it wouldn't really help in machinima with that message on, it won't go away with any other app and i needed to act myself in it ofcourse, so i let it die out, as it's minor =P plus, you know how much scenery goes in a level? you would have to make all stuff a vehicle, not that it's so hard, but...

Anyways, I'll go make a testmap, since this is mentioned again after a long time anyways, and copy the warthog a dozen times with different collisions and models to see how it will work out =)
it'll be a while till you need it. The lazyness should pass by then :p

the flipping prompt won't show for dead vehicles

you should import some vehicle models and physics and see how they work. There's an importer for each. You should also download Gmax (google it)


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Feb 10, 2009 11:02 AM    Msg. 14 of 20       
whats the script for dead vehicles? i tryed to check the dead box and it crashed sapien.. AND guerrila. its the first time i've seen guerilla just suddenly close


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 10, 2009 11:07 AM    Msg. 15 of 20       
Does your vehicle support being "dead"?


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Feb 10, 2009 12:08 PM    Msg. 16 of 20       
i dont know, how do you do that?
Edited by Koo294 on Feb 10, 2009 at 12:12 PM


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Feb 10, 2009 04:22 PM    Msg. 17 of 20       
try using an original vehicle, like the default wraith, because that is MEANT to be dead, got decals and stuff, try that before using (what i think you did) the warthog that has no death function by default =P

yea i've seen guerilla crash before, you can do that by deleting the palette and then view the list the palette is referring to lol


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Feb 10, 2009 05:45 PM    Msg. 18 of 20       
Basically, make it a vehicle with whatever physics and collision you want to make it move, and make it dead. If it is dead, you can't flip it, but it still has physics and collision.


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Feb 10, 2009 08:14 PM    Msg. 19 of 20       
Also, there's a damage modifier on the regular Halo vehicles.


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 11, 2009 04:16 AM    Msg. 20 of 20       
checking the dead flag wouldn't crash guerilla. Referencing data that isn't there crashes guerilla, like having a vehicle of a non-existant type.
what's in the debug.txt file in the Halo Custom Edition folder? The part after the block of hexadecimal exception code stuff. It'll probably say something about a block index

Quote: --- Original message by: Koo294
how do you make physics? when i use tool physics it wont open in guerilla

it's much like making a gbxmodel, but the #objects are masspoints instead of markers.
Your bluestreak jms exporter may need a minor editing to export the correct masspoint radius, instead of '2' (which becomes .02 in the tag)
the mesh is required to export, but ignored by tool.

So, start with your gbxmodel. Delete the markers, or move, scale, rename, and clone them to make your masspoints.
Use names that remind you to do things, like "#front tire" to remind you to set up a powered masspoint for it - not that you need powered masspoints for a simple scenery vehicle.
I'm a little unclear as to a specific name for the physics .jms, as collision uses that folder too. Now that I think about it, maybe they could and should be the same .jms, tooled for both tags.
Export to \physics\<name>.jms. If you got other files in there, from making collision_geometry tag, move them into a new folder to avoid confusing things.
You might have to overwrite, or "update" an existing .physics tag. I don't think you can make one from scratch.
32 masspoints is the limit.
import the gbxmodel if you don't already have it in max. Edit it's properties, so it don't show frozen in grey. Make it transparent (alt-x), and freeze it. Then, fit masspoints in it.
You can also import Bungie's models and masspoints to get an idea of how they should be placed.
don't set ground depth to zero
don't mess with the matrix! (Mr. Smith will pwn you) Let tool figure that out
Edited by bobbysoon on Feb 12, 2009 at 08:56 PM

 

 
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