[WIP] Motorcycle (Halo 2)

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Post by Pyroman »

That's insane! Does it have really wierd collision?
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Post by Alchemist666 »

WOW altho a lil big in my opinon
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Post by Snaku »

It's big because it's still a warthog underneath. Yes, it's collision is really wierd. That's one of the things I need to try to fix. It still has the warthog's phmo (The rocket pods and brute shots, aside from looking cool, fill up the space) and I'm not exactly sure how I'm going to handle the coll. Right now, the thing is extremely resistant to weapons fire from most directions (which will probably be fixed by nulling the coll on everything but the hog) but an explosion will still hurt it. Or it could be just because I've repositioned the seat... dunno'. I've considered changing the seat to a banshee's, but anyone who's ever done vehicle modding knows that makes the pilot indestructible (something about the way a seat is set up--seems that's where the drivers damage is determined).
As far as handling, it's still fundamentally a warthog. So far, all I've done is speed it up, (which is why it flip so much--it's my driving that's flawed, not the bike's handling) but I'll probably try messing with a few other things and see if anything makes it especially cool.
A few questions: does anybody know if there's a way to use another vehicle's seat without becoming invincible? Anybody know how to make the main bone of a vehicle invisible (making the children bones invisible is easy, but the main one is tough)? I had s'more questions but can't remember them right now.
[edit] Another question: Does anybody know how to make a vehicle drive-able from the turret seat? The turret, in this case is the ghost, and if I could use it's driver seat, that might let me make the coll at least a little better (it's really pissing me off that he can't be sniped in there, and with a ghost's coll, he could). Just so everyone is clear, coll is projectile collision--it determines whether projectiles will impact or pass through. Phmo is where the physics collision is--it determines whether physical objects (the ground, master chief, mach's, scen, etc) will pass through. I'm keeping the hog's phmo (cuz I don't really know a way not too) but I figure I might be able to change up the coll a bit.
Last edited by Snaku on Tue May 02, 2006 7:32 pm, edited 2 times in total.
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Post by kornkidcrazy »

Very interesting and creative. I LOVE IT!
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Post by jordanimal »

I was working on a motorcycle but it was amazingly hard in inventor... Couldn't get good roundness. Looks awesome though. Especially because it is made of other vehicles. Great job! :)

:idea: Driving from turret. Isn't that as simple as a check box in DotHalo ? On the last seat I think in dothalo the is a box that says driver seat. I think thats all that you need. Not quite sure just guessing.
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Post by ScottyGEE »

very nice...
My advice would be skin it in a similar fashion to the scorpian or otherwise a slick black ;)
As for the guns and as you said before its the warthog, replace the gun/turret/horn with a duplicated ghost gun which shoots modified guass bulltets (no shake damage and reduced damage all round) decrease ROF and make the firing sound the shotgun's or one of the tanks'.

Since this is such an interesting project ill help in anyway I can jst need to ask if you want it :P
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Post by Snaku »

I really like that idea. Modified guass shots. I'd have never thought of that. Would there be a way to layer two sounds together for a weap, though, 'cuz I think it'd be cool to have the shotgun and carbine sounds at the same time. Maybe I could add a trigger to the weap that has the same RoF, but no proj--just the noise.
Couple questions if anybody knows: one of my teammates made a hog fire rockets and lowered the proj through the first person offset, but for some reason, when the windshield got destroyed it would go back to 3 feet above the hog. I was unable to determine what (if any) marker the weap is attached to (repositioning the marker would be a better way than the offset) so I never could fix the problem. Anybody know how I'd do it? Making the windshield indestructible might do it, I guess, but my research into the permutations (the damaged hog is a permutation of the normal one) never yielded any results.
The other question is just a repeat of an earlier one: if anybody knows anything about coll or phmo that could be helpful I'd really appreciate it. Obviously I can't edit it, but would there be some sort of work-around? After all, that's what all my vehicle modding is: work-arounds.
[edit] Oh, and slick black is probably what I'll go for. Either that or the black from the brute shots on the back there. They look pretty cool. And probably some chrome trim or something. Like for the rocket pods (which probably won't look like rocket pods when I'm done with them).
Also, I've tried checking that last box in DotHalo, but it doesn't seem to be enough. Anybody know? The turret is actually the ghost on the back, and it'd work better if that were where it was driven from. I could null the hog's coll (but keep the phmo) and the driver would take damage in the same way as if he were in a ghost, so he'd be snipe-able. not perfect, as bullets would pass through the very front and back of the bike, but it'd be better than it is now. But if I can't make the thing drive-able from the ghost's seat, the ghost would only act as a barrier between mc and the bullets with damage not being transferred as it should. Then again, maybe I should use a banshee, so I can have him leaning forward better. With the cab removed he'd be shootable.
Last edited by Snaku on Thu May 04, 2006 8:04 am, edited 2 times in total.
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Post by P8ntballer24 »

That's sick..
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Post by rolling7s »

cant wait till try that shit out, its fucking intense!!!!
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Post by xzodia »

im fairly sure you can change the postion of the bipeds hands/feet etc using the markers
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Post by CloudStrife1100 »

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That is by far one of the most-creative things I've EVER seen.
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Post by Snaku »

xzodia wrote:im fairly sure you can change the postion of the bipeds hands/feet etc using the markers
The hands follow the steering wheel and it's markers (hm... that would be markers that move with a bone wouldn't it?) so they're relatively easy to manipulate, but the feet aren't.
I appreciate all the compliments everybody :D I hope to have this in a playable state very soon, and, as I said before everything will be fully prepared to drag and drop into any other map.
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Post by Chao307 »

That's....friggn amazing.
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Post by turk645 »

i might be able to get around the bashee driver being invincible thing. if thats what all the warthogs are going to look like i can help you swap the animation and posably not the qualitys of the driver because i made my duck animation the banshee driver before and i could still die.
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Post by Snaku »

I tried out the banshee seat, and was indeed invincible, but I decided it looked like crap, since he didn't move or anything. I'll try out the ghost, but if it's no good, then I guess I'm sticking with the hog.
I would like to know how you did that, though.
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Post by turk645 »

every animation has a number and long story short, i just swaped the number for the animations instead of selecting a sting id.
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Post by Offspring »

DAMN! thats friggin sweet man! it looks like clouds motorcycle from advent children and, VII.
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Post by thinkreddie »

That's beautiful. I want one.
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Post by Snaku »

turk645 wrote:every animation has a number and long story short, i just swaped the number for the animations instead of selecting a sting id.
So the jmad is all full of unknowns with lots of wierd numbers. Where would I look to do this? Also, can you use parts of it? Like, I'd like to keep his hands following the steering wheel (since I can move it freely) but have his feet positioned like riding a ghost.
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Post by turk645 »

Yes because if you notice in the photography topic that there are two kinds of animations, full body and half body, so in theory all you would have to do is combine the two. If you release a copy of the mod i might be able to fool around with it.
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