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Help! Making Custom Vehicle (PIC)
Posted: Sat Mar 05, 2005 10:11 am
by Cloud707
is there any1 who can help me make my custom vehicle. all that needs 2 be done is putting the boxes down like where the driver enters the vehicle and stuff. then i need u 2 use tool.exe and make it into a model using the command prompt:
Tool.exe model vehicles/helicopter
PLEASE help me!
EDIT: by the way i am using this tutorial here-
http://www.halomods.com/forums/viewtopic.php?t=13140
Posted: Sat Mar 05, 2005 10:32 am
by Cloud707
and if your wonderin what the vehicle is going to look like, well heres a pic

Posted: Sat Mar 05, 2005 11:11 am
by an emu
what exactly do u need help with
Posted: Sat Mar 05, 2005 11:28 am
by Cloud707
i need someone to help me get this into halo. if u look at the link to that tutorial, that might help.
this is the part of the tutorial that i need help with:
Axeman wrote: STEP 2 : How to add markers to your model
Next you must add markers to your vehicle, because we are going to overwrite the banshee we will need to open guerilla and then open the
banshee_mp.vehicle tag, then open the gbx model within the banshee tag(right at the top), within the gbx model scroll down until you see the second markers submenu (about half-way down), click the rolldown menu within the markers (first should be cockpit light) and copy all the names EXACTLY as they are to a notepad or piece of paper.
Next go back to your 3dmax model and create a box about 2x2x2 pixels (any size will do but small is better) and name it
#cockpit light, you must do this for all of the markers you have written down, when you have made all the markers on the list place them on your image where you think they would be (eg. place the #cockpit light within the cockpit and primary trigger is for the gun ect).
When all the markers are in place link your vehicle to the frame (call it frame ufo for ease) and link the markers to your vehicle (this is'nt the proper way to do it but we will not have any real animations) then save it as a 3dmax file (save all the time, it will keep you ahead of the game). Use the Exporter plugin to save your model as a .JMS file and save it in the
data/vehicles/ufo/models as
ufo.
STEP 3 : Exporting the model
Next you have to convert the model into a gbx model and to do this you will have to open tool and type.
Tool.exe model vehicles\ufo
You may find on the first run of the tool.exe model command that you will be asked for shader types, (these are just your materials from 3dmax so most of them will probably be shader enviorment) just pick shader types for each and run the tool.exe model command again.
If all goes smoothly you should have a new folder within your tags/vehicles folder as
ufo and within that there should be a gbx model called
ufo, if all that is correct we will quickly save an anim so your vehicle will work, to do this just go back into 3dmax and export the model to
Animations as a .JMA file. (I know there is no animation but you will need an animation graph that fits your vehicle)
STEP 4 : Creating and exporting the collision geometry
For the collision geometry we will need to find out what markers you will need (the collision geometry needs different markers to do with physics) first goto guerilla and open the Banshee's Physics and follow step 2 (but for the collision geometry use the names in the mass point rolldown).go back to 3dmax and re-name all the markers you had for the gbx model in the names of the markers from the banshee physics (you may have to add/delete some markers), again place these where you think they will go. Link these to your model and open the materials menu (M is the shortcut) and change the name of your material group to collision geometry. Dont forget to Save your 3dmax CG model (collision geometry).
Next you must export the model into the
Physics folder within your
ufo folder as a JMS file.
These parts of this Tutorial by
{{AoA}}Axeman
he is also known as The Axeman/Axl/Anglegrinder/A BAD MAN 
EDIT: if u want 2 help just PM me or just tell me ur "files forum" name, thx
Posted: Sat Mar 05, 2005 11:30 am
by an emu
if u send me the max file and any thing else u have i can give it a shot
pm me or my aim is rustynail1019
Posted: Sat Mar 05, 2005 11:50 am
by machopenguin001
Shit, that is nice!
Posted: Sat Mar 05, 2005 3:54 pm
by sureshot2
i had the original idea for that,and i have an ingame helicopter,btw,could you give me ur aim
Posted: Sat Mar 05, 2005 5:01 pm
by jks
Did you do animation for the rotor blades yet? That would be sweet in game, especially on death island<---?
Posted: Sat Mar 05, 2005 9:15 pm
by sureshot2
ya,animated
Posted: Sun Mar 06, 2005 7:52 am
by Ermac
That model looks sweet Cloud, I offered a suggestion in the other thread that you posted about this. Hopefully it helps to an extent.
Posted: Sun Mar 06, 2005 9:51 am
by Cloud707
just to tell u there really isnt any bitmaps on it though
Posted: Sun Mar 06, 2005 10:31 am
by an emu
hey if u didnt get my pm i have the tags, just im me anytime.. i had to delete the wheels and had to make the rotors just like boxes cause it was too hight poly. not sure if its gonna work in game though
Posted: Thu Mar 10, 2005 1:07 pm
by Cloud707
ok, and "an emu" never really responded but u guys can still PM me if u want 2 try to get the tags in. just tell me ur AIM screen-name
Posted: Thu Mar 10, 2005 1:10 pm
by Waverunner
this looks really cool nice job
Posted: Thu Mar 10, 2005 1:16 pm
by Patrickssj6
ingame pictures?
Posted: Fri Mar 11, 2005 8:10 pm
by Cloud707
havnt gotten it ingame yet, but almost
Posted: Fri Mar 11, 2005 9:04 pm
by Cloud707
can some1 PLEASE help me, my trial version of 3ds max 7 went out and me and another kid cant get the collision model to work. PLZ HELP
EDIT: theres like somethin wrong cause i almost got sapien to work but right before the screen poped up, it closed
Posted: Sat Mar 12, 2005 3:44 am
by [CL]9mm-Man
Model looks awsome, anyways I got Max 7, Anyways I can help you?
Also about the Sapien thing, I had that, its annoying you run sapien and it closes, I also had one the other day when ever I loaded a particular senario it closed, I had to rebuild the map, but lucky it was only a test really easy map to make
