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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Biped problem

Author Topic: Biped problem (4 messages, Page 1 of 1)
Moderators: Dennis

delta49
Joined: Jan 23, 2007

I don't always make shaders..


Posted: May 10, 2009 06:17 PM    Msg. 1 of 4       
Ok so after fixing that material error yesterday, I was able to compile the biped. But I think something went wrong:

Yes, it is the Halo 3 Beta Spartan, but it's not BP's version. Anyways, in 3ds, if I import an animation from the cyborg, it works fine, but it looks like that ingame. I'm not sure if it's because I had to change the node checksum, because whenever I compile a model, the node checksum is always 3251. (Not sure if that's common either). Any help would be appreciated. Also, there are three bipeds placed, so that's why you see three left thighs.
Edited by delta49 on May 10, 2009 at 06:18 PM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 10, 2009 07:32 PM    Msg. 2 of 4       
maybe your skeleton is fuxed up?


stennett
Joined: Dec 4, 2008


Posted: May 11, 2009 02:50 PM    Msg. 3 of 4       
sorry, but that pic of the messed up biped made me lol! xD


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: May 11, 2009 03:01 PM    Msg. 4 of 4       
I lol'd so hard.

Have you rigged this biped properly? it might be messing it up because of "limp body physics" or whatever causes biped's bodies to sink into the bsp when they die.

Also, do I spy with my little eye a psg-1?
Edited by Sabre on May 11, 2009 at 03:01 PM

 

 
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