HEK: How To Make Custom Vehicles
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- Posts: 5426
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- Posts: 3
- Joined: Fri May 25, 2007 2:26 pm
GET HEK!!! CANT YOU SEE YOU NEED HEK???dawv wrote:dude... i cant even get past the VERY first step casue there is no Data folder in the halo custom edition directory. Whats the dealio?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????![]()
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i followed all the steps for the collision geometry and i export and everything is good until i put it in sapien. it says that my model and collision geometry node counts dont match and it will not be collidiable or whatever. i can spawn it in devmode and drive it and stuff but when i hit something it has an exception.
wont work!
ok wth, ive made two vehicles and they both have the same problem, they are completely non-interactive except that from certain angles you can see glimpses of them, anyone got ideas? i must be misunderstanding something the TUT said cuz my bro and his friend's vehicles work, but they cant figure out why mine doesnt. and when i say non-interactive i mean, no collision, wont respond to explosive, and cant get in, all i CAN do is see at from certain angles any help would be GREATLY appreciated
- matthewcampion
- Posts: 1
- Joined: Thu Sep 06, 2007 8:14 am
Re: HEK: How To Make Custom Vehicles
im confused with the collision geometry bit, im making a custom pelican, im using the ghosts GBX importer to import the model, and the model exports with out errors, but the collision geometry dosent work. Can anyone help me?axeman wrote:STEP 4 : Creating and exporting the collision geometry
For the collision geometry we will need to find out what markers you will need (the collision geometry needs different markers to do with physics) first goto guerilla and open the Banshee's Physics and follow step 2 (but for the collision geometry use the names in the mass point rolldown).go back to 3dmax and re-name all the markers you had for the gbx model in the names of the markers from the banshee physics (you may have to add/delete some markers), again place these where you think they will go. Link these to your model and open the materials menu (M is the shortcut) and change the name of your material group to collision geometry. Dont forget to Save your 3dmax CG model (collision geometry).
Next you must export the model into the Physics folder within your ufo folder as a JMS file.
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can somebody plz send me a link to a video tutorial on how to make vehicles.
Last edited by halfcharged on Sun Dec 02, 2007 8:34 pm, edited 1 time in total.
- Cryticfarm
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