
Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 19, 2010 09:05 PM
Msg. 1 of 13
Does anyone that have the halo 3 pelican.model animations file and .physics? Because 1. I have the animations to create the .model animation and i dont know how and nobody will tell me ive spent hours looking up how and I just cant find the answer, and 2. idk how to create the physics either. If nobody can give them to me, can someone at least tell me how to create them both so i can get this stupid thing in game to test? Please?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 19, 2010 10:10 PM
Msg. 2 of 13
Is there a problem with standard pelican animations?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 19, 2010 10:25 PM
Msg. 3 of 13
Quote: --- Original message by: Gamma927 Is there a problem with standard pelican animations? And physics for that matter.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 19, 2010 11:36 PM
Msg. 4 of 13
Yes. I add those in into guerilla and when i add it in sapien, it says h3_pelican will not animate.
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 20, 2010 06:14 AM
Msg. 5 of 13
copy the node list checksum from the bottom of the animation tag, and paste that value into the top of the gbxmodel that also says node list checksum.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 20, 2010 03:48 PM
Msg. 6 of 13
How can I edit it???? Everything for the animations is in grey writing and wont let me click it or anything. So now i cant edit the node list checksum. For any vehicle Edited by Sergeant 1337 on Oct 20, 2010 at 05:00 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 20, 2010 05:12 PM
Msg. 7 of 13
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 20, 2010 05:27 PM
Msg. 8 of 13
Quote: --- Original message by: Advancebo copy the node list checksum from the bottom of the animation tag, and paste that value into the top of the gbxmodel that also says node list checksum. Ya it didn't work. I looked at the debug.txt and it actually said... 'vehicles\h3_pelican\h3_pelican2' and the animation graph 'vehicles\pelican\pelican' don't match 10.20.10 16:27:14 the object 'vehicles\h3_pelican\h3_pelican2' will not animate Edited by Sergeant 1337 on Oct 20, 2010 at 05:47 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 20, 2010 06:01 PM
Msg. 9 of 13
Re-rig the model to use the nodes and markers from the original pelican.
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 20, 2010 06:03 PM
Msg. 10 of 13
Quote: --- Original message by: Sergeant 1337Quote: --- Original message by: Advancebo copy the node list checksum from the bottom of the animation tag, and paste that value into the top of the gbxmodel that also says node list checksum. Ya it didn't work. I looked at the debug.txt and it actually said... 'vehicles\h3_pelican\h3_pelican2' and the animation graph 'vehicles\pelican\pelican' don't match 10.20.10 16:27:14 the object 'vehicles\h3_pelican\h3_pelican2' will not animate Edited by Sergeant 1337 on Oct 20, 2010 at 05:47 PM pops up the same error. make sure the nodes for the animation tag and gbxmodel are named the same. and that you have all the nodes. then once you compile the gbxmodel, make sure to fix the checksum.
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 20, 2010 06:04 PM
Msg. 11 of 13
You know, I have a feeling this would be a lot easier and quicker if I just took all f the .jmo animations for the halo 3 pelican and compiled them into a .model_animation file but so far nobody told me how to do it. So could somebody tell me please?
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Co1t3r
Joined: Dec 13, 2008
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Posted: Oct 20, 2010 06:37 PM
Msg. 12 of 13
tool animations "pelican folder not including the animations sub-folder"
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Oct 20, 2010 06:58 PM
Msg. 13 of 13
* Edited by Sergeant 1337 on Oct 21, 2010 at 12:26 AM
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