Custom models while keeping jmad clean

Tutorials for the Xbox version of Halo 2.
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Shadow LAG
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Custom models while keeping jmad clean

Post by Shadow LAG »

-Step one transfering your models

For premade models simply transfer the hlmt over to the desired map
For injected models link them to a hlmt and transfer it over into desired map.

-Step two Relink your models

Do this by Swaping hlmt out over a bloc perferably one that is not spawned on map, However It is a very wise idea to start off by making the hlmt spawn over a bloc that currently spawns in the game for reason of seeing if the game freezes or to see if your model shows up ingame. If all is green and everything is set up the way you imaged it would be then unlink the model ingame and swap the hlmt back to its original hlmt. Then swap hlmt over a bloc that is NOT spawned in game.

Keep in mind if your doing a whole model with perfect jpt. Seperate the model and distribute it out through the blocs. for example left arm of new model needs to be seperated from the body and placed over any bloc to later be markered over masterchiefs left hand.
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-Step three Copying the broken map

At the time of writing this tut entity has a broken ident problem that I will address on how to bypassing it. 4/5 your going to break your map like this so copy your desired map, paste it and rename "copy of ______" to "_____-broken-map". Now open broken map.
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- Step four chunking required variations (assuming you are using entity from here on out)

Go to hlmt>warthog/warthog go into entitys chunk editor click on variation then default and copy default to clipboard, then goto masterchief [(mp) If multiplayer] hlmt go to his variation then default and overwrite selected chunk and then click add meta to map. Now open up chunk adder again under masterchief [(mp) if multiplayer] and click on variation>default>unknown>chaingun.vehi and duplicate it to how many parts of the model you will be having. Masterchief has 15 markers or model pieces. (to see what they are go to masterchiefs model then tag editor then look at his marker boxes). Determine which points you would like to link your model pieces to and how many you need. example being your models left hand to masterchiefs left hand would be one chunk. How many you need is how many you will clone minus the one you already have. So in the clone box put # chunks and click clone then add meta to map. You should get broken idents. Thats fine.
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Step 5 transferring working tag to working map

Open up chunk adder under your bipd once more.and open up variation and copy default to cllipboard. Now open up your non-broken map and and go to the same bipd's hlmt chunk adder and overwrite its default and then add meta to map. This time their should be no broken idents.
You may now close out your broken map or delete it for that matter.

Step 6 linking your model

Goto masterchief hlmt in meta ediotr and show unknowns. Then scroll down till you vehi -warthog chaingun. Change that to one of your blocs your model/hlmt is on (I used hubcap). and do that for the rest of the chunks you added via dropdown box. Then its time to link your model to the bipd.
Change the top SID to the name of one of masterchiefs markers. If you still haven't checked save your progress goto model tag and look through the markers and write them down. Then head back over to hlmt of the chief and in the top SID above the bloc you added change the sid to masterchiefs marker via typing it in then click the drop down box, then clicking the one you typed in and save. do this with the rest of your models.
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Step 7 linking the marker

Goto masterchiefs model and open up the tag editor. scroll down to the marker. see those coordinants? Yes thats right this is where you are on your own. have fun guessing and checking. I recommend minusing or adding by .2. on each coordinant to see change. Good luck.
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Step 8
Null out masterchiefs lods in model by changing the values under LOD to -1.

Thats it! now hurry up and be the first one to inject a fully working model bipd into halo2!

For more help on limb positioning look to TURK645's custom jmad tutorial.



CREDITS

TURK645
SHADOW LAG

PS:
MC SP has:
body
drop
drop_left
drop_right
flashlight
head
left_foot
left_hand
right_foot
right_hand
shield_recharge
target_head
target_leg_l
target_leg_r
target_main

Refer to turk645's custom jmad tut for fixing raw pitch roll for moving your model along axis by numbers.
Last edited by Shadow LAG on Sat Feb 17, 2007 10:53 pm, edited 4 times in total.
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Post by MilyardoX2 »

I love you, no h0m0
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Post by DoorM4n »

so it is possible to make fully working new modeled bipeds like sonic?
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Post by Shadow LAG »

Yeah. I don't know how well elbows and knees move but yes. Legs arms and hands and head can now move freely bound by the jmad through marker.
Last edited by Shadow LAG on Sat Feb 17, 2007 8:25 pm, edited 1 time in total.
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Post by DoorM4n »

do you have pictures for proof? hahaha well i dunno, this looks like it is too good to be true, but i know im wrong.
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Post by Shadow LAG »

maskless spartan is proof. The head is positioned and it works without breaking jmad. I also tested this with skulls and skulls move with masterchiefs hands. So yes it works I would not steer the community astray like some others I know that made a big deal about a big something and didn't go through with it... EHEM Anyway yeah. By the way credit also goes to turk645 for being the foundation of this method. Without the foundation we wouldn't have gotten this far. Turk645 is a valuable member to halomods everyone remember that. Also if you want me to take pics of skulls on masterchiefs body parts I will but it seems kinda stupid since I have provided enough proof already.
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Post by Anthony »

I want more proof...
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Post by Shadow LAG »

fine I will attach four skulls to each of masterchiefs limbs and make a movie of it. the skulls move with masterchiefs body. the skulls models can be replaced with seperate injected models.
Last edited by Shadow LAG on Sat Feb 17, 2007 8:43 pm, edited 1 time in total.
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Post by Anthony »

Shadow LAG wrote:fine I will attach four skulls to each of masterchiefs limbs and make a movie of it. the skulls move with masterchiefs body.
that sounds better... :P
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Post by Shadow LAG »

Let me reboot my pc as my capture card is acting retarded.
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Post by MilyardoX2 »

could you list the markers and what they mean, I know most are self expolainitory but what is drop, drop_left, and all those. also does left foot mean the leg too? or only the foot? also it looks like MC SP has 15 markers. what is the differance between the MP and SP MC?
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Post by Shadow LAG »

I'm uploading the movie now with masterchiefs hand models replaced with skulls.

http://www.megaupload.com/?d=XM7L4DBO
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Post by Anthony »

Shadow LAG wrote:I'm uploading the movie now with masterchiefs hand models replaced with skulls.

http://www.megaupload.com/?d=XM7L4DBO
lol I was kidding about the proof :P

I knew it was possible. Anyways great tut dude and keep up the good work
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Post by Shadow LAG »

Thanks bro. But like I said turk645 deserves half the credit too for being the foundation of all this.
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Post by MilyardoX2 »

ok i'm trying my brute MC...... this is so cool, I hope it works(i always mess stuff up) :D :D :D
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Post by DoorM4n »

wow thank you very much for making that video. So basically the way to do this is to get pieces of ur new model and place them on the forearm and (for got the word) further up on the arm, and then the head, and then both calves on the leg, and then the thigh, then the foots and then a body and then the head and should be good? Then null out all shaders on mc. Looks like it would be really cool and time consuming

Thank you once again, this really helps and brings a new idea for my star fox mod
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Post by Shadow LAG »

its not time consuming I can do everything you said in like 30 minutes. Its position the models thats hard. But listen You had a starfox idea too? Talk to me tonight because I was thinking of making one too with starfox models and arwing. by the way null out the LOD's of masterchief and null the shaders of a already existing model or inject a new one.
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Post by turk645 »

good tut but there is just one thing missing. This works fine on the chief but on others you have to do an extra step to prevent freezing. I found that out on my zombie marine. On some hlmts you need the piece reflexive intact for variations and fix a few unknowns to fix freezing.
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Post by Shadow LAG »

Turk do other bipds have more specific markers then others? Just wondering because if not, then it really doesn't matter, and you should always use masterchief. But if their is I need to change my tutorial for more exact markers in newer bipds.
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Post by ScottyGEE »

big process! but kool :D
Once I try it a few times it should be mainstream like most other things now...
thanks for taking the time to figure this out:D
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