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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion ».gbxmodels in unity

Author Topic: .gbxmodels in unity (14 messages, Page 1 of 1)
Moderators: Dennis

Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: May 23, 2015 01:00 PM    Msg. 1 of 14       
how could i do this?


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: May 23, 2015 01:21 PM    Msg. 2 of 14       
Import gbx into 3ds max

Then from there figure out how to get a 3ds max model into unity


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: May 23, 2015 01:22 PM    Msg. 3 of 14       
I think you can count them like

1 gbxmodel,
2 gbxmodels,
3 gbxmodels
etc

So gbxmodel would be the unities using international system.
Edited by bourrin33 on May 23, 2015 at 01:23 PM


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: May 23, 2015 02:27 PM    Msg. 4 of 14       
bean we all know it's you


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: May 23, 2015 02:43 PM    Msg. 5 of 14       
Quote: --- Original message by: Mootjuh
Note making a halo game using rips can get you shut down by MS.

More of a placeholder right now, and if i'm using CMT's custom tags, would that be applicable?


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: May 23, 2015 02:45 PM    Msg. 6 of 14       
it's still crappy form

you don't *need* models for placeholders if they're being used in the capacity the term would suggest.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 23, 2015 03:21 PM    Msg. 7 of 14       
Use ghosts gbxmodel importer, and the export the model as max in to the assets folder, should be in your unity proyect
Edited by EmmanuelCD on May 23, 2015 at 07:47 PM


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: May 23, 2015 04:06 PM    Msg. 8 of 14       
you're so helpful enrique


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 23, 2015 07:52 PM    Msg. 9 of 14       
Quote: --- Original message by: BKTiel
you're so helpful enrique



hahahahaha very funny dude, at least do you know how to read, "Emmanuel Chavez" for you kid.

Uber, im wrong, try to export it with the FBX exporter here http://www.autodesk.com/products/fbx/overview


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: May 23, 2015 09:06 PM    Msg. 10 of 14       
whatever you say enrique


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: May 23, 2015 10:10 PM    Msg. 11 of 14       
Quote: --- Original message by: Ubermaniac
how could i do this?
if you can t get a thing to work in halo ce then your going to have a hard time getting it to work in UNITY


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: May 23, 2015 11:33 PM    Msg. 12 of 14       
possibly one of the more intelligent things i have seen you say on here doom


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: May 24, 2015 12:34 AM    Msg. 13 of 14       
Quote: --- Original message by: killzone64
possibly one of the more intelligent things i have seen you say on here doom
well that means im getting better at spelling woohoo so thanks


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 24, 2015 10:48 AM    Msg. 14 of 14       
The whole "your not allowed to use pre-existing models which belong to licensed studio"
Is pretty much a giant FAD.

I can't stress how easy it is to rip a game model edit it's triangulation a little and then give the whole mesh a wee little global vertex push. From there you can pretty much claim it as your own.

And as long as you provide proof that the model is your's. (I.E Just post a wireframe of "your" model which they will then scrutinize against the pre-existing model) There isn't much they can do to you.

One thing you have to watch out for is uv's and textures. Which I recommend completely re-doing since the rules and regulations are way more stricter than they are on actual meshes.

Which makes sense really.

 

 
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