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Possible yet?
Posted: Thu Feb 16, 2006 1:59 pm
by masterpie
just a quick question, ive been away for a while, and i know you can inject models an all, but i remember seeing someone insert a model for a vehical, and also that wastelands mod by xeno had a quadwing which was animated. so all in all, would it be possible to mod the ghost to look like this(with the whees turning when you accelerate aswell)?

Posted: Thu Feb 16, 2006 2:02 pm
by nifebender
that would be cool! im sure you could swap the model somehow but i dont know about the wheel turning. i seen a post of a hog that had tracks on it, they said the track dont urn though so im not sure bout it.
Re: Possible yet?
Posted: Thu Feb 16, 2006 2:22 pm
by Strang3r
LOL,
all he did was drag the quadwing.hlmt over from a SP map and then swap it for the vehicle, the animation comes with it,
It would be possible to make the ghost look like that, u would hav to inject it as a model (im not really sure of the details, im not a modeller), the wheels would be pretty much impossible
Posted: Thu Feb 16, 2006 2:26 pm
by masterpie
ahhh, well the fact that i never saw a quadwing befre in H2 was roably the reason why i was so amazed.

but anyway, so you can change the models of the vehicals. but you cant animate them yet. that right?
Posted: Thu Feb 16, 2006 2:33 pm
by Strang3r
yea i never saw the quad either...
u could possibly possibly animate it if u lined the car up with the warthog wheels, once again though i havent modelled yet so im not quite sure
Posted: Thu Feb 16, 2006 6:31 pm
by Snaku
I was wondering about that, too. I had thought it'd be cool to have a motorcycle. You you just edit the warthog so that the wheels are in the center and put a new hlmt on it? I've been trying to experiment with pieces of ingame models (keeping some parts but getting rid of others) but I've made little headway.
Where are animations like that stored?
I just looked at the warthog phmo in insolence: phmo objects\vehicles\warthog\warthog, clicked on edit mode, and looked at the stuff there. Under unknown 12, there seems to be physics for the various parts of the hog. parts 11-14 are the tires, but honestly, I don't know what the numbers there mean or the NaN. I don't know if this relates to the wheels turning or to their interaction with the ground.
Posted: Thu Feb 16, 2006 6:37 pm
by dos mes
Or u just inject the model over the wathog and line the moped up with the left side of the wathog and then its all good because the main driver seat will be over it and just deactive the other seats

Posted: Thu Feb 16, 2006 6:39 pm
by Snaku
Heh. But then you've got a moped over the left half of a warthog. The right half would still be there, just invisible. That would make it very wierd to drive. Now if there were a way to null out the rest of the hog....
Posted: Thu Feb 16, 2006 6:43 pm
by dos mes
No it wouldnt becuase you injected a new model. The animations would put mc in the right place. And if you wanted you could put one of those pimp little side seats and leave the other seat active.

Posted: Thu Feb 16, 2006 6:47 pm
by Snaku
What I mean is, even though you injected a new model, the collision and physics of the warthog will still be active, so it'll behave exactly like an invisible warthog but with a moped for the left half. Also, the rear wheel is further from the driver seat than that of a moped.
Posted: Thu Feb 16, 2006 6:49 pm
by dos mes
Yea but maybe one will spin lmao

Posted: Thu Feb 16, 2006 6:55 pm
by Snaku
So if it is possible to take a hog, squeeze everything out of it and put the wheels right next to each other... then you could have an awesome mortorcycle (don't know about a moped, though).
I'm actually experimenting with something else, where I'm trying to get rid of parts of it but keep other parts. If it's possible to do that, then moving the parts you keep should be possible as well.
Posted: Thu Feb 16, 2006 7:20 pm
by dos mes
No im sorry and im not trying ot ba a dick lol but the collision is in the model so the moped will work if he moves the moped over in a modeling app so that it is in line wiht the mc's jmad for the warthog. The collision will be contained within the model.
Posted: Thu Feb 16, 2006 7:25 pm
by Snaku
The collision is in the model?!

No, that can't be true, can it? That would make everything so much easier. No, cuz if it it were, you wouldn't have people making big jet mods for banshees, where you walk right through them to get to the seat of the banshee.
Posted: Thu Feb 16, 2006 7:31 pm
by dos mes
I'm pretty sure about it but I could very well be wrong (if i am then someone please tell me becuae id love to know) but i think that only the phisics model is in game and thats what does that.

Posted: Thu Feb 16, 2006 7:45 pm
by Snaku
There's a coll tag which handles collision (well, I'm pretty sure it's the collision--maybe it does coll slaw?

) and you can find everything in there. I'm actually working on trying to null out all of a scarab except the hull
http://www.halomods.com/forums/viewtopic.php?t=36576 (sorry just a little hijack) so I can have the hull of a scarab in a map as an extra structure, but all of the stuff in the coll tag is pretty much gibberish to me.
Anyway, if it could be done for my scarab project, it could be done for the warthog, too. So even if we can't neccesarily edit the collision of a vehicle, at least we would use the parts we like. And the parts of the phmo, and even the mode if we want (though this thread is about replacing the mode).
Posted: Fri Feb 17, 2006 3:33 am
by masterpie
well i wouldnt say i made this thread about changing the model exactly. just mainly changing a vehical into another.
Wasnt there a BSP collision editor released recently? surely that could be canged into an all round collision editor, thats if the BSP collision is a coll tag. then you would surely be able to change the collisons. and as for nulling out one half of the wathog or getting rid of one half. If you drove it and had the bike placed on the drivers side, it would look like the bike in every way, but i would still steer like a hog. so basically, it would drive like it had four wheels.
Posted: Fri Feb 17, 2006 11:00 am
by Snaku
The coll editor is basically an .obj editor. You'd still need to be able to extract the vehicle's coll into an .obj, then inject it back in. I'm not too knowledgable on this matter (I don't even know how to extract/inject the map's coll yet) but it seems those who are knowledgable still regard vehicle collision out of reach. Pity.
Side question: is it possible yet to null out specific coll maps? Like, when you extract a model of something with moving parts, it's made of more than one piece. Assuming the collision is the same way, can you just null one of the parts? Keeping in mind that all the parts are listed together as one tag. If you could null everything but the wheels and suspension on one side (I looked--each wheel has it's own suspension physics) ... well, you'd still have to adjust the physics, I guess. Otherwise you'd have a physics model that expects to have two more wheels than it does. Also, can they be moved in relation to eachother? In that case, you could bring the wheels in together, even overlapping, for a two wheel effect.