[WIP] Motorcycle (Halo 2)
Let me get it a little closer to being done first. The problem with jmad editing is it will mess up the drag and drop ability of the bike. 'Cuz it's MC's jmad you'd be editing, right? Not the warthog's? Right now I'm looking at coll and phmo to see if there's anything I can do to make the collision a bit better.
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woah..awsome oh..btw..does that thing like flip a lot and fall over like every 5 seconds like the cycle from halo 1 does? lol its skin is messed and makes it look like an air boat thing, and it always does front wheelies and falls over xD and it flys when it gets air
P.S. also, how would you play this? a computer version of halo 2? or somehow convert it to the halo 2 disk on xbox?
P.S. also, how would you play this? a computer version of halo 2? or somehow convert it to the halo 2 disk on xbox?
As far as physics goes, it's still got four wheels. I tried moving them in toward the middle (the actual markers, I mean) and you couldn't drive it at all--kept rolling over. In fact, as far as physics go, it's still a warthog. You could essentially consider this a reskin, but on the model level, rather than just the skin.
I would like to announce that I have made NO progress whatsoever on this. Not on the skin (having trouble internalizing the bitmaps for some reason--maybe I've just duped too many things and overloaded the map). Not the physics (some experimenting-could prove useful, but nothing workable yet). Not the collision (completely stumped on this one). Sorry about that. I keep hoping someone will no the answer to the turret seat thing and that'll solve all my problems, but so far, no. The question is, "Is it possible (and if so, how?) to make a vehicle drivable from its turret seat? The ghost on the back is the vehicle's turret and I could just null the hog's coll and keep the ghost's and have the driver seat attached to the ghost. That would be a good enough situation that the thing would be playable.
I would like to announce that I have made NO progress whatsoever on this. Not on the skin (having trouble internalizing the bitmaps for some reason--maybe I've just duped too many things and overloaded the map). Not the physics (some experimenting-could prove useful, but nothing workable yet). Not the collision (completely stumped on this one). Sorry about that. I keep hoping someone will no the answer to the turret seat thing and that'll solve all my problems, but so far, no. The question is, "Is it possible (and if so, how?) to make a vehicle drivable from its turret seat? The ghost on the back is the vehicle's turret and I could just null the hog's coll and keep the ghost's and have the driver seat attached to the ghost. That would be a good enough situation that the thing would be playable.
I guess I may as well. I haven't made any real progress on it in quite some time. I do have an idea I might try and if it works it could make it better. I'll give it a try in the next few days and release either way.
[edit] Ok, I lied about releasing it in the next few days. Sorry. I haven't had a huge amount of time to work on Halo modding and what time I have had, has been divided among this and a few other projects.
I just got some updated ifp's from haloplugins and what I see of the coll looks promising. Probably won't be able to do much with it, but I bet I could lower the vertices in the area that mc's upper body is, so he'd be snipe-able at least. Also I have a vague understanding of the jmad/half animation thing, so I should be able to make it so he doesn't look like such a wanker on there.
Again, sorry about the taking so long thing.
[edit] Ok, I lied about releasing it in the next few days. Sorry. I haven't had a huge amount of time to work on Halo modding and what time I have had, has been divided among this and a few other projects.
I just got some updated ifp's from haloplugins and what I see of the coll looks promising. Probably won't be able to do much with it, but I bet I could lower the vertices in the area that mc's upper body is, so he'd be snipe-able at least. Also I have a vague understanding of the jmad/half animation thing, so I should be able to make it so he doesn't look like such a wanker on there.
Again, sorry about the taking so long thing.
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INSANE.[PERIOD]
hows the handleing??
hows the handleing??
Well AI isn't easy, its not like you get 5 nerds, coke-a-cola, and a bunch of computers and 2 days later theres AI. Its more like 50 Nerds, Cocaine, and Supercomputers, then 2 weeks later you get AI.
Last edited by ~FallenOne~ on Sun Oct 15, 2006 1:38 pm; edited 1,000 times in total
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- garrittpwl07
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yeah
looks great but still a little bulky and long for a motorcycle
reminds me of the motorcycles in final fantasy advent children
reminds me of the motorcycles in final fantasy advent children
Re: yeah
That's kind of the style I was going for.garrittpwl07 wrote:reminds me of the motorcycles in final fantasy advent children
The handling is pretty much just a faster warthog's handling. I think I could probably put together a workable version of this thing with some of the updated plugins that are available now, but I just haven't taken the time to do so yet.
Also, I could use a bit more information about doing custom bumpmaps. I was told to use Darkmatter but I didn't really get anywhere with that. If anybody knows more, I would appreciate the info--I don't think it'd look too good for those rocket pods to keep their current bumps.
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Blown up looks stupid because the wraith and is mounted as the warthog's horn, which means it doesn't get damaged, it falls off the hog when destroyed and all it's turrets and their weaps stay with it.
I've decided to start over from scratch and make it better this time, now that I can add turrets to vehicles with Entity. Also I've figured out a few more tricks that will make for some vast improvements.
I've decided to start over from scratch and make it better this time, now that I can add turrets to vehicles with Entity. Also I've figured out a few more tricks that will make for some vast improvements.
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Sorry it's taking so long. I was out of town for the last few weeks and though I had internet access and had my xbox with me, I never found time to do any work on it. Also right now I'm suffering from some pretty severe ear infections (one in each ear--bleh) which doesn't really put me too much in the mood for meticulous trial and error type work.
Anyway, here's a pic of the new and improved version I'm working on. This pic is a little outdated (I've since removed the extra wheel in the back, resized the two remaining ones, nulled the shaders for the headlights and taillights, and I shrunk the whole thing down to make it more bike sized.
The "fork" (the wraith and the front wheel) pivot when you steer. Also the front end suspension works and I'll probably have the rear one work once I decide what to make it out of. I do need to tweak the suspension a bit--it moves a bit too much and also the whole suspension arm seems to move back and forth and side to side, which I'd never noticed on the warthog, but apparently it does.
I'm experimenting a bit with other parts to add, and I think I'd like to use Tarturus' hammer as an engine, but the handle doesn't come off. My attempt to remodel it in milkshape didn't work and I don't have 3dsmax atm, so I haven't been able to try it just yet.
I'm also working on a custom seat animation using the ghost's seat and the warthog's limb placement so the hands move with the handlebars--yes there are handlebars; they're just kind of hard to see in the picture. I got it to work using Entity, but it broke a half dozen or so idents. I'm not really sure what that does to a map, since everything it said was broken still worked when I tested it, but I'm sure it's not good.
Anyway, here's a pic of the new and improved version I'm working on. This pic is a little outdated (I've since removed the extra wheel in the back, resized the two remaining ones, nulled the shaders for the headlights and taillights, and I shrunk the whole thing down to make it more bike sized.
The "fork" (the wraith and the front wheel) pivot when you steer. Also the front end suspension works and I'll probably have the rear one work once I decide what to make it out of. I do need to tweak the suspension a bit--it moves a bit too much and also the whole suspension arm seems to move back and forth and side to side, which I'd never noticed on the warthog, but apparently it does.
I'm experimenting a bit with other parts to add, and I think I'd like to use Tarturus' hammer as an engine, but the handle doesn't come off. My attempt to remodel it in milkshape didn't work and I don't have 3dsmax atm, so I haven't been able to try it just yet.
I'm also working on a custom seat animation using the ghost's seat and the warthog's limb placement so the hands move with the handlebars--yes there are handlebars; they're just kind of hard to see in the picture. I got it to work using Entity, but it broke a half dozen or so idents. I'm not really sure what that does to a map, since everything it said was broken still worked when I tested it, but I'm sure it's not good.
- jordanimal
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