
Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Feb 27, 2012 07:07 PM
Msg. 1 of 4
Hi guys! Been asking a few questions the past week or so on the other Halo CE forum but they have gone largely unanswered. Any help in any of the fields would be very helpful, and I am grateful in advance. I've tried my best to look at exiting tutorials and documentation, so I am genuinely asking these in confusion rather than laziness. If I HAVE missed a crucial tutorial or anything, directions to these would also be very handy. The questions are:
Distribution of .yelo maps: I notice that as a50 was released, all we had to download was the a50.yelo. However, when I hand my .yelo map out for testing to a couple of people, it seems to always demand the files in the data folder, no matter what options I choose in the build-cache-file-ex command. I can get the data files for the modset to compile as 0kb, but they still have to be there. Is it possible to get a .yelo without this? How did CMT do it?
Vehicle Physics/Collision models: On the collision model, I mostly get it, but for an animated object (like, say, the scorpion) should I be modelling the collision as separate meshes for each moving part so that it can be sealed, then weighting it? I've had conflicting information on that one. The physics, however, really stumps me. Is there any place I could be looking for this? I am currently trying to make a scorpion variant, which is different enough to warrant a new collision model and physics. Are there any tools/examples I should be looking for? I have not found any tutorials that had the information I was looking for, specifically with the physics end of it. Might be looking in the wrong places for that though, so excuse me on that one. Any pointers would be really great :)
Creation of camera tracks for vehicles (not for map camera paths or cinematics): How is this done? I know how to make new camera tracks for a map, but the setup for a vehicle is largely untouched. All I'm really wanting to do is scale up an existing one.
If you can answer any of these, I will be very grateful! If I really have just been an idiot and skimmed over the bits I need to be reading, then just give me a metaphorical slap and point out to me where I am going wrong...
Cheers!
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Feb 28, 2012 07:30 AM
Msg. 2 of 4
Quote: --- Original message by: Diaboy Distribution of .yelo maps: I notice that as a50 was released, all we had to download was the a50.yelo. However, when I hand my .yelo map out for testing to a couple of people, it seems to always demand the files in the data folder, no matter what options I choose in the build-cache-file-ex command. I can get the data files for the modset to compile as 0kb, but they still have to be there. Is it possible to get a .yelo without this? How did CMT do it?
I think using "build-cache-file-ex "" 0 0 1 <scenario>" will do it. That is, it works for mine.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Feb 28, 2012 11:41 AM
Msg. 3 of 4
For yelo files, what are you currently doing? Whenever I make them, I do not include a mod name in the yellow tags, and when compiling I use "" false false true
The "" (and im assuming mod name in the yellow tags would as well), let tool know what modset your interested in attaching too. the first false, is about whether your compiling a new modset during compile. the second false, is about whether your connecting to the existing modset, that last true, is telling it to compile as a .yelo file.
Collision, you can just use random boxes connected to each of the frames/nodes/bones, but it should also work perfectly fine if you use the skin modifier just like making biped models.
Physics, you just place spheres around on the object, same naming scheme as markers (#whatever), and these are considered masspoints of whatever size you made them as. When compiling, tool has particular difficulties making one from scratch; Just copy any random valid physics file in the place where your compiling it too.
camera tracks, look at them, they have a location, and an angle. (Treat that top row as x,y,z) Make a random gbxmodel with markers around where you want the camera, and then copy the xyx and ijkw into a camera track. I've never personally made one, but thats all they really are when you look at em. You can reverse one into a gbxmodel and import that into 3dsmax if you want examples *shrug*
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Feb 28, 2012 04:10 PM
Msg. 4 of 4
Thank you all, that's much more help than I was expecting.
@Waffles: I've found that tool now, fantastic. That's a great reference.
@Kirby & gameuser, yes, I think what the problem was that I just need to put the empty quotation marks when compiling - I tried doing it without anything for the modset and, of course, it wouldn't compile. I imagine that's all it needs. Thanks!
I just wanted to make sure I culd use the skin modifier on collision as I had read from before that this wasn't possible. I guess that might have been from before bluestreak was complete?
Anyhow, that's a fantastic help. Cheers all! Edited by Diaboy on Feb 28, 2012 at 04:12 PM
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