
ilyasw
Joined: Jul 11, 2010
Smile, Tomorrow could be worse Xfire:Ilya108
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Posted: May 19, 2011 08:29 PM
Msg. 1 of 15
How do? I've seen loads of videos on Youtube about this but I'm still trying to figure out how to do this. If you're going to answer my question please type using simple English I'm going through my GCSEs at school so my thinking capacity is at a low.
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ilyasw
Joined: Jul 11, 2010
Smile, Tomorrow could be worse Xfire:Ilya108
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Posted: May 19, 2011 08:36 PM
Msg. 2 of 15
Quote: --- Original message by: ASP GRUNTS Put 2 seats in the cyborg biped: 1 driver seat, so that you can "drive" the biped 1 passenger seat for an fp-legs biped (stripped gbxmodel of cyborg, only includes legs).
When you enter the biped, you will see the fp legs since you aren't its parent.
Drawbacks: No jumping/crouching without heavy scripting. No color change according to your profile. No driving vehicles without scripting. I'm trying to do it with an ODST from H3:ODST Same principle? I haven't really done much with faffing about with stuff thats already done so you'll have to explain about the first bit... Sorry I'm just really consumed with my exams but I also want to do other things too.
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ilyasw
Joined: Jul 11, 2010
Smile, Tomorrow could be worse Xfire:Ilya108
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Posted: May 19, 2011 08:50 PM
Msg. 3 of 15
Quote: --- Original message by: ASP GRUNTS Yes it's the same principle.
Edit the ODST tag by adding a seat in the seats block. Make sure you check the driver checkbox. Give it a seat name of anything the player can enter.
Make another seat that is a passenger seat. Actually no, a gunner seat. Then, under UNIT HUD INTERFACE (which is under the seats block still), make a built-in gunner that references an actor which contains the fp-legs.
How do you make those? Edit the ODST gbxmodel in 3dsmax by deleting all of the geometry except the legs, and compile as a seperate gbxmodel. Then just make a new biped tag for it.
After referencing that to the actor tag, you need to set up IKs. This is so that the fp-legs biped moves correctly with the animations of the biped you drive. This is necessary so that the fp-legs you see in your fp view actually animate with what the biped is doing. These work by linking markers of a child object to markers of the parent, thus dragging along the bones that the markers are linked to. This is what Bungie used to make the player's hand stay on the steering wheel of the warthog correctly even though the steering wheel was turning all over the place. Study the warthog tags to figure out how they work, I won't explain everything. Though I'll tell you that the setup is in the animation graph.
If you're even more confused then ask someone else lol. Much love to you :) I'm sure I can work from this. Thanks man :)
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 19, 2011 09:04 PM
Msg. 4 of 15
Finally, it's explained. Now, if only I could find the time to make it...
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ilyasw
Joined: Jul 11, 2010
Smile, Tomorrow could be worse Xfire:Ilya108
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Posted: May 19, 2011 09:06 PM
Msg. 5 of 15
Quote: --- Original message by: SlappyThePirate Finally, it's explained. Now, if only I could find the time to make it... Lol, I thought it would have been a camera trick :/ This is complicated :3 Do you know how to edit out parts of a .3ds model cause I've hardly touched 3ds and I'm on it stuck trying to delete this guys torso.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 19, 2011 09:08 PM
Msg. 6 of 15
Yeah, but there's an easier way. In max, just import the biped... then select all the above-torso faces in the modify tab>editable mesh. Then you can delete them, or make them have an "invisible" shader.
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ilyasw
Joined: Jul 11, 2010
Smile, Tomorrow could be worse Xfire:Ilya108
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Posted: May 19, 2011 09:11 PM
Msg. 7 of 15
Quote: --- Original message by: SlappyThePirate Yeah, but there's an easier way. In max, just import the biped... then select all the above-torso faces in the modify tab>editable mesh. Then you can delete them, or make them have an "invisible" shader. I'm on 3ds 2011 :/
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 19, 2011 09:14 PM
Msg. 8 of 15
Er, yeah. Use the gbxmodel importer. You'll want to make another material ID and sub-material for the invisible shader that halo will use.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 19, 2011 09:55 PM
Msg. 9 of 15
Or do what I did and make the alpha all black for the biped's textures ingame. On parts you don't want visible of course.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 20, 2011 12:17 AM
Msg. 10 of 15
There should be a tutorial for this. *Subscribed*
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ilyasw
Joined: Jul 11, 2010
Smile, Tomorrow could be worse Xfire:Ilya108
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Posted: May 20, 2011 04:39 AM
Msg. 11 of 15
Quote: --- Original message by: spartan314 There should be a tutorial for this. *Subscribed* This pretty much is the tutorial.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 20, 2011 07:04 AM
Msg. 12 of 15
I meant as a .pdf and uploaded to halomaps
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bobbysoon
Joined: Feb 1, 2007
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Posted: May 20, 2011 08:31 AM
Msg. 13 of 15
Quote: --- Original message by: ASP GRUNTSQuote: --- Original message by: SlappyThePirate In max, just import the biped... then select all the above-torso faces in the modify tab>editable mesh. This kills the rig. That's what 3ds's Skin Utilities is for
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doubleodoughnut
Joined: Dec 22, 2010
-theoretical mapper- XFire:doubleodoughnut
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Posted: May 20, 2011 01:13 PM
Msg. 14 of 15
why not just have the cyborg body from the first mission in halo :revelie when you are sitting in the cryotube. I'm pretty sure that that was a vehicle. just add the normal animations that the cyborg would have
and another thing, how do we become invisible when we hit an active camo?
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doubleodoughnut
Joined: Dec 22, 2010
-theoretical mapper- XFire:doubleodoughnut
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Posted: May 20, 2011 01:56 PM
Msg. 15 of 15
oooo ok I thought it was a vehicle becaues it says "press E to exit cryotube" so naturally I thought it was a vehicle
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