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My Wraith Cannon Launcher

Posted: Fri Apr 30, 2004 9:34 pm
by convert
This is just a model of the rocket launcher with a few creative liberties taken :D

I think once the skin is done up it would look quite nice. Feedback?

Image

Posted: Sat May 01, 2004 5:10 am
by blink 182
that looks awesome but its kinda too fat for mc

Posted: Sat May 01, 2004 5:12 am
by Jimmik
hehe looks fun

Posted: Sat May 01, 2004 5:13 am
by maca_§
that looks sick!
execpt for the spout, way too big

Posted: Sat May 01, 2004 5:40 am
by CovenantSpy
I love it its awesome but like they have already said the end is way to large.

Posted: Sat May 01, 2004 12:10 pm
by Banshee Ace
now hurry up and inject it and take a ingame pic..

Posted: Sat May 01, 2004 1:48 pm
by convert
i'm having problems injecting it...
i used maya 5, didn't change any vertices or anything.
i'll work on the injecting but i suck at things like that :cry:

if anyone would like to try injecting it i would very much appreciate it. Once it's in game i can modify it to better fit MC.

Thanks in advance!

btw, i exported as obj from maya and got 2 files. I put them below in case anyone can make sense of this. Thanks again!

Do a save target:

obj file - http://www.angelfire.com/theforce/bigsn ... uncher.obj

mtl file - http://www.angelfire.com/theforce/bigsn ... uncher.mtl

Posted: Sat May 01, 2004 4:28 pm
by convert
when i try and inject the model in hmt, i get this:

Image


?

Posted: Sat May 01, 2004 4:35 pm
by argrn
if thats made from scratch u can inject it back,,,

Posted: Sat May 01, 2004 4:46 pm
by convert
it's just a morph of the rocket launcher

didn't change any verticies or anything.

I believe the problem is w/ maya. For some reason, when i export a file it jumps about 100kb. i have no idea why.

do you think the model is salvagable?

Posted: Sat May 01, 2004 6:15 pm
by DM01
....

another person not realizing that the only program that can correctly model a model from halo and put it back in game is milkshape or if you do the correct hex editing afterwards.

Posted: Sat May 01, 2004 7:02 pm
by Beastman
looks alright but, u need to render pics not just take screens and cut it out it turns out bad, if u did render that u need to turn on antialiasing so its not so jagged. It might be able to be used with hek with a converter from maya to max.

Posted: Sat May 01, 2004 7:18 pm
by FUZZ
DM01 wrote:....

another person not realizing that the only program that can correctly model a model from halo and put it back in game is milkshape or if you do the correct hex editing afterwards.
Im getting pissed of with people saying that :evil: I use 3ds max everday and import models without hex. just opened the modified in notepad copy the vertices then paste it into an unmodified. it takes me like two minutes!

Posted: Sat May 01, 2004 7:36 pm
by convert
fuzz wrote:
DM01 wrote:....

another person not realizing that the only program that can correctly model a model from halo and put it back in game is milkshape or if you do the correct hex editing afterwards.
Im getting pissed of with people saying that :evil: I use 3ds max everday and import models without hex. just opened the modified in notepad copy the vertices then paste it into an unmodified. it takes me like two minutes!
Will that work for maya as well?

and no i did not render it, i'll see if i can. My knowledge of modelling is very crude.

Posted: Sat May 01, 2004 9:55 pm
by FUZZ
maybe... send me the model to my e-mail and ill check [email protected]

Posted: Sat May 01, 2004 10:01 pm
by convert
THANK YOU FUZZ :D

Posted: Sun May 02, 2004 1:29 am
by PRiMoiCoN
:shock: me like

Posted: Sun May 02, 2004 4:12 am
by maca_§
PRiMoiCoN wrote::shock: me like
lol yoda talk

Posted: Sun May 02, 2004 12:51 pm
by FUZZ
your welcome always glad to help you out. u will recieve the model in your e-mail in just a sec
http://groups.msn.com/_Secure/0WwDlAuAX ... 3470632668

Posted: Sun May 02, 2004 1:27 pm
by convert
how'd you do it?
did copying the verticies into the clean model work?

I was looking at the file in notepad, and I noticed that for a vertice at say
-0.007, maya writes the point to the 6th decimal place, so the orig -0.007 becomes -0.007000

Are these zeros inflating the file size? If so does anyone know how to change how maya saves this??