Drivable Mlx [Updated]
It's only sort of been done before. When it was done previously it was the hog's horn that got replaced, not the turret. The turret is much better as he mentioned because the mlx's body can be destroyed.
For the wheel position's it should be fairly simple to move the hog's wheel bones. I never experimented with the mlx so I don't know if it's rear suspension functions on your car, but if so, it should be possible to line up the hog's suspension so it moves with it. If not, you can lock the suspension by skipping their bones: meaning make the wheels' parent the hog hull and then reposition them accordingly.
To get the wheels looking right, it's basically a shader swap (the mlx wheels should have their own shader--at least the uber does, so I assume the mlx does). It is a bit more complicated, though, as you'll notice that when you reach high speeds the wheels turn plain black. This is because the hog's wheel's bitmap has blurred textures as well as the regular ones and the mlx wheels will be missing that. You can add in the images into the bitmap to get it working right, though. Danjay was able to do this with the uber, so he might be able to explain better than I can.
It would also be a nice touch to do the headlights. First you'd want to enable the headlights in the hog's vehi tag, then reposition the markers on the mode. There are four chunks in the headlight marker reflexive (one for each light) and six for the taillights: two for the default positions and the rest for damage permutations.
If you need any advice you can pm me (though I'm not really here very often these days) or check the tuts in my sig (especially the second one).
For the wheel position's it should be fairly simple to move the hog's wheel bones. I never experimented with the mlx so I don't know if it's rear suspension functions on your car, but if so, it should be possible to line up the hog's suspension so it moves with it. If not, you can lock the suspension by skipping their bones: meaning make the wheels' parent the hog hull and then reposition them accordingly.
To get the wheels looking right, it's basically a shader swap (the mlx wheels should have their own shader--at least the uber does, so I assume the mlx does). It is a bit more complicated, though, as you'll notice that when you reach high speeds the wheels turn plain black. This is because the hog's wheel's bitmap has blurred textures as well as the regular ones and the mlx wheels will be missing that. You can add in the images into the bitmap to get it working right, though. Danjay was able to do this with the uber, so he might be able to explain better than I can.
It would also be a nice touch to do the headlights. First you'd want to enable the headlights in the hog's vehi tag, then reposition the markers on the mode. There are four chunks in the headlight marker reflexive (one for each light) and six for the taillights: two for the default positions and the rest for damage permutations.
If you need any advice you can pm me (though I'm not really here very often these days) or check the tuts in my sig (especially the second one).
- DemonicSandwich
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I always thought that giving the uberchassis's [hlmt] to the horn looks weird because it just falls out when the hog is blown up.
I resized the MLX's wheel bitmap and injected it over the warthog wheels but I forgot to internalize it.
Thanks for the help Snaku!
EDIT:
WOW Snaku, your post on the TLM site is the most helpful and most well organized vehicle tut I've ever seen! This will definately help me improve upon future vehicles.
I resized the MLX's wheel bitmap and injected it over the warthog wheels but I forgot to internalize it.
Thanks for the help Snaku!

EDIT:

AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
it should be its been in the works for about 4 months now... Posted: 29 Jun 2006 loldemonicsandwich wrote:EDIT:WOW Snaku, your post on the TLM site is the most helpful and most well organized vehicle tut I've ever seen! This will definately help me improve upon future vehicles.

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- LostWithin
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Well yeah. I haven't really worked on it in forever, though. Like most things I start I never really finished it. I'd say it's mostly good enough though. I always planned on going back and adding a bit more polish and some pics to make it even more newb-friendly, but for non-newb's it should be easy enough to follow.xzodia wrote:it should be its been in the works for about 4 months now... Posted: 29 Jun 2006 lol
Also, I planned on submitting it to Halomods' tut submission when it was finished, just because once it's accepted I wouldn't be able to make any changes.
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http://files.halomods.com/viewtopic.php?t=40823
I have seen it done one million times, one that comes to mind is Mars Containment or the mod above.^^^^^^^
I have seen it done one million times, one that comes to mind is Mars Containment or the mod above.^^^^^^^
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Might be an interesting twist to mix up the speed, accel, traction, and weight of the different drive-able vehi's so that each has it's own unique feel for racing maps. Like, leave the hog the way it is, make the uber faster and less bouncy but less traction and steering, and the mlx could be somewhere in between.
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I felt that I should make a better and more useful version of this mod so got rid of the old terminal patch and make new version for coag.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
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