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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »H3 Pelican Help V3 - This is getting Old.

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Author Topic: H3 Pelican Help V3 - This is getting Old. (50 messages, Page 1 of 2)
Moderators: Dennis

ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 26, 2011 08:08 PM    Msg. 1 of 50       
Okay, I got the pelican ingame and working all seats and pilot-able perfectly, So now I was ready to tweak it to perfection. I went back into 3ds max and opened the model. Because it is already rigged and I don't want to Re-Rig it, I added an Edit-Mesh Modifier, edited the things i needed (Material Id's and mal flipped normals) and re exported the jms. i reopened it in sapien and the animations and collision no longer "matched regions" or whatever.

06.26.11 18:51:20 a hobo pc 01.01.00.0609 ----------------------------------------------
06.26.11 18:51:20 reference function: _write_to_error_file
06.26.11 18:51:20 reference address: 401b13
06.26.11 18:51:20 Couldn't read map file './a_hobobeta.map'
06.26.11 18:51:21 *found 2 adapters...
06.26.11 18:51:21 CreateDevice succeeded with refresh rate = 0
06.26.11 18:51:21 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
06.26.11 18:51:22 Increasing sound decompression buffer size to 1048576 bytes
06.26.11 18:51:22 the model 'h3\vehicles\pelican\pelican' and the animation graph 'h3\vehicles\pelican\pelican' don't match
06.26.11 18:51:22 the object 'h3\vehicles\pelican\pelicannw' will not animate
06.26.11 18:51:22 the model 'h3\vehicles\pelican\pelican' and the animation graph 'h3\vehicles\pelican\pelican' don't match
06.26.11 18:51:22 the object 'h3\vehicles\pelican\npelicannw' will not animate
06.26.11 18:51:22 meter element 0 for odst_hud\master rounds is not valid
06.26.11 18:51:38 WARNING: 11 clusters in structure_bsp levels\test\deathisland\deathisland have no background sound or sound environment.
06.26.11 18:51:38 OUT OF OBJECTS: cannot create pelicannw
06.26.11 18:51:38 OUT OF OBJECTS: cannot create pelicannw
06.26.11 18:51:38 local player 0, weapon (0x0), deleted unexpectedly

I kind of expected this, So I opened each animation for the model and re-exported them all with the edited model, recompiled the animations, and it still gives me the error. I have set up everything in kornman, and even tried inheriting the node checksum from the model. But it still refuses to work. What do I do to fix this? (Btw Thanks Teh Lag for helping last time)

Nevermind! I inherited the wrong Node List Checksum. I'm so stupid :D
Edited by ptowery on Jun 26, 2011 at 09:05 PM


unggoy
Joined: Jun 23, 2011

Interested only to halo2


Posted: Jun 26, 2011 08:16 PM    Msg. 2 of 50       
can you post some pix i want to see.


ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 26, 2011 08:34 PM    Msg. 3 of 50       
Uh,





and more: http://steamcommunity.com/id/BansheeFreind/screenshot/578926744459495928/?
Note:I fixed most of the visible errors, But I'm having the problem mentioned above.

Edit: PLEASE GOD HELP
Edited by ptowery on Jun 26, 2011 at 08:41 PM


Hawkeye 117
Joined: Jul 26, 2008

No Fear, Vehicle Noob is Here!


Posted: Jun 26, 2011 09:15 PM    Msg. 4 of 50       
Will you be releasing this?


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 26, 2011 10:28 PM    Msg. 5 of 50       
This is probably better than the one I released. Besides, I only released the gbxmodel and .model_animations. Plus it's custom. I really like yours though.


ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 26, 2011 11:52 PM    Msg. 6 of 50       
Yeah, I remember being 11 and wanting tags for my bloodgulch mod. I'd beg around xfire for tags and there'd be barely any god ones on the tag download list. Well I'm making something of a tag pack, mainly halo era aerial vehicles. Pelicans, Longswords, Wombats.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 27, 2011 12:34 AM    Msg. 7 of 50       
I like that. Obviously, the aerial vehicles form the recent Halo games, correct?


ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 27, 2011 01:05 AM    Msg. 8 of 50       
From Halo 2 As well.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 27, 2011 01:19 AM    Msg. 9 of 50       
Well alright!


ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 27, 2011 01:57 PM    Msg. 10 of 50       
Halo 3 Pelican is about done, and I've rigged the Halo 2 pelican. I plan to add it's turret in the troop bay like in halo 2. but I need to figure out how to accomplish this. I know its possible, Because it's done on the warthog, and i know it's possible to customly do this because it's been done on things like spectres.

I'm going to make the turret with custom markers, nodes, and animations. (Because it's so simple)

[Lol I'm so good at art]
Edited by ptowery on Jun 27, 2011 at 02:01 PM


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 27, 2011 02:52 PM    Msg. 11 of 50       
take the turret off the coldsnap pelican. It's the same deal there.

also, are these gonna have the same sounds and speeds as the retail vehicles?
Edited by Sergeant 1337 on Jun 27, 2011 at 02:54 PM


ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 27, 2011 03:33 PM    Msg. 12 of 50       
Quote: --- Original message by: Sergeant 1337

take the turret off the coldsnap pelican. It's the same deal there.

also, are these gonna have the same sounds and speeds as the retail vehicles?
Edited by Sergeant 1337 on Jun 27, 2011 at 02:54 PM


H3: Recorded
H2: Ripped

also I need help testing this pelican, the next 5 people to add me on xfire will be helping me with an unprotected map. xfire:ptowery

also, I don't know if I will be getting the speed 100% correct. Maybe. It depends if I can read that meta data or not.
Edited by ptowery on Jun 27, 2011 at 03:36 PM


unggoy
Joined: Jun 23, 2011

Interested only to halo2


Posted: Jun 27, 2011 06:35 PM    Msg. 13 of 50       
hey men the turret you are planning is wrong, the turret should be like the portable turret in halo 3 not the halo 2 style.


ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 27, 2011 11:59 PM    Msg. 14 of 50       
If you had read more carefully, i believe you would have found that this turret is for the halo 2 pelican, not the halo 3 one.


Carter 151
Joined: Oct 25, 2010

-Character design and Story editor-


Posted: Jun 28, 2011 01:10 PM    Msg. 15 of 50       
Quote: --- Original message by: ptowery

Quote: --- Original message by: Sergeant 1337

take the turret off the coldsnap pelican. It's the same deal there.

also, are these gonna have the same sounds and speeds as the retail vehicles?
Edited by Sergeant 1337 on Jun 27, 2011 at 02:54 PM


H3: Recorded
H2: Ripped

also I need help testing this pelican, the next 5 people to add me on xfire will be helping me with an unprotected map. xfire:ptowery

also, I don't know if I will be getting the speed 100% correct. Maybe. It depends if I can read that meta data or not.
Edited by ptowery on Jun 27, 2011 at 03:36 PM


DARN IT!!! If only I was on Xfire yesterday!!! X(


ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 28, 2011 10:34 PM    Msg. 16 of 50       
Just got sounds, and fresh new shaders for the halo 3 pelican and made 2 variants, one with weapons and one without. the one with weapons will fire 12 missiles similar to rocket launcher rockets at a time, I even gave it the missile pod projectile from halo 3 (I think it uses that one)

and

Halo 2 Pelican has just left 3ds max. It's rig is a bit more elaborate because it resembles halo 1's pelican alot more. If I can, I will get the turret on the back of it setup. If anyone wants to do it's shaders, Feel free to ask me on my xfire (Mentioned in above posts)

I'll post screens when I get the chance.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 28, 2011 10:36 PM    Msg. 17 of 50       
Can't wait to see the new shaders. Hope they fixed a few of the issues on the wings


MMAMONSTERRR
Joined: Jun 27, 2011


Posted: Jun 28, 2011 10:43 PM    Msg. 18 of 50       
ok men did you downloaded the sound it already cuz im going to del it.


ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 28, 2011 11:33 PM    Msg. 19 of 50       
Yeah, you're good.


MMAMONSTERRR
Joined: Jun 27, 2011


Posted: Jun 28, 2011 11:34 PM    Msg. 20 of 50       
So planning on releasing it already?


ptowery
Joined: Aug 28, 2007

oify


Posted: Jun 29, 2011 12:36 AM    Msg. 21 of 50       

Finally! First build of the H2 Pelican Ingame and It's Buggy as hell. My Rig somehow broke and expanded making deformitys all over the nose and back, but i'll be fixing it soon.

And I have alot to do before i can release any of this, I think i'm going to put it in some kind of pack.


XboxHavic
Joined: May 8, 2011

-Modder- -Gamer-


Posted: Jun 30, 2011 12:59 AM    Msg. 22 of 50       
I likey


teh lag
Joined: May 6, 2008


Posted: Jun 30, 2011 10:16 AM    Msg. 23 of 50       
One question: you keep talking about your "rig"... I hope you're not actually using a skin modifier and manually weighting vertices? There's no reason for the model to not just be split up and have its parts linked to their respective nodes. Unless you have something like the warthog's chaingun belt going on... but even then you would only need to have a skin modifier on that one piece.


ptowery
Joined: Aug 28, 2007

oify


Posted: Jul 1, 2011 01:34 AM    Msg. 24 of 50       
You mean split the model into there own objects? Because I don't think the exporter I'm using can export multiple objects.

What's wrong with a skin modifier? It works fine for me.
Edited by ptowery on Jul 1, 2011 at 01:35 AM


teh lag
Joined: May 6, 2008


Posted: Jul 1, 2011 10:38 AM    Msg. 25 of 50       
It just seems like an unnecessary amount of work to me. Which exporter are you using? The only ones I know of are Blitzkreig (which doesn't evens support rigging), Bluestreak (which should support both) and Chimp (which is ancient and nobody should be using anymore).


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 1, 2011 11:04 AM    Msg. 26 of 50       
Quote: --- Original message by: ptowery

You mean split the model into there own objects? Because I don't think the exporter I'm using can export multiple objects.

What's wrong with a skin modifier? It works fine for me.
Edited by ptowery on Jul 1, 2011 at 01:35 AM

Each moving part to be animated should be a separate object, linked to their own frame. Then link all the little object frames to the parent frame. Then you can export "as one object."


ptowery
Joined: Aug 28, 2007

oify


Posted: Jul 1, 2011 02:45 PM    Msg. 27 of 50       
I'm using the Bluestreak exporter on 3ds max 2009. I believe it crashes 3ds max when I attempt to export with more than one object.

Also, How do I modify the hud_icon_messages.unicode_string_list ? I'd like to fix the <missing string> bugs.

and is it possible to mute all sounds for the driver of a vehicle when he enters the vehicle?
Edited by ptowery on Jul 1, 2011 at 03:49 PM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 1, 2011 07:32 PM    Msg. 28 of 50       
if you want i can help you do some stuff.... and if yo want i can animate it but some one will have to do collision. i gues i could model a custom one cause lol your stands are going through the sand XD


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 1, 2011 10:44 PM    Msg. 29 of 50       
Collision isn't that hard Cheddars. Just need to know what to do.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jul 2, 2011 01:14 AM    Msg. 30 of 50       
sexy peli
and i can animate (or use h1's) and make collision also. Not that hard.


ptowery
Joined: Aug 28, 2007

oify


Posted: Jul 2, 2011 02:25 AM    Msg. 31 of 50       
Sure, why not. add me on xfire.

also,

Quote: --- Original message by: ptowery

I'm using the Bluestreak exporter on 3ds max 2009. I believe it crashes 3ds max when I attempt to export with more than one object.

Also, How do I modify the hud_icon_messages.unicode_string_list ? I'd like to fix the bugs.

and is it possible to mute all sounds for the driver of a vehicle when he enters the vehicle?

Edited by ptowery on Jul 1, 2011 at 03:49 PM

Edited by ptowery on Jul 2, 2011 at 02:25 AM

and

Quote: --- Original message by: Cheddars
if you want i can help you do some stuff.... and if yo want i can animate it but some one will have to do collision. i gues i could model a custom one cause lol your stands are going through the sand XD


That image is very, very out of date. but the suspension animations are still broken in a less noticeable way though.
Edited by ptowery on Jul 2, 2011 at 02:33 AM

If someone would like to rip me the reach pelican model and textures I would happily convert it as well.
Edited by ptowery on Jul 2, 2011 at 03:10 AM


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jul 2, 2011 07:25 PM    Msg. 32 of 50       
any updates?


ptowery
Joined: Aug 28, 2007

oify


Posted: Jul 2, 2011 10:36 PM    Msg. 33 of 50       
I can't do much because I'm in Vegas on a 6 year old laptop without 3ds max so not much getting done right now. I did make a pretty cool HUD for the vehicles and there's no Missing String's. That's about all.
Edited by ptowery on Jul 2, 2011 at 10:41 PM


Back.
Edited by ptowery on Jul 3, 2011 at 11:41 PM


Carter 151
Joined: Oct 25, 2010

-Character design and Story editor-


Posted: Aug 1, 2011 11:38 AM    Msg. 34 of 50       
so are there gonna be video demonstrations and pics? Cause I REALLY want to be able to fly one of these things in halo ce


ptowery
Joined: Aug 28, 2007

oify


Posted: Sep 8, 2011 11:51 PM    Msg. 35 of 50       
Done! Uploaded via FTP on HCE section on Halomaps as a Tag Pack.
There all yours! No Credit needed, You can brag to your friends that you made these yourself.
Animations perfect, even tweaked to match those of Halo 3's and 2's. Full seating, Halo 2 has pod turret. Halo 2 one has original sounds.

 
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