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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Editing the assault rifle in gmax

Author Topic: Editing the assault rifle in gmax (7 messages, Page 1 of 1)
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Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Apr 17, 2009 02:12 PM    Msg. 1 of 7       
I need to add a laser and move the secondary trigger on the assault rifle. I have some questions that need to be answered to complete my edit of the weapon.

1st:
Should I simply move the secondary trigger to test the firing on the weapon, how would I find out the coordinates in which it would appear on halo, in gmax? (To manually place in guerilla) I know there is some sort of listener code for that...

Additionally, when I export the model, what do I do about texturing? Can I just export the blank model that I imported, compile the model, and place it in my tags? I think I did that with the scorpion...

2nd:
I need to add a laser that comes from the assault rifle and goes forward. If I place this on the imported model, texture it, and link it properly, and export, will the textures not be screwed up? I just need to know how to place in a new, textured section of the weapon without screwing it up.

Help appreciated, thanks!


Nebulon
Joined: Jan 6, 2008

I am a noble warrior!


Posted: Apr 18, 2009 10:50 AM    Msg. 2 of 7       
ok

1st. what are you planning on putting as the secondary trigger?

if it is just a modified a.r., use the a.r.'s bitmap or modify that. and all that will be needed to be set in the modeling program (gmax) is the name of the shaders and the locations on the geometry. it is best though to set them in gmax so you will see what it will look like

2nd. is it going to be a laser that always is active?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Apr 18, 2009 12:46 PM    Msg. 3 of 7       
The secondary trigger is supposed to fire a rocket that falls from the sky, like unevenelefants Rods of God.

Yeah, the laser will always be active.


Nebulon
Joined: Jan 6, 2008

I am a noble warrior!


Posted: Apr 18, 2009 04:38 PM    Msg. 4 of 7       
ok. idk about any rods of god, but here is how i figure it:

set the position of the secondary trigger node significantly higher than the weapon itself, maybe about 40 units or so XD and have it about 10 units in forwards from the barrel horizontally

as far as the laser goes, just make an extremely thin, low-poly (maybe 3 height segments) cylinder with a transparent_chicago_plasma shader or something

and for collision purposes, use the a.r.'s collision model since you are just making an a.r. modification


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Apr 18, 2009 06:41 PM    Msg. 5 of 7       
you could do the rocket falling thing by making the projectile spawn a device machine, or have an animated projectile?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Apr 19, 2009 08:32 PM    Msg. 6 of 7       
Alright, I'll see...
Edited by Officer egg on Apr 19, 2009 at 08:32 PM


Nebulon
Joined: Jan 6, 2008

I am a noble warrior!


Posted: Apr 21, 2009 04:55 AM    Msg. 7 of 7       
i just realized that i actually meant give it 3 sides, not 3 height segs

 

 
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