Complete Tutorial on Modeling!!!

Tutorials for the Xbox version of Halo 2.
FooFighter





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Complete Tutorial on Modeling!!!

Post by FooFighter »

OK here we go.
-First before you do anything goto your desktop. Make a new folder and name it something like "my model".
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(P.S. Sorry for my dirty ass desktop!)

-OK now open that folder you just made. Now make a new folder called "Maps".
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-K now you can close the folder.
--Now fire up your FTP program and ftp to your halo2 Folder.
-Once there goto maps and then select these maps.
Mainmenu.map
Shared.map
single_player_shared.map
and the map you want to use for this mod.map(For this tut il use lockout)
-Once your done ftping those 4 maps, your maps folder that you made before should now look like this:
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-OK now you can close the ftp program and open up DarkMatter.
-From here press File, Open map.
-Browse to your my model folder, then open maps.
-Now select lockout and press open.
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-Now goto the MODE tag and then find the weapon you want to model. (For this tut I will use the Battle Rifle.)
-OK you will see two differant versions of the weapon. One will say:
objects\weapons\rifle\battle_rifle\battle_rifle
the other will say:
objects\weapons\rifle\battle_rifle\fp_battle_rifle\fp_battle_rifle
-Choose the one Without the FP. In other words choose
objects\weapons\rifle\battle_rifle\battle_rifle
-Now once you click on it a window should pop up that looks like this:
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(If no window pops up then you have the wrong version of DarkMatter!!!
I used "Dark Matter alpha 1-1")

-OK now press "export"
-Find you folder called "my model", click on it and press OK. (DO NOT click on the maps folder you want this in the my model folder!)
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-Now you can close DarkMatter.
-OK now to make shure you exported it to the right place your "My Model" folder should look like this:
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-OK now open up MilkShape 3D.
-Once in MilkShape press file, import, Wavefront OBJ...
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-Now goto My Model, battle_rifle.obj.
-Ok now pick the one with the highest number in it, and press open.
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-OK now you can edit to your liking!!!
-But make shure that you don't make it any smaller! In order for it to work you must make the filesize bigger than the original!
-Once your done editing the model to your liking and made shure it has more Polygons than the original then you can save it.
-To do this goto file, export, Wavefront OBJ...
-Now name it new and put it in my model folder.
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-Now you can close MilkShape if it asks to save your work you can say no.
-Now goto your My model folder and open it up.
-It should look like this:
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-OK now here is probably the hardest part of the tut to explain!
-Open up battle_rifle.obj, and then press rename on battle_rifle.gun.base[0][0][0].obj
-Once the text it highlighted copy it then click somewere on the screen.
-Now go back to the new.obj and press rename on it.
-Now once the text is highlighted press paste.
-It should now look like this:
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-OK now click on it and press copy. Now press paste 2 times.
-You should now have this:
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Now open battle_rifle.obj again and now find
battle_rifle.gun.base[0][0][1].obj
-Press rename like before, copy the text, go back to one of the copies and press rename and then paste the new name.
-Then do the same for battle_rifle.gun.base[0][0][2].obj
-Now your My Model folder should look like this:
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-OK now highlight the three new OBJ files you just made.
-Press copy.
-Now open battle_rifle.obj
-Now press paste.
-Now when it asked you if you want to replace say YES not yess to all!
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-This way you know if they all replace. If it asks you three times then you did it right!
-FEWF
-Now that thats all done now you can close that folder compleatly.
-Now open up DarkMatter, and the map you used before.
-Now find that same mode tag you did before and click on it.
-Once the window pops up press inport.
-Now find the battle_rifle.obj folder and click on it then press ok.
-Now another window will pop up asking you to save a meta.
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-Find your my model folder and once in there press make new folder.
-Name the new folder "Meta"
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-Now open up the new meta folder and then press save.
-Now Without exiting the modelviewer, in darkmatter click, tools, add to map.
-Now find that meta folder you just made and press ok.
-Now you will see it is doing someitnhg just leave it untill its done:
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-Now you can close Darkmatter.
-Now open up Insolence, and then the map we have been working on.
-Now goto the mod tag and find the new model.
-Now this is kinda hard cause its never in the same place lol!!!
-It will be in one of 3 places.
Place #1:
At the top of the model list, it will be called soemtihng like "a lovely bunobjects\weapons\rifle\battle_rifle\battle_rifle"
Place #2:
It will be right under the original "objects\weapons\rifle\battle_rifle\battle_rifle" with the same name! The one on the bottom is always the new one though!!!
Place #3:
At the bottom of the model list, named similer to the first one aka "a lovely bunobjects\weapons\rifle\battle_rifle\battle_rifle"

-OK once you have hunted down your new model right click it and press rename.
-If it had the lovely prat in it just get rid of it up to the object part.
-Now rename the last part to anything you want for EX:
objects\weapons\rifle\battle_rifle\new_gun
-Once renamed goto the HLMT tag
-Find the Battle Riffle
-Goto DEV mode then all dependancies
-Now change the dependancy of the mode to your new model, it will be at the very bottom of this list.
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-Now fix the map signature and close insolence!
OK now your DONE the 3rd person model!!! YAY!!!!!!!

Now for the first person tut I will use the one from moddingtutorials.com

[quote]PART II FIRST PERSON MODELS

I
Last edited by FooFighter on Sun Dec 04, 2005 6:21 pm, edited 2 times in total.
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BlairBitch





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Post by BlairBitch »

nice tut :D
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maca_§




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Post by maca_§ »

Good job, stickyfied.
  • Image
Dojorkan




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Post by Dojorkan »

Hmm. How abotu adding collision to these models? Well if I do something liek biped. (NINJA GRUNTS) or a vehicle how would you mgive them collison.
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Fantom13





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Post by Fantom13 »

Great tut, but id fix the spelling of "Complete" on the subject header.
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FooFighter





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Post by FooFighter »

Good call!!! :wink:
Even though:
[quote]1 entry found for compleat.
com
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BlairBitch





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Post by BlairBitch »

hey i make my models in milkshape and i followed your tut
i get this when i try to inject into dm Image
hears the model in milkshape i know its not good but i just cant get it to werkImage
maby its the model do i need to weld or any thing like that i dont know much about modeling
FooFighter





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Post by FooFighter »

you need the latest version on DarkMatter!!! I got that error when trying this with an older version. Search around for "Dark Matter alpha 1-1"
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BlairBitch





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Post by BlairBitch »

i thot thats wat i had but ill go chek thanx
Synergy2069





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Post by Synergy2069 »

Great job on the tutorial! but for some reason when i go to import the new model into darkmatter, i get an error that says "input string was not in correct format" Oh..and i used max to make the model, i unchecked the normals button so it would load up into max, and when i exported it, i reopened it up in milkshake just to make sure it looked the same as the original battle rifle. Everything else seemed fine, except i just keep getting that error
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BlairBitch





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Post by BlairBitch »

ya i get that to some time i think im not sure but i think i get that when i add to many models
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Post by tabasco sauce »

lol taht quote was from my tutorial from a long time ago, btw i have found faster ways of doing fp models

Open insolence

go to weapon tag (br in this case i guess)

open dev mode

open predicted resorce (first one) and show dependancies, its probably the 1st or 2nd number, it will say mode- battlerifle/fp at the end of the path, swap that with the new model you injected.

do that for the second predicted resorce (btw for some reason, weapons with scopes, sometimes the mode dependancy isnt the 1st or 2nd number so look around)

for the fp model, open the visible dependancies, and for the 1st AND 2nd number, change the mode dependancy to the one you injected, there ya go (the 1st number is for the mc, the 2nd is for the elite)
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rusty





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Post by rusty »

This might be a noob queetsion, but why do you need the mainmenu.map, shared.map, and single player.map to do this? Also, when I select the battle rifle, it shows an error screen..
alvere





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Post by alvere »

is there any way you can use 3ds max??
[users]punkrockrhys





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Ur cool tutorial for modelling

Post by [users]punkrockrhys »

Hey dude i love the turorail it says full tutorial i was wondering if u knew how to work the collision in models :)
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Dlsa





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Post by Dlsa »

Hey i'm getten it all done but i start up my map and when it loads everythings screwd up like all the colors and stuff. and when i pick up the br the game frezzes up. Ne advice would be greatly appreciated
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Post by RadisH »

when open battle_rifle.gun.base[0][0][2].obj on milkshape (1.7.0) i can't see any model, onli in group list see something about battle rifle but no model, must set something in milkshape to see the model?

http://img158.imageshack.us/my.php?imag ... ed10jj.gif
Xeythe





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Post by Xeythe »

Where is the Halo2 folder with the maps Shared.map and Mainmenu.map? Do I have to get it from my Halo2 disk? Because I don't know how
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Dark_Floodz_One





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Post by Dark_Floodz_One »

I found out that when you open a model using milkshape, and the textures are all screwed up. just go into the folder that contains the textures, and flip it vertically(upside down)
then go back into milkshape and load it :)

lol, it made me feel smart finding that one out a while ago.
straykiller





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Post by straykiller »

hey man i followed ur tut exactly and every time i try to load the map to try to check out the model it freezes all there is is a black screen aftre it leaves the lobby.ive tryed alleast 5 ive times starting over with a clean map everytime. the thing that pisses me off is i have added models before along time ago but i stoped modding for awhile and i forgot how. so if anyone can help me out ide really apriciate it.
:evil: :evil: :evil:


thanks


this was the model i was trying to inject

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