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Another newb scarab question -- I swear this one is differnt

Posted: Tue Feb 14, 2006 6:20 pm
by Snaku
Ok, so I did a search and I saw tons of people posting asking how or explaining how to inject a scarab. Mostly it seems like kind of a lame trick to make a mod cooler, but ok.
Now my question is, say I want to have just the hull in my map. It could be kind of like another base, but since it's not part of the scenery it could be knocked over by explosions or something. Is there a way to keep it's original colision (just injecting the model would be easy) but get rid of the legs, head, and guns so you've got just the body? Yes, I know it's boat shaped, so it'd probably be leaning... well if Bungie even bothered doing the colision on the bottom, that is.
[Edit] Ok, so I opened the model I want, that is the hull, with the collision editor here http://files.halomods.com/viewtopic.php?t=47651 Looks like it was just released yesterday, so if nobody knows the answer to my question, I wouldn't be too surprised. I'm kind of confused now. Looks like the collision is contained in the obj I extracted with darkmatter. So, does that mean it gets injected back in along with the model? If that's the case, then why is collision so hard to edit? This app seems like a breakthrough, but people must've been able to do this before, without the ap (just more complicated) so why is it supposed to be impossible to edit collision?
[edit number 5] So.... I guess nobody knows anything that can help? Anyway, it seems that the .obj does not in fact contain the collision as well as the model (never really thought it did--too good to be true). So, back to the original question: Is there any way to inject the scarab and drop the legs and head off... or even just the legs? Or null them out or something?
[edit number 6] So I opened the coll tag (which is collision, right?) Putting it in dev brings up 4 unknowns. The first shows 5 things (0-4). 0 is the leg shell. 1 is the hull ext (which is of interest to me). 2 is scarab bloom (whatever that is). 3 is hull int (again of interest). 4 is bloom int (wtf?). So... I'm kind of flying in the dark here. I want the hull's int and ext collision to stay in place with the model, but I want to get rid of everything else (legs, head, and whatnot) and I think there should be something I could null here, but I can't find it and I doubt I'd recognize it if I did find it.

Posted: Sun Feb 19, 2006 6:54 am
by Snaku
I read somewhere a mod said to wait at least 5 days to bump a thread. It's day 5, so.....
I experimented a bit under the coll tag, but nothing that brought results. Well, results other than crashing the game.
I guess I'll just spill the beans on my plan (wanted to try it first so nobody steals my idea... if it's even possible). I want to use the body of the scarab, without legs and head (but if I can't get rid of the head, I guess it'll be ok) as an airship. I have this grandiose plan for a 16 player aerial battle, with each team having an airship and a fleet of banshees. Could possible add warthog turrets to the airship. Use a level like, say, containment, put everybody and their ships on the rim, and raise the death barrier so no ground fighting. You could try to shoot down eachother's airships (though I planned on them being extremely tough; not invincible, as that would inspire camping wussies to hide down inside the ship; but tough enough that having one get shot down would be pretty rare). You could jump from yours to the other team's in attempt to kill the pilot or anybody else on board.
But I digress. So, like I said, no progress on collision. So I moved on to attempting to fly one. Turns out it's already in the vehi tag, so I thought I'd follow the pelican tut on www.teamhlo.com to make the scarab pilotable. Tried replacing the scorpion with it. Nothing. Also, I experimented on a map that had a scarab in the scenery and tried activating the driver seat and all that. Still nothing (that's probably 'cuz it wasn't put in the level as a vehicle, but as a bloc or something.
So... can anybody help? Some pointers on where to start? I know how to replace a hlmt on a vehi, but is there a way to take collision along with it? There's no point without collision (would just be an ugly banshee, not an airship).

Posted: Sun Feb 19, 2006 7:29 am
by fourn443
dont double post

Posted: Sun Feb 19, 2006 7:33 am
by Snaku
Did you read the beginning of the secong post? They said not to bump for at least five days. It's been five days. If you don't have something constructive to add, don't post.

Posted: Sun Feb 19, 2006 7:34 am
by fourn443
snaku wrote:Did you read the beginning of the secong post? They said not to bump for at least five days. It's been five days. If you don't have something constructive to add, don't post.
u still double posted

Posted: Sun Feb 19, 2006 7:36 am
by Snaku
You still didn't add anything constructive.

[edit] So I brought up the coll tag in ADI (I'd been sticking with insolence and hadn't really experimented with other ops too much) and under tag editor it lists collision parts and has an on/off option. Actually, there's two on's an on 2, and an off. I was like "EUREKA!!" but when I open the drag down box for collision part there's like 8447 of them. That seems like an awful lot. I doubt there's even that many vertices in the whole thing. And trying to open any of them gives me an "error while trying to update and write structure." Also, it doesn't tell me the name; the "Name of item" box stays empty.
So... that's where I'm at now. Hope somebody has some useful advice.