Tutorial bye ppsi on how to make modules.

Discuss general issues about modding HaloPC. Post ideas for mods here.
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does the tutorial help?

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Total votes: 2

1337_1337





Posts: 49
Joined: Fri Dec 19, 2003 4:16 pm

Tutorial bye ppsi on how to make modules.

Post by 1337_1337 »

This is not my mod and i did not make it, but i am ganna put this up for him so yall can see his tutorial.

Here ya go,

"hello ppl i have gotten many pm's as to how i made those models well
here is your friggin tutorial

ok first what you need is some tpe of 3d modeling program that supports importing and or exporting of
.obj type models

for this i would recoment 3ds max 6 or milkshape v1.7

i personally use 3ds max 6 as it has more capabilites than milkshape


anyway if you are using 3ds max 6 you are going to have to find a .obj exporter and importer

these can be found on google by typing "3ds max plugins"

now that you have your program and plugins you are going to need the models that you change

i have found out that with the current model injection capabilities it is impossible to import
a model that ws made completely from scratch so you hve to export the models that are
already in the game

lets use a banshee for example

go to banshee under pc models in hmt

now choose the first model there

export it to any folder but i personally made a new one saying original models as i screwed up many times and
need to reinject them back in

now make a second folder named modified models

ok now go into your modeling program that supports .obj exportation/ importation

we will use milkshape v1.7 for this tutorial because it is free and is easier to use for n00bs

now go to import

look down and there should be something that says "wavefront .obj" or something to that effect

click on it and it should open a browser now go to where you exported the model from the game

when you get there you should see the original model double click and it should show up on milkshape
in a blinding aray of white lines

now each of the four boxes contains a different view angle

so inorder to see all of them without the lil lines you need to right click on eachone and choose "textured"

now it should show a object or something that looks like an object

the lil dots and teh vertices... if you only change where the dots are located than you can import it back
into the game with no difficulty whatso ever but if you add a new object such as a ball then you WILL NOT be able to
import it back into the game because you added more vertices and more importantly indicies

now click on select from the menu on the right hand courner oof the screen i mostly work on the left hand courner box
for my models as it is the most useful... now with select you can choose one vertice but it will actually end up
choosing all the vertices below it so you will end up using all three boxes ( the bottomright hand courner box is the 3d
view and it won't allow you slecting anything on it its just for viewing) instead of just the one

so to get the banshee nose out like in the jet banshee in stealth gulch v1 you will need to select the fourish vertices
at the tip of the banshee's nose and drag them out useing the move... when you select them you need to push the move
button on the pannel to the right

now drag them out and a lil down

this should give you a nose

to get the wings select all the verticesin the wing at once by click and holding the mouse button then dragging it across
the vertices to slect them all

now instead of move choose rotate

rotate the wing so that it is at 90 degrees to the body... i know it looks a lil messed up right now but hold on

now don't click on the screen again but choose move this will keep the vertices selected while being able to choose
a new option

now move the vertices up to new where they were before and walla you got jet-type wings

now when you are satisfied with your product go to file- export -wavefront obj

it should come up with a browser

go to the modified models folder you created earlier and save it as new banshee or whatever and you might want to give
it a number as there are multiple models that you need to modify in the same exact way inorder to get the trasnition
between distances good

anyway i named mine jetbanshee 1

as it is the first model in the list


now open hmt v3

go to pc models

go to banshee

select the first model on the list

select import model

go to the model you just saved in milkshape v3

double click on it and it should ask "import vertices (or indices forgot which) as well" click yes

then it should say that the model was successfully imported

CONGRATS you just got a new model in Halo however now you need to repeat all these steps to every other model
in that list because every model down the list is what is shown when you get a certain distance away from the
object

so if you modified only the first and left the rest the way they were you would only be able to see the new model when you
were like 5 feet from it

GOOD LUCK AND HAPPY MODELING

-ppsimakesmehigh"

hope this helps!!!!!!!
Lazer





Posts: 67
Joined: Sun Nov 30, 2003 9:35 am

Post by Lazer »

Wow he posted this in TWO SECTIONS of these forums. (maybe more) How did you miss it?
cX.Lazer
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