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Using NFS viper model for halo Hog

Posted: Sun Aug 19, 2007 9:41 am
by electrospyke
Well, I came up with this brilliant idea to extract the NFS dodge viper police model for use with halo, to replace the MG Hog. I used the viper from NFSHP2 btw,,, I used some modding tools meant for use with NFS, that can export the model in ASCII, and from there I imported it to Milkshape, removed the lights on top, and the roof. Now that I think about it, im not sure what I would have done about the interior... I think there is actually seats in there, but I don't remember, and I am at a friend's house right now. There is also a tool to get the skin from the viper, but I wasn't successful... I just got a blank black. ??? I'll try again with that. I think there should be a way to get the sounds as well. Anyways, I exported it as an .obj file, and I also used a warthog for size comparison. BUT... there is just one problem. When I try to import it over the other warthog hull it says that there is the wrong amount of vertices... And I also discovered that it has WAY more vertices than the warthog. So, I used the connect vertices tool in milkshape, and I nearly halved the amount, but there is still about 2000 too many!!! What do I do to fix this!?!! HELP!

Posted: Sun Aug 19, 2007 9:56 am
by Andrew_b
Halo Custom Edition

Posted: Sun Aug 19, 2007 10:00 am
by Philly
Lol :D
I don't quite understand what you mean. Are you taking the model from a different game?

Posted: Sun Aug 19, 2007 10:07 am
by electrospyke
First of all, I don't want to use CE because then the people have to have my maps, and that just is retarded in my opinion. But I guess I could use the HEK tools to convert and convert back,,, but I really don't want to. And yes, I am taking a model from another game.
"Using NFS (need for speed) viper model for halo Hog" Now you get it?

Posted: Sun Aug 19, 2007 10:22 am
by Andrew_b
no offence dude but...

if you just put the model in, the collision model will still be that of the warthog...the lights will be floating, and it will just be crap

if you do it in CE

Good model, you can skin it perfectly, make a colision, have good physics, blah blah blha...and then walla Viper!

Posted: Sun Aug 19, 2007 10:37 am
by electrospyke
Ok.... so are you suggesting that I use HEK and crap to do it, and then convert my CE map into a normal one? And one more thing, would you be able still be able to host a joinable multiplayer game with that map??

Posted: Sun Aug 19, 2007 11:06 am
by Andrew_b
yes you would be able to host games with modded maps...

Posted: Sun Aug 19, 2007 1:08 pm
by .MD
Basically for regular model imports, it has to be a modified version of the original model, the exact same number of vertecies. And you probably wouldn't be able to host a game with a converted CE map with others that have the regular map. Either way, making it in CE would still be the best way to go.

Posted: Tue Aug 21, 2007 5:45 pm
by reanimation-06
and its not gonna be easy even then...

Posted: Mon Aug 27, 2007 3:36 pm
by electrospyke
Darn, this is looking worse all the time...........

EDIT: Well just to see if i can do it, I am going to put in a model with pieces hacked out of it to get the right amount of vertices. I will try to get the skin in also.

How do you null out the lights.....??

Posted: Tue Aug 28, 2007 11:21 pm
by electrospyke
Hello? ^

Posted: Wed Aug 29, 2007 5:16 am
by phoenix
Hmm , what programs do you used to make it..I will try:)

Posted: Mon Sep 17, 2007 5:58 pm
by electrospyke
Oh boy.... um, It has been a while since I found those tools, but I can give you the names.

NFS wizard,(nfs file opener/editor [I think you need to convert first}) OIFtool,(model converter for use with o-edit), OEdit (model editor/export {you can use this to export in ASCII format}) And I think thats it. Oh yeah, and NFS toolbox. You may need that also. And you need a program called vivmagic to extract I think... Sorry for the late reply.

EDIT: and NFS TOOLBOX!!

Have fun!

Posted: Tue Sep 18, 2007 11:36 am
by UPS
Make it in CE and convert it to PC if you want. Then you can include all the meta data and XML files related to it so that you can just rebuild the thing into whatever map!