
GoldeNTacO
Joined: Sep 27, 2009
Stout Shako for 2 Refined
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Posted: Sep 27, 2009 09:21 PM
Msg. 1 of 15
Hi all. I'm working on my first project, a Floodgulch2 variant. Here is a list of my modifications:
Replaced the Halo 1 marines with HDoan's Halo 2 marines Added new weapons New player biped New vehicles
Here are my problems:
Marine AIs spawn 2 in the same spot (only in 2 particular spawn points) Weapons don't appear on the map unless I move them against a wall in Sapien
Any help would be appreciated.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 27, 2009 09:38 PM
Msg. 2 of 15
1) Either lower the amount of AI spawned, or add more spawn points. 2) The weapons either don't have a ground point
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GoldeNTacO
Joined: Sep 27, 2009
Stout Shako for 2 Refined
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Posted: Sep 28, 2009 02:46 PM
Msg. 3 of 15
Quote: --- Original message by: Gamma927 2) The weapons either don't have a ground point What's a ground point? How do I set one?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 28, 2009 06:13 PM
Msg. 4 of 15
Oh, I didn't complete my sentence. But basically, ground points are added when you compile the model. I forgot to mention that you can also compile a model_collision_geometry if you want to use that instead of a ground point marker.
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GoldeNTacO
Joined: Sep 27, 2009
Stout Shako for 2 Refined
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Posted: Sep 28, 2009 07:26 PM
Msg. 5 of 15
Quote: --- Original message by: Gamma927 Oh, I didn't complete my sentence. But basically, ground points are added when you compile the model. So ground points are added automatically? Quote: I forgot to mention that you can also compile a model_collision_geometry if you want to use that instead of a ground point marker. But the tags I downloaded already have a model_collision_geometry tag.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 28, 2009 07:28 PM
Msg. 6 of 15
But if it doesn't work, then it's too low. And ground points aren't automatically added. You have to ADD them WHEN you're compiling the model.
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GoldeNTacO
Joined: Sep 27, 2009
Stout Shako for 2 Refined
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Posted: Sep 29, 2009 03:07 PM
Msg. 7 of 15
Quote: --- Original message by: Gamma927 But if it doesn't work, then it's too low. What's too low?
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Sep 29, 2009 06:58 PM
Msg. 8 of 15
It just sorta falls off the BSP. But you can still pick it up (I think). Edited by chrisk123999 on Sep 29, 2009 at 06:58 PM
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GoldeNTacO
Joined: Sep 27, 2009
Stout Shako for 2 Refined
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Posted: Sep 29, 2009 07:35 PM
Msg. 9 of 15
So what can I do to keep it from falling off the BSP?
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Sep 29, 2009 07:38 PM
Msg. 10 of 15
By adding a proper ground point.
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GoldeNTacO
Joined: Sep 27, 2009
Stout Shako for 2 Refined
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Posted: Sep 30, 2009 03:16 PM
Msg. 11 of 15
So how do I add a Ground Point?
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Sep 30, 2009 07:14 PM
Msg. 12 of 15
Quote: --- Original message by: Gamma927 But if it doesn't work, then it's too low. And ground points aren't automatically added. You have to ADD them WHEN you're compiling the model. .
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GoldeNTacO
Joined: Sep 27, 2009
Stout Shako for 2 Refined
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Posted: Oct 1, 2009 03:36 PM
Msg. 13 of 15
But I don't have the model, I downloaded the tags.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Oct 1, 2009 04:55 PM
Msg. 14 of 15
Import the GBX model and add it yourself.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Oct 2, 2009 12:52 AM
Msg. 15 of 15
Alternatively, you could copy the coordinates of another model's ground point (like the assault rifle) to the weapon you are trying to fix. It usually works. You can fiddle with it until it looks good.
Just one thing: when adding the ground point marker in Guerilla (Kornman00), make SURE to add the ground point after the FLASHLIGHT marker and before the LEFT HAND CYBORG marker - otherwise, it won't be detected.
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