A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Shortcuts around modelling?

Author Topic: Shortcuts around modelling? (11 messages, Page 1 of 1)
Moderators: Dennis

Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 30, 2009 08:01 AM    Msg. 1 of 11       
I was wondering if there was a way to add nodes and markers to a model in Guerilla without ever opening it in a 3D modeling program.

E: Rather, I meant figuring out the coordinates in Max and then inserting it in Guerilla.
Edited by Headhunter09 on May 30, 2009 at 08:02 AM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: May 30, 2009 02:01 PM    Msg. 2 of 11       
Use korman or similar application to do so. Although, why not just simply import it into Max and add them yourself?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 30, 2009 04:48 PM    Msg. 3 of 11       
I realize I would use a hacked guerilla. What I'm asking is if it would accept the edit. The reason I don't want to import it and edit is because then I would have to recompile, reskin, so on and so forth. Easier just to skip Max altogether.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: May 30, 2009 05:10 PM    Msg. 4 of 11       
You can't model or edit the bsp in Guerilla. It's not meant for modeling maps.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 30, 2009 05:21 PM    Msg. 5 of 11       
I'm talking about a vehicle. Adding a marker/node to it


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: May 30, 2009 05:53 PM    Msg. 6 of 11       
You can manually put them on by entering the location of it. And you don't need to remodel / skin it at all. Use the gbx model importer. Simple as that.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 30, 2009 07:17 PM    Msg. 7 of 11       
yes but then when you re-export it has to be skinned again, and who knows whether other things like vertex weights (im sure thats for bipeds, but you get my point) get exported.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: May 30, 2009 08:00 PM    Msg. 8 of 11       
Skinned? It doesn't have to be skinned again. It imports into max just fine.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 30, 2009 08:04 PM    Msg. 9 of 11       
yes but then you must export the model. It doesn't apply the skin automatically. Oh well, you don't understand what I'm saying...

On another note, do regions sync?


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: May 30, 2009 08:40 PM    Msg. 10 of 11       
I know what your trying to do and I think it can be done. Look around in guerilla for the nodes/markers sections, click add, and see if there's anyplace to change the coordinates. I think there is for nodes.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 31, 2009 08:49 AM    Msg. 11 of 11       
ok, thank you!

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 2:08 AM 94 ms.
A Halo Maps Website