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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Sapien: "OUT OF OBJECTS: cannot create hornet"

Author Topic: Sapien: "OUT OF OBJECTS: cannot create hornet" (8 messages, Page 1 of 1)
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PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Feb 6, 2010 01:12 AM    Msg. 1 of 8       
???

What the hell is that supposed to mean? By the way, I'm using ahobo.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Feb 6, 2010 01:15 AM    Msg. 2 of 8       
Usually it's a result of the animation graphs or the collision geometry not matching up to the gbxmodel.


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Feb 6, 2010 01:23 AM    Msg. 3 of 8       
Quote: --- Original message by: UnevenElefant5
Usually it's a result of the animation graphs or the collision geometry not matching up to the gbxmodel.

That explains it. Well, it's the hornet tags I downloaded, and unfortunately, there's a problem in the animation graph. I decided to give it the Banshee anims, then I got that problem.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Feb 6, 2010 01:28 AM    Msg. 4 of 8       
Well, see, what happens when you do that, is that the animation graph has data about markers and nodes for the banshee, and in the graph it tells the game what parts to move, and where to move them, and when, and if your hornet doesn't have the exact same nodes, all linked exactly the same, then the animation graph is going to be telling nodes to move somewhere and the nodes aren't really even in existence. If that makes any sense at all :P
Example time!

animation graph has a node "frame cover"
in the enter animation, the node "frame cover" is rotated 45 degrees

So, the animation graph is going to look for a node called "frame cover" on your hornet, and if it's not there, then that causes a problem. The same is true for all other nodes included in the animation graph. The simplest solution would be to get the hornet model into max, and link the entire hornet model to the parent node (the frame everything else is linked to) and then re-export. If you import it into max using the gbxmodel exporter, chances are you'll have to re-set up the materials though, which can be a pain in the ass.


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Feb 6, 2010 02:01 AM    Msg. 5 of 8       
You didn't really need to explain. That was, technically, my description of the animation; the models you use when you animate are almost completely worthless regarding the output, so the animation pretty much completely depends on how, when, and where the nodes and markers move.


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Feb 6, 2010 11:40 AM    Msg. 6 of 8       
what about the checksum?


UnevenElefant5
Joined: May 3, 2008

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


Posted: Feb 6, 2010 12:02 PM    Msg. 7 of 8       
Quote: --- Original message by: sleepy1212
what about the checksum?

as far as I know, that won't work if the nodes are completely different.
Although you could try that also. To do that, open your model_animation tag, scroll all the way down, find "node checksum list" copy that value
open your gbxmodel
find "node checksum list"
paste that value into there
save

you need kornmanv102 or higher for this I believe, since it's greyed out in normal guerilla.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Feb 7, 2010 02:47 PM    Msg. 8 of 8       
Thanks from me. I was having the same problem, actually.

 

 
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