Physics not working...

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Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Physics not working...

Post by Tanasoo »

Ok, I posted this a while back, but it seems to have died... I have a vehicle, with four wheels, and warthog like suspension, but when I run it in game, it will not move... I am using a custom physics tag (made with "tool physics" ect.).

I think it has something to do with the hierarchy in 3ds max. I have all of the nodes linked to the frame hull, and the collision geometry (All of the parts, hull, suspension, wheels, combined into one mesh) linked to the frame hull.

What do I need to link to what?

Thanks
SunnySharma




Wordewatician 250

Posts: 405
Joined: Sat Jan 29, 2005 10:33 pm

Post by SunnySharma »

You have to create a marker for each "collision" point you want bouncable or moveable in Max.

Create tiny spheres, and name them #something.

Move them into the proper places. Make sure each "moving" mesh of the model itself is a different object. Then, select EVERYTHING (besides the main frame), and link it to the main frame.

Physics sort of use Markers and Body Mesh to determine the Physics-in-game in Halo. It's actually quite easy, easier than other games.
Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Post by Tanasoo »

Do they need to be spheres? I am using boxes... So, I should make the suspension and wheels separate in the collision model? Do they still need to be named "collision geometry". And do I link all of the nodes and parts directly to the frame?
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