Help! Making Custom Vehicle (PIC)

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
Post Reply
Cloud707





Posts: 33
Joined: Mon Jul 12, 2004 6:49 am

Help! Making Custom Vehicle (PIC)

Post by Cloud707 »

is there any1 who can help me make my custom vehicle. all that needs 2 be done is putting the boxes down like where the driver enters the vehicle and stuff. then i need u 2 use tool.exe and make it into a model using the command prompt:
Tool.exe model vehicles/helicopter

PLEASE help me!


EDIT: by the way i am using this tutorial here- http://www.halomods.com/forums/viewtopic.php?t=13140
Last edited by Cloud707 on Sat Mar 05, 2005 10:33 am, edited 1 time in total.
Cloud707





Posts: 33
Joined: Mon Jul 12, 2004 6:49 am

Post by Cloud707 »

and if your wonderin what the vehicle is going to look like, well heres a pic

Image
an emu





Posts: 280
Joined: Fri Feb 18, 2005 5:16 pm
Location: a box under the freeway

Post by an emu »

what exactly do u need help with
Cloud707





Posts: 33
Joined: Mon Jul 12, 2004 6:49 am

Post by Cloud707 »

i need someone to help me get this into halo. if u look at the link to that tutorial, that might help.

this is the part of the tutorial that i need help with:
Axeman wrote: STEP 2 : How to add markers to your model

Next you must add markers to your vehicle, because we are going to overwrite the banshee we will need to open guerilla and then open the banshee_mp.vehicle tag, then open the gbx model within the banshee tag(right at the top), within the gbx model scroll down until you see the second markers submenu (about half-way down), click the rolldown menu within the markers (first should be cockpit light) and copy all the names EXACTLY as they are to a notepad or piece of paper.

Next go back to your 3dmax model and create a box about 2x2x2 pixels (any size will do but small is better) and name it #cockpit light, you must do this for all of the markers you have written down, when you have made all the markers on the list place them on your image where you think they would be (eg. place the #cockpit light within the cockpit and primary trigger is for the gun ect).

When all the markers are in place link your vehicle to the frame (call it frame ufo for ease) and link the markers to your vehicle (this is'nt the proper way to do it but we will not have any real animations) then save it as a 3dmax file (save all the time, it will keep you ahead of the game). Use the Exporter plugin to save your model as a .JMS file and save it in the data/vehicles/ufo/models as ufo.

STEP 3 : Exporting the model
Next you have to convert the model into a gbx model and to do this you will have to open tool and type.

Tool.exe model vehicles\ufo

You may find on the first run of the tool.exe model command that you will be asked for shader types, (these are just your materials from 3dmax so most of them will probably be shader enviorment) just pick shader types for each and run the tool.exe model command again.
If all goes smoothly you should have a new folder within your tags/vehicles folder as ufo and within that there should be a gbx model called ufo, if all that is correct we will quickly save an anim so your vehicle will work, to do this just go back into 3dmax and export the model to Animations as a .JMA file. (I know there is no animation but you will need an animation graph that fits your vehicle)


STEP 4 : Creating and exporting the collision geometry

For the collision geometry we will need to find out what markers you will need (the collision geometry needs different markers to do with physics) first goto guerilla and open the Banshee's Physics and follow step 2 (but for the collision geometry use the names in the mass point rolldown).go back to 3dmax and re-name all the markers you had for the gbx model in the names of the markers from the banshee physics (you may have to add/delete some markers), again place these where you think they will go. Link these to your model and open the materials menu (M is the shortcut) and change the name of your material group to collision geometry. Dont forget to Save your 3dmax CG model (collision geometry).

Next you must export the model into the Physics folder within your ufo folder as a JMS file.


These parts of this Tutorial by

{{AoA}}Axeman

he is also known as The Axeman/Axl/Anglegrinder/A BAD MAN ;)



EDIT: if u want 2 help just PM me or just tell me ur "files forum" name, thx
an emu





Posts: 280
Joined: Fri Feb 18, 2005 5:16 pm
Location: a box under the freeway

Post by an emu »

if u send me the max file and any thing else u have i can give it a shot
pm me or my aim is rustynail1019
machopenguin001




Articulatist 250

Posts: 449
Joined: Fri Nov 26, 2004 5:52 am

Post by machopenguin001 »

Shit, that is nice!
sureshot2





Posts: 77
Joined: Sun Jun 06, 2004 7:43 pm

Post by sureshot2 »

i had the original idea for that,and i have an ingame helicopter,btw,could you give me ur aim
User avatar
jks




Orb Scorched Earth

Posts: 3549
Joined: Sat Oct 02, 2004 2:29 pm
Location: SPARTAAAAAAAAAAAA
Contact:

Post by jks »

Did you do animation for the rotor blades yet? That would be sweet in game, especially on death island<---?
Image
HaloMod's Scapegoat�
sureshot2





Posts: 77
Joined: Sun Jun 06, 2004 7:43 pm

Post by sureshot2 »

ya,animated
Ermac




Wordewatician 100

Posts: 139
Joined: Tue Nov 18, 2003 7:14 pm

Post by Ermac »

That model looks sweet Cloud, I offered a suggestion in the other thread that you posted about this. Hopefully it helps to an extent.
Signature exceeded 3 lines of text.
Cloud707





Posts: 33
Joined: Mon Jul 12, 2004 6:49 am

Post by Cloud707 »

just to tell u there really isnt any bitmaps on it though
an emu





Posts: 280
Joined: Fri Feb 18, 2005 5:16 pm
Location: a box under the freeway

Post by an emu »

hey if u didnt get my pm i have the tags, just im me anytime.. i had to delete the wheels and had to make the rotors just like boxes cause it was too hight poly. not sure if its gonna work in game though
Cloud707





Posts: 33
Joined: Mon Jul 12, 2004 6:49 am

Post by Cloud707 »

ok, and "an emu" never really responded but u guys can still PM me if u want 2 try to get the tags in. just tell me ur AIM screen-name
Waverunner





Posts: 2161
Joined: Sat Feb 12, 2005 4:34 pm
Location: I am pwn-proof.
Contact:

Post by Waverunner »

this looks really cool nice job
Patrickssj6




Pi Collaborator

Posts: 5426
Joined: Sat Jul 24, 2004 12:12 pm
Location: I'm a Paranoid
Contact:

Post by Patrickssj6 »

ingame pictures?
...left for good
Cloud707





Posts: 33
Joined: Mon Jul 12, 2004 6:49 am

Post by Cloud707 »

havnt gotten it ingame yet, but almost
Cloud707





Posts: 33
Joined: Mon Jul 12, 2004 6:49 am

Post by Cloud707 »

can some1 PLEASE help me, my trial version of 3ds max 7 went out and me and another kid cant get the collision model to work. PLZ HELP

EDIT: theres like somethin wrong cause i almost got sapien to work but right before the screen poped up, it closed
[CL]9mm-Man




Wordewatician 500

Posts: 773
Joined: Tue May 04, 2004 7:14 am
Location: Uranus

Post by [CL]9mm-Man »

Model looks awsome, anyways I got Max 7, Anyways I can help you?

Also about the Sapien thing, I had that, its annoying you run sapien and it closes, I also had one the other day when ever I loaded a particular senario it closed, I had to rebuild the map, but lucky it was only a test really easy map to make :D
Your image cannot exceed 400x200 or 50kb
Post Reply