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Vehicle Collision Editing; I NEED HELP ASAP.
Topic Started: Sep 12 2008, 05:22 PM (113 Views)
Admin Wert Ac
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[size=10]First of all, if you can help me, you will win a prize. You will get access to the clan descussion and will e able to view any secret mods and information. If that is not enough, I might think of somthing more.[/size]

We have reched a HUGE roadblock in out project ich you have seen clan members refer to as 'the package'. It is a very complex mod and will probably be very recognized once it is finished. Anyway, we can't figure out how to do something VERY important.

We need to know how to edit vehicle collision. Ok, I have a few idea about how it might work, but I would only know what to do for a small extent to all of those. In entity, tere is an option to extract he collision to an OBJ, but there is no inject option. So don't tell me to do that. I expect that I will have to do something involving hex.

PLEASE PLEASE PLEASE PLEASE HELP ME FIGUR THIS OUT. I will accet tutorials, programs, hints, tips, suggestion, opinions, or anything else that ould help me! REMEMBER THAT FAME OULD BE IN STORE FOR YOU IF YOU HELP ME OUT HERE.


~Wert Ac
 
LaTurno11
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Purple Leaf
Well wert i found this on se7ensins but its still a tut

Quote:
 
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.


STEP 5 : Converting and creating Animation/collision geometry and physics tags

You must now open tool and type in the following commands..

(to create your bitmaps)
Tool.exe bitmaps vehicles\ufo\bitmaps

(to create your animations)
Tool.exe animations vehicles\ufo

(to create your collision geometry)*missed this one first time sorry
Tool.exe collision-geometry vehicles\ufo

(to create your physics, this is very important)
Tool.exe physics vehicles\ufo

To check whether you have done it correctly you should goto your Tags/vehicles/ufo folder and there should be 4 files and a bitmap folder, if you are missing any of these you may have to do it again.
(Note: now is a good time to set up your shaders)

STEP 6 : Setting up your anim,collision-geometry and physics tags


First you must open the Original Banshee_mp.vehicle and save it in your tags/vehicles/ufo (leave it named Banshee), next open it up and replace the gbx,animation graph,collision geometry and physics tags with your corresponding ufo tags.
Next open the original banshee anim Banshee.animation_graph and your custom anim ufo.animation_graph then add all the parameters that are in the banshee anim to your ufo anim (leave the actual animations as NONE) and save your anim tag.
Next you must set your physics to work properly, to do this you must do pretty much the same as the anims but you must not change any of the vehicles actual physics.

These are what you must change in the first menu.

radius to -1 , moment scale to 1

Leave the matrix and copy all the values from the banshee powered mass points/mass points to your ufo physics tag and assign your markers the same as the banshees (eg change your ufo hullback mass points so it is the same as the banshees), also be aware that the radius of each mass point will become collision geometry so be careful when choosing how big or small they are.

Lastly you should rename your original Banshee_mp.vehicle to Banshee_mp.vehicle.backup and then copy your modified vehicle tag and place it in the banshee folder (so basically you have backed up the original and replaced it with your one)
Then all that needs to be done is place your vehicle into sapien (Note: because it overwrites the Banshee you will not be able to use the Banshee, instead if you place a banshee your ufo will appear)

Hopefully thats it, you can mess about with the settings and physics to get the final result you want but as it is it will fly like a banshee.
 
Admin Wert Ac
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LaTurno11
Sep 17 2008, 11:51 AM
Well wert i found this on se7ensins but its still a tut

give me a link to that topic please.
 
LaTurno11
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Purple Leaf
Yeah i pmd it to you so hope it works or at least helps out.
 
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