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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Collision Model command

Author Topic: Collision Model command (15 messages, Page 1 of 1)
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disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Sep 23, 2010 07:07 PM    Msg. 1 of 15       
Ok so i want to know how to create a collision, for a normal object and a BSP. if anyone can tell me the command/method that would be... uh... cool. lol


Da Moose
Joined: Jan 6, 2008

"We've got the Holy Hand Grenade of Antioch"


Posted: Sep 23, 2010 07:19 PM    Msg. 2 of 15       
For a collision model for an object (not BSP) put your collision model, which is often just a copy of your model's .jms file., into your "physics" folder. So it should be something like this: weapons/assault_rifle/physics/yourmodelgoesinthephysicsfolder.jms

Then the tool command is this: tool collision-geometry weapons\assault_rifle

You don't type in the name of the physics folder, just the path to it.

Hope that helped for collision.

As for BSP, isn't a BSP its own collision?


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Sep 23, 2010 07:23 PM    Msg. 3 of 15       
hmm... well will that make a collision identical to the model?


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Sep 23, 2010 08:08 PM    Msg. 4 of 15       
really sorry but this is all pretty much gibberish to me... well i understand most of it, i just dont know how to edit JMS and making a collision fit the model


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Sep 23, 2010 08:44 PM    Msg. 5 of 15       
Simple. If you're making an assault Rifle, you'll want the good looking one exported as your model.jms in your weapon\ar\models\model.jms directory. Then, you'll want to make a simple version of that, in Gmax or 3ds Max and export it as weapon\ar\physics\collision.jms


anonymous_2009
Joined: Jun 13, 2009


Posted: Sep 23, 2010 08:48 PM    Msg. 6 of 15       
Please note I have not put anything in-game for a long time. So not 100% correct but I made you a simple guide.



AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Sep 23, 2010 08:50 PM    Msg. 7 of 15       
SAVED.

Good tut.


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Sep 23, 2010 08:51 PM    Msg. 8 of 15       
oh ok i see. so is is the same for the bsp too?
also yes, it is a good tut
Edited by disturbed on Sep 23, 2010 at 08:52 PM


anonymous_2009
Joined: Jun 13, 2009


Posted: Sep 23, 2010 09:00 PM    Msg. 9 of 15       
I will make a quick explanation of what kind of faces can have open edges in a BSP tomorrow.

But for now I will tell you that BSP must have NO open edges unless the face with open edges is given a material with a special character at the end of the material name which tells tool that it is water/glass ect...

I believe the tool command to compile a BSP is 'tool structure data/levels/levelname'. Save the jms file of the level geometry in data/levels/levelname/models. That is the only command you use to make the BSP file for a map. Other than one other which is used to make the scenario I believe.

Edit: Change of plan, I will make a BASIC level creation guide tomorrow, similar to the guide above I think. But separate images.
Edited by anonymous_2009 on Sep 23, 2010 at 09:03 PM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Sep 24, 2010 08:59 AM    Msg. 10 of 15       
If you are making a collision for a weapon, just make a box that is the same size of the gun, then export that. You don't need anything more.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Sep 24, 2010 11:22 AM    Msg. 11 of 15       
Quote: --- Original message by: anonymous_2009

I will make a quick explanation of what kind of faces can have open edges in a BSP tomorrow.

But for now I will tell you that BSP must have NO open edges unless the face with open edges is given a material with a special character at the end of the material name which tells tool that it is water/glass ect...

I believe the tool command to compile a BSP is 'tool structure levels/levelname bspname'. Save the jms file of the level geometry in data/levels/levelname/models. That is the only command you use to make the BSP file for a map. Other than one other which is used to make the scenario I believe.

Edit: Change of plan, I will make a BASIC level creation guide tomorrow, similar to the guide above I think. But separate images.
Edited by anonymous_2009 on Sep 23, 2010 at 09:03 PM



Fixed;)


anonymous_2009
Joined: Jun 13, 2009


Posted: Sep 26, 2010 07:52 AM    Msg. 12 of 15       
That's the one Lol. Thought I was wrong.


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Sep 26, 2010 09:44 AM    Msg. 13 of 15       
so, using tutorial it would be:
tool structure levels/tutorial Mybsp
also how do i import the JSP into 3ds max?


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Sep 27, 2010 02:54 PM    Msg. 14 of 15       
Quote: --- Original message by: disturbed
so, using tutorial it would be:
tool structure levels/tutorial Mybsp
also how do i import the JSP into 3ds max?


Uhhh JSP? You mean JMS? You can't import a JMS into MAX that I know of unless you make it a GBX model then use a GBX model importer.


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Sep 27, 2010 05:47 PM    Msg. 15 of 15       
yeah thats what i meant. and oh ok. thankks

 

 
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