Well ony few may know about what markers are on the Models of things in Halo 2, Well I have run into a small bug with a marker and I would like to move it and rotate it a little bit. However I have no knowledge on how to move markers on the models. If anyone knows anything about this I would appreciate it if you could drop a post below!
Thanks
-Doom
Moving, Placing, and Rotating Model Markers.
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Moving, Placing, and Rotating Model Markers.

Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?
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- Posts: 1063
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Are you saying I should Extract the model with dark matter and reinject it when I am done?
Thanks
-Doom
Edit: Hmmm I extracted the Battlerifle model in dark matter and I Imported the 4th Lod into 3ds max and I don't see any markings on where the Nodes or markers should be =\
Thanks
-Doom
Thanks
-Doom
Edit: Hmmm I extracted the Battlerifle model in dark matter and I Imported the 4th Lod into 3ds max and I don't see any markings on where the Nodes or markers should be =\
Thanks
-Doom

Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?
ADI can extract a model with nodes. Or, at least, it's supposed to be able to. I can't get it to work for some reason. If you did manage to extract it, though, Dark matter is the only prog I know of that could inject it, and I don't think it supports the nodes.
I've messed with the mode tag a lot, and it seems to me that bones are what you'd get with nodes anyway. They define where the models will bend, or where one model connects to another. There was a lot of discussion about this in a thread called "Jeeps rear wheels" by Dazzajay. The markers seem to be places where the physics are actually attached. I base this hypothesis on the fact, that when I nulled out the back tires' markers on the warthog, the models were still there, but lacked collision-they sunk into the ground and had no traction (very squirrely ride). However, if you disconnect the wheels' bones, they physics remain the same and it handles just fine, but the tires don't appear to be there.
I even got so far as to figure that the last 3 unknowns under the bone tag are coordinates, but I haven't been able to change them (Insolence won't do it, and no other proggie has even showed them) so I figure any further progress will have to be made in hex, and I haven't really gotten that far yet.
I've messed with the mode tag a lot, and it seems to me that bones are what you'd get with nodes anyway. They define where the models will bend, or where one model connects to another. There was a lot of discussion about this in a thread called "Jeeps rear wheels" by Dazzajay. The markers seem to be places where the physics are actually attached. I base this hypothesis on the fact, that when I nulled out the back tires' markers on the warthog, the models were still there, but lacked collision-they sunk into the ground and had no traction (very squirrely ride). However, if you disconnect the wheels' bones, they physics remain the same and it handles just fine, but the tires don't appear to be there.
I even got so far as to figure that the last 3 unknowns under the bone tag are coordinates, but I haven't been able to change them (Insolence won't do it, and no other proggie has even showed them) so I figure any further progress will have to be made in hex, and I haven't really gotten that far yet.
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- Posts: 1063
- Joined: Mon May 09, 2005 7:31 am
- Location: DHA , SA Team: Liquid Metal Knowledge: Excellent Your Mom?: Yes
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I asked someone through Pms about it and he is helping me to fix my problem. Maybe he can tell me about markers and nodes a little bit =].
Anyway...
-Doom
Anyway...
-Doom

Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?