wrong position of model injected

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RadisH





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wrong position of model injected

Post by RadisH »

have swap the ghost model with car model of terminal map.
have swap the car model over ghost gun, the ghost gun have hlmt of beam rifle, the beam rifle have the car model

it work but the model position is wrong:
http://img69.imageshack.us/my.php?image=carfly4mg.jpg

any solutions?

tnx!
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xzodia




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Post by xzodia »

it would be a lot easier to use a warthog for this
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Post by RadisH »

i cant, the warthog is in used by another mod in the map
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Post by Limpmybizket »

That is completly normal. It will be high up if u did it to any vehicle. The only way to fix this, would be to extract the model, then move it down in milkshape, then re inject it.
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Post by Snaku »

That would ruin the uv map and you'd have a freakin' ugly car. Can't you just move where the weapon is in the vehicle?
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Post by RadisH »

unfortunally a can't edit the model because, how describe in sticked tutorial with darkmatter, when open battle_rifle.gun.base[0][0][2].obj on milkshape (1.7.0) i can't see any model, only in group list see something about battle rifle but no model

http://img158.imageshack.us/my.php?imag ... ed10jj.gif

there is a way without edit the model to fix that problem? or alternative program to extract model for edit in milkshape?

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Post by Snaku »

ADI can extract a model, but as far as I know, only darkmatter can put it back in, and, like I said, darkmatter will ruin your texture mapping. That's why all the darkmatter mods out there are untextured--just shaded.
As for not being able to use the hog, can't you just duplicate the warthog's tag in Insolence? Or is that one of those things that messes up slc?
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xzodia




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Post by xzodia »

why dont you just switch the car hlmt with the ghost hlmt rather than the gun?
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Post by Snaku »

I figured it out. In Insolence, go to the mode tag and find your model. Switch to dev mode. Click bounding box. You'll see a series of coordinates. What you want to do is lower the two z coords. I'd guess.... by about 0.3-0.5 (experiment a bit). Make sure you lower them the same amount--it'll stretch/squish your model otherwise.
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Post by RadisH »

xzodia wrote:why dont you just switch the car hlmt with the ghost hlmt rather than the gun?
because have used that good tutorial:
http://www.halomods.com/forums/viewtopic.php?t=37478
where i must swap the new vehicle model with the gun of banshee, and have used that metod to swap the model of ghost. but the ghost gun not have the hlmt tag and have used one normal weapon.

have swap the model of beam rifle, if we watch the pic posted, i think the car model is posizionated high like il MC equip the beam rifle, the car model take the position of a weapon equipped! in that sense if we can change the high from the ground of that equipped weapon can fix all

snaku wrote:I figured it out. In Insolence, go to the mode tag and find your model. Switch to dev mode. Click bounding box. You'll see a series of coordinates. What you want to do is lower the two z coords. I'd guess.... by about 0.3-0.5 (experiment a bit). Make sure you lower them the same amount--it'll stretch/squish your model otherwise.
yes have just try with model resizer, but the model don't want enlarge down

have try to multiply by 2:
z-: -0,006631621 --> -0,013263242
z+: 0,5736693 --> 1,1473386

but nothing :(
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Post by RadisH »

OK now have understand, im not multiply but set up a number in Z (lower), my error was multiply and make a numeber like 0,00001234 and nothing change because is too small number, now have set in
Z(low) -0,3 and work fine
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Post by Snaku »

Glad it worked. :)
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Post by RadisH »

hehehe, tnx!
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