HMT: PMI Simplified (Updated)
Ok, I followed this... everything went well.. I added the peli, covie d-ship, lifepod and a few other models. I went into SE and added the tags for them. The map rebuild went fine. The size is clearly larger because of the added things. When i test the map(after swapping a vehicle for lets say peli) the new vehicle(peli) doesnt show up in game.. it plays fine, however it isnt there. All of the models i added show up in the model folder in SE as well, I even 2x checked the map in SE to see if i saved and they show up as lil boxes in SE(which is fine for me). Just don't show up.
Is this a problem of where i set the spawn point of the vehicle? Should it be above map? Because i have had problems in the past with platforms disappearing if too far intersecting with BSP. Any help is much appreciated. I want to move on to other ideas, but can't move until I get this nailed down.
__Blaz0__
Is this a problem of where i set the spawn point of the vehicle? Should it be above map? Because i have had problems in the past with platforms disappearing if too far intersecting with BSP. Any help is much appreciated. I want to move on to other ideas, but can't move until I get this nailed down.
__Blaz0__
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is it workin for others tho? it seems like it shouldnt be too bad. Have you been able to swap out peli for another vehicle? Also does it have anything to do with the amount of vehicles already in map? Maybe if I have too many other vehi it wont come in.? I'm gonna try to elimate all other vehicles cept that one and see what happens.
__Blaz0__
__Blaz0__
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ok, cause i have been lookin at original map files in SE. Let's say BG. If you open BG and click on vehicles, you should(in theory) be able to simply swap out ghost for covei-turret. What I noticed is the covie turret isn't in there to swap out until you add the tag to scenario. Halo must have it's own way of swapping this out in-game because turrets are an in-game option. I am gonna try to simply swap out for tank now and see how goes.
__Blaz0__
__Blaz0__
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k, so I extract the .vech tag, and the model(pc)
Do I need to extract the crashed pelican colliosion model, so people can get in the back?
and then when the rebuilding is successful, I swap it for, a rock.
Have I missed out anything that I should do, but aint in the tut.
Do I need to extract the crashed pelican colliosion model, so people can get in the back?
and then when the rebuilding is successful, I swap it for, a rock.
Have I missed out anything that I should do, but aint in the tut.
Over 3 lines of text. Read the rules before reposting.
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Before I changed some things the only seat I could get in was in back. That was with the regular pelican model. Haven't tested with multiple people yet, but I know I can get in there. Did I do sumthin diff?Skarclaw, if you want people to be able to get in the back, then yes, extract the crashed collision model.
__Blaz0__
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bots
for injecting bipeds (bots), should i save the meta of the actv tag or the mod 2 tag? it seems like the mod 2 is needed but i was able to do it with the actv tag, and perfect results. so basically, how is mod2 different from actv when extractiong bipeds?
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Whoa... keep in mind, Bipeds are NOT AI. They are simply the character, and have no AI programmed into them. The Actor Varient is the main thing for AI making. Thats the AI programming right there.
The mod2 is the model of course. And generally, if you add a tag under additional files, all it's dependencies will come along too. However, I have you add individual things that might normally be added automatically in the tutorial, but that is for:
1.) Good measure.
2.) Good measure again. Anything that can stop questions pooring into me on AIM is worth putting in the tutorial.
The mod2 is the model of course. And generally, if you add a tag under additional files, all it's dependencies will come along too. However, I have you add individual things that might normally be added automatically in the tutorial, but that is for:
1.) Good measure.
2.) Good measure again. Anything that can stop questions pooring into me on AIM is worth putting in the tutorial.
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mod2/actv
ya for bots, you need the actv tag as the main thing you are working with otherwise you cant swap it into the map
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Ah... see, you forgot to do PMI for the model of the turret on the covenant dropship! Just look at the gun part of the dropship in a SP level. A chunk is missing out of it. There is a seperate model for it as well, as you forgot to do PMI with it.Hmm, strange. Everytime I get the Covenant Drop Ship into Death Island, I can see it in the list of models in Spark Edit, but when I go to switch a vehicle, the list is all screwy and doesnt contain the drop ship. Ah well, time to try again I guess.
-Rich
Don't feel bad...
I did is 6 times.
x.x