
Possible yet?
Possible yet?
just a quick question, ive been away for a while, and i know you can inject models an all, but i remember seeing someone insert a model for a vehical, and also that wastelands mod by xeno had a quadwing which was animated. so all in all, would it be possible to mod the ghost to look like this(with the whees turning when you accelerate aswell)?


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Re: Possible yet?
LOL,
all he did was drag the quadwing.hlmt over from a SP map and then swap it for the vehicle, the animation comes with it,
It would be possible to make the ghost look like that, u would hav to inject it as a model (im not really sure of the details, im not a modeller), the wheels would be pretty much impossible
all he did was drag the quadwing.hlmt over from a SP map and then swap it for the vehicle, the animation comes with it,
It would be possible to make the ghost look like that, u would hav to inject it as a model (im not really sure of the details, im not a modeller), the wheels would be pretty much impossible
I was wondering about that, too. I had thought it'd be cool to have a motorcycle. You you just edit the warthog so that the wheels are in the center and put a new hlmt on it? I've been trying to experiment with pieces of ingame models (keeping some parts but getting rid of others) but I've made little headway.
Where are animations like that stored?
I just looked at the warthog phmo in insolence: phmo objects\vehicles\warthog\warthog, clicked on edit mode, and looked at the stuff there. Under unknown 12, there seems to be physics for the various parts of the hog. parts 11-14 are the tires, but honestly, I don't know what the numbers there mean or the NaN. I don't know if this relates to the wheels turning or to their interaction with the ground.
Where are animations like that stored?
I just looked at the warthog phmo in insolence: phmo objects\vehicles\warthog\warthog, clicked on edit mode, and looked at the stuff there. Under unknown 12, there seems to be physics for the various parts of the hog. parts 11-14 are the tires, but honestly, I don't know what the numbers there mean or the NaN. I don't know if this relates to the wheels turning or to their interaction with the ground.
So if it is possible to take a hog, squeeze everything out of it and put the wheels right next to each other... then you could have an awesome mortorcycle (don't know about a moped, though).
I'm actually experimenting with something else, where I'm trying to get rid of parts of it but keep other parts. If it's possible to do that, then moving the parts you keep should be possible as well.
I'm actually experimenting with something else, where I'm trying to get rid of parts of it but keep other parts. If it's possible to do that, then moving the parts you keep should be possible as well.
There's a coll tag which handles collision (well, I'm pretty sure it's the collision--maybe it does coll slaw?
) and you can find everything in there. I'm actually working on trying to null out all of a scarab except the hull http://www.halomods.com/forums/viewtopic.php?t=36576 (sorry just a little hijack) so I can have the hull of a scarab in a map as an extra structure, but all of the stuff in the coll tag is pretty much gibberish to me.
Anyway, if it could be done for my scarab project, it could be done for the warthog, too. So even if we can't neccesarily edit the collision of a vehicle, at least we would use the parts we like. And the parts of the phmo, and even the mode if we want (though this thread is about replacing the mode).

Anyway, if it could be done for my scarab project, it could be done for the warthog, too. So even if we can't neccesarily edit the collision of a vehicle, at least we would use the parts we like. And the parts of the phmo, and even the mode if we want (though this thread is about replacing the mode).
well i wouldnt say i made this thread about changing the model exactly. just mainly changing a vehical into another.
Wasnt there a BSP collision editor released recently? surely that could be canged into an all round collision editor, thats if the BSP collision is a coll tag. then you would surely be able to change the collisons. and as for nulling out one half of the wathog or getting rid of one half. If you drove it and had the bike placed on the drivers side, it would look like the bike in every way, but i would still steer like a hog. so basically, it would drive like it had four wheels.
Wasnt there a BSP collision editor released recently? surely that could be canged into an all round collision editor, thats if the BSP collision is a coll tag. then you would surely be able to change the collisons. and as for nulling out one half of the wathog or getting rid of one half. If you drove it and had the bike placed on the drivers side, it would look like the bike in every way, but i would still steer like a hog. so basically, it would drive like it had four wheels.
The coll editor is basically an .obj editor. You'd still need to be able to extract the vehicle's coll into an .obj, then inject it back in. I'm not too knowledgable on this matter (I don't even know how to extract/inject the map's coll yet) but it seems those who are knowledgable still regard vehicle collision out of reach. Pity.
Side question: is it possible yet to null out specific coll maps? Like, when you extract a model of something with moving parts, it's made of more than one piece. Assuming the collision is the same way, can you just null one of the parts? Keeping in mind that all the parts are listed together as one tag. If you could null everything but the wheels and suspension on one side (I looked--each wheel has it's own suspension physics) ... well, you'd still have to adjust the physics, I guess. Otherwise you'd have a physics model that expects to have two more wheels than it does. Also, can they be moved in relation to eachother? In that case, you could bring the wheels in together, even overlapping, for a two wheel effect.
Side question: is it possible yet to null out specific coll maps? Like, when you extract a model of something with moving parts, it's made of more than one piece. Assuming the collision is the same way, can you just null one of the parts? Keeping in mind that all the parts are listed together as one tag. If you could null everything but the wheels and suspension on one side (I looked--each wheel has it's own suspension physics) ... well, you'd still have to adjust the physics, I guess. Otherwise you'd have a physics model that expects to have two more wheels than it does. Also, can they be moved in relation to eachother? In that case, you could bring the wheels in together, even overlapping, for a two wheel effect.