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Author Topic: World Relative Animations (JMW) (5 messages, Page 1 of 1)
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lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: May 11, 2010 05:45 PM    Msg. 1 of 5       
Im trying to make some world relative animations using Bloodgulch as my map, but when i compile the animations and play them in sapien, it appears that the pelican (JMW object) is being teleported outside of the map. So my question is, is there some wierd world-scale conversion I need to do or what? Any help plz? (who ever helps gets a cookie ;) )


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: May 11, 2010 06:59 PM    Msg. 2 of 5       
Quote: --- Original message by: lordofblake
Im trying to make some world relative animations using Bloodgulch as my map, but when i compile the animations and play them in sapien, it appears that the pelican (JMW object) is being teleported outside of the map. So my question is, is there some wierd world-scale conversion I need to do or what? Any help plz? (who ever helps gets a cookie ;) )


Make sure the Node Checksum list in your animation is equal to the .gbxmodel of the pelican you are animating.


lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: May 11, 2010 07:24 PM    Msg. 3 of 5       
well, if it had a checksum issue, it would display an error. Its not that. Any other suggestions? Btw, if it was an actaul "error" it would show up returned from the console or in debug.txt


SeanTheLawn
Joined: Sep 4, 2007


Posted: May 12, 2010 05:59 AM    Msg. 4 of 5       
Did you animate it relative to the actual map?

What I mean is, you have to export the Bloodgulch BSP to 3ds max (or whatever program you're using) and animate the object (a Pelican in your case) relative to where Bloodgulch is in 3ds max.


lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: May 12, 2010 01:49 PM    Msg. 5 of 5       
yea, i actually fixed it. Thnx for ur help! It was the nodelist checksum...

 

 
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