Imported Model from scratch

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Keiser





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Imported Model from scratch

Post by Keiser »

I have finally been able to get beastmans halo 2 assault rifle in halo. (the one made from scratch) I think this is the first brand new model imported, there are a lot of problems with it still, the game crashes when i try and reload it, use it for melee etc. but it will shoot but it becomes laggy. Im still working out a lot of bugs on it, and im trying to find someone to skin it. The way it sets in the MC's hands is still a bit akward.


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Keiser





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Post by Keiser »

it kinda looks like the old assault rifle but heres the model i used

http://halomods.com/forums/viewtopic.php?t=2394
gryphon





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Post by gryphon »

It'd be great if you could get it to sit lower in the MC's field of vision. It's taking up quite a chunk as it is, and the trade off for screen real estate has always previously been that you'd be holding a big I'm-gonna-kill-your-ass gun. But anyway, I'm sure that would fall at the end of your to-do list, and congratulations on the work so far.
Keiser





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Post by Keiser »

actually thats my first priority, then to see if i can animate it
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Post by Veegie »

shu' up f00

gj...how did ya manage it?
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Post by Grenadiac »

Awesome! That is a huge milestone. You should stop by #halomods on irc.shadowfire.org and we can discuss it some more - maybe fix some of those crashing problems.

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staticx57





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Post by staticx57 »

how did you manage to do that?
Keiser





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Post by Keiser »

I better kill this before it gives anyone else any hope, I just did this as a joke. I didnt really import it I just made it look like I did with photoshop. Hope this lightens the mood in the forums, not make it worse. Your still gonna hafta wait for SDK
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Post by Ang88 »

actually you can import new models :lol: :lol:

First Create Your model and convert it into a .obj file(make sure the model is equal to the amount of vertices in the original model)

Then open the original model and the old model with hex workshop(or someother hex editor)

You'll notice that the vertices are marked with a "v", then it has the XYZ cordinates

Copy and paste the verticie info from the new model into the original

It may not look perfect because of the information on how they connect is still there, but when i change that it messes up
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Post by halogodlex2 »

wow i never thought you could import new modles cool :D gj
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Post by Demonic Spartan »

Keiser wrote:I better kill this before it gives anyone else any hope, I just did this as a joke. I didnt really import it I just made it look like I did with photoshop. Hope this lightens the mood in the forums, not make it worse. Your still gonna hafta wait for SDK

ROFL....bad joke.

You even got the admin to respond to you all happy and stuff then you did that with photoshop? Not half bad, JokeMaster Keiser....
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Keiser





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Post by Keiser »

I shoulda let it play out a bit longer, but I didnt want the admins pissed
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Post by TsukasaZero »

I.Hate.You.

Bad Joke.
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Post by DankButter »

LOL, GREAT JOKE, GOT ME GOOD.

oh and as for this...
Ang88 wrote:First Create Your model and convert it into a .obj file(make sure the model is equal to the amount of vertices in the original model)
Then open the original model and the old model with hex workshop(or someother hex editor)
You'll notice that the vertices are marked with a "v", then it has the XYZ cordinates
Copy and paste the verticie info from the new model into the original
It may not look perfect because of the information on how they connect is still there, but when i change that it messes up
why not just edit the original, it would be a lot easier. plus, i think you missed the joke, does that pic look like it has the same verticies?
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Post by Demonic Spartan »

No, which is why it's a *different* model...of course I can't model for my life, so I really wouldn't know...

oh and Tsuska- a little prelude on the second line of your sig-

"If practice makes perfect, but nobody is perfect, then why practice?"

And gratz to Dank for making Hunter :)
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