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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »How do I turn a dead grunt into scenery?

Author Topic: How do I turn a dead grunt into scenery? (14 messages, Page 1 of 1)
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CommanderJihad
Joined: Dec 15, 2013

Welcome to hell


Posted: Dec 15, 2013 12:37 PM    Msg. 1 of 14       
Do I need gmax? if so, how do I make a dead grunt into scenery for my map?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 15, 2013 01:08 PM    Msg. 2 of 14       
Why not use a dead biped?


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 15, 2013 01:25 PM    Msg. 3 of 14       
make scenary file at the top apply the gbxmodel of the dead grunt.

=0


A Juicy Frank
Joined: Oct 28, 2013


Posted: Dec 15, 2013 01:48 PM    Msg. 4 of 14       
Scenery objects don't despawn in multiplayer games is why, I'll assume; and it will take just a bit more work than that, JR.


Start by importing the grunt's .gbxmodel into gmax with the gbxmodel importer. Next use the animation importer to import a death animation. All you want is the last frame (when he's on the floor), so go to it in the timeline and now export the model as a .jms. Compile the model with tool, and do as jackrabbit suggested: create a new .scenery tag and use your newly created .gbxmodel as the model.


Just know though, that using a biped would have its own benefit. Dead bipeds collision still react to projectiles and explosions, while allowing the player(s) to step through them, whereas collision on a scenery object would not let the player pass over them without jumping or something. You know those games that have an invisible box around a plant preventing you from moving through it.


Tools for Gmax:
http://ghost.halomaps.org/bluestreak/
Edited by A Juicy Frank on Dec 15, 2013 at 01:50 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Dec 15, 2013 03:17 PM    Msg. 5 of 14       
Quote: --- Original message by: A Juicy Frank

Scenery objects don't despawn in multiplayer games is why, I'll assume; and it will take just a bit more work than that, JR.


Start by importing the grunt's .gbxmodel into gmax with the gbxmodel importer. Next use the animation importer to import a death animation. All you want is the last frame (when he's on the floor), so go to it in the timeline and now export the model as a .jms. Compile the model with tool, and do as jackrabbit suggested: create a new .scenery tag and use your newly created .gbxmodel as the model.


Just know though, that using a biped would have its own benefit. Dead bipeds collision still react to projectiles and explosions, while allowing the player(s) to step through them, whereas collision on a scenery object would not let the player pass over them without jumping or something. You know those games that have an invisible box around a plant preventing you from moving through it.


Tools for Gmax:
http://ghost.halomaps.org/bluestreak/
Edited by A Juicy Frank on Dec 15, 2013 at 01:50 PM


for a single player map a biped is a good idea, however, if the map is multiplayer it's better to use an scenery object because dead bipeds disappear after a minute or so


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 15, 2013 04:00 PM    Msg. 6 of 14       
Import the biped's model and dead animation into 3ds max
Convert the model to editable mesh
Delete all markers and nodes (bones)
Add a Frame node
Create Collision (optional)
Export both
Compile both
Copy bounding radius and render bounding radius from the biped tag and add the models to the scenery. Make sure the materials are set up correctly.

You might be able to get away with directly making it a scenery object by adding everything from the animation to the scenery tag and deleting all but the dead animation.
Edited by Banshee64 on Dec 15, 2013 at 04:01 PM


CommanderJihad
Joined: Dec 15, 2013

Welcome to hell


Posted: Dec 15, 2013 08:15 PM    Msg. 7 of 14       
As I tried to export the dead biped with JMS Model Exporter, I got a blue streak error saying: Warning: There was no geometry to export

What do I do now?


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 15, 2013 08:23 PM    Msg. 8 of 14       
Quote: --- Original message by: CommanderJihad
As I tried to export the dead biped with JMS Model Exporter, I got a blue streak error saying: Warning: There was no geometry to export

What do I do now?


You need to use the link tool to link the model to the frame object you created before you export.


CommanderJihad
Joined: Dec 15, 2013

Welcome to hell


Posted: Dec 15, 2013 08:39 PM    Msg. 9 of 14       
Okay, now once exported, where can I find the experted JMS model?


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 15, 2013 08:47 PM    Msg. 10 of 14       
Quote: --- Original message by: CommanderJihad
Okay, now once exported, where can I find the experted JMS model?


If you used bluestreak, it's wherever you saved it. The Bluestreak JMS exporter should show a save file dialog when it's done parsing the model.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 15, 2013 08:49 PM    Msg. 11 of 14       
Just download custom scenery tutorial by firedragon04 make your life simple.
Also read the hek tutorial.
Have a great day.
:)
Edited by jackrabbit on Dec 15, 2013 at 08:49 PM


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 15, 2013 08:52 PM    Msg. 12 of 14       
Quote: --- Original message by: jackrabbit

Just download custom scenery tutorial by firedragon04 make your life simple.
Also read the hek tutorial.
Have a great day.
:)

Edited by jackrabbit on Dec 15, 2013 at 08:49 PM


This part is very important if you don't want too many errors in your scenery object.
Edited by Banshee64 on Dec 15, 2013 at 08:52 PM


A Juicy Frank
Joined: Oct 28, 2013


Posted: Dec 15, 2013 09:17 PM    Msg. 13 of 14       
Do you know how much we love you, pt?


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Dec 16, 2013 04:35 AM    Msg. 14 of 14       
K?

Anyway, you are using the JMS Exporter with Gmax, aye?

After exporting, and waiting for the blue bar to dissapear at the bottom, you need to use THIS program, called "GrabListener". (click here for download)

Save it where ever you want it.

Run it as Administrator, it will collect the exported data from the MaxScript Listener.

A pop-up will appear, save the file in> "C:\program files (x86)\Microsoft Games\Halo Custom Edition\DATA\scenery\"dead_grunt_or_whatever"\models//"

And name it "superhigh.JMS"

You should have installed CMD into the directory, to run it.

Type>>

"tool model scenery\<whatever you named the folder>"

It should compile and now you just make a new scenery tag in Guerila and add the model, set the "render radius" to 2.4 and save.

 

 
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