[H2]Hover Board - The Falcon by TLM
- P8ntballer24
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Very cool dude! I wanted to make a skateboard at some time but got lazy.. Use the ghost and I guess model it and find a good Jmad for the seating..

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ok then.....xzodia wrote:1. Its not a longsword
2. Because its not a longsword it is resized to make it smaller
3. There have been longswords put in mutliplayer before but i sya again this isnt one!(well technically it is but you get what i mean)
1. dont make it look like a longsword then
2. because its not a longsword, remodel it so it doent look like a longsword
3. There have been longswords put in mutliplayer before, but i havent seen it, plus this would have been a way better mod if you didnt fuck it up by saying its some other vehicle, becaue its CLEARLY a longsword. you seriously think someone is going to look at that and automatically think its a Hover Board??? i think not!
*sigh*
Yes, the model is a longsword model. What he's saying, though, is it isn't the same vehicle. And as I said, we have been discussing cosmetic improvements. Instead of bashing it pointlessly by stating the obvious, why don't you make actual suggestions like I asked people to do?
And why does everybody always say "remodel it?" Remodeling looks like freakin' crap. Your textures get all screwed up if you try to keep 'em. Otherwise you have to make it flat black. That's why none of tlm's vehicles are remodels. We use existing models so we can keep the cosmetic aspect.
So, to repeat, any suggestions for existing models that would look good attached to the hoverboard?
Yes, the model is a longsword model. What he's saying, though, is it isn't the same vehicle. And as I said, we have been discussing cosmetic improvements. Instead of bashing it pointlessly by stating the obvious, why don't you make actual suggestions like I asked people to do?
And why does everybody always say "remodel it?" Remodeling looks like freakin' crap. Your textures get all screwed up if you try to keep 'em. Otherwise you have to make it flat black. That's why none of tlm's vehicles are remodels. We use existing models so we can keep the cosmetic aspect.
So, to repeat, any suggestions for existing models that would look good attached to the hoverboard?
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i didSnaku wrote:*sigh*
Yes, the model is a longsword model. What he's saying, though, is it isn't the same vehicle. And as I said, we have been discussing cosmetic improvements. Instead of bashing it pointlessly by stating the obvious, why don't you make actual suggestions like I asked people to do?

told them to put it in bigger, more open maps...
anyway back on topic,
use different textures and take the door piece off the spectre or something to cover up the windows on the longsword....oops i mean hover board

making it bigger would make it a longsword
so any real suggestions please?


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you clearly have never used the dm model injecter
i hear even if you dont edit the model (just extract it then inject it again) it gets screwed up

i hear even if you dont edit the model (just extract it then inject it again) it gets screwed up

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DM Injects UVW's, its just if your using a premade custom model, you have to apply the MLT's texture to it again without making a new one, and it will be textured, not all grey and black.xzodia wrote:you clearly have never used the dm model injecter![]()
i hear even if you dont edit the model (just extract it then inject it again) it gets screwed up

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so what your saying is if i alter the model slightly it wont mess up the UVW's? or are you saying the UVW can be easily fixed if its only altered slightly? a bit more explaination would be good please

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well i might give it a try...in the mean time...what could i add to it without modeling

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Spartan-198, you just admitted you've never done this. I don't mean to be mean here, but you don't know what you're talking about. The thing is Darkmatter (the only program at the moment that can inject models into maps) will mess up the uv map. It messes it up when extracting, too, so if you extract, then inject it gets all kinds of screwed up. It's nothing to do with Milkshape or with the stretching process (I stretch and/or squash models all the time via the bounding box without messing up the uvw).
PigFarker, could you elaborate, please? I don't really understand what you said there. The only real experience I had with darkmatter was extracting and re-injecting MC's model and it was all kinds of screwed up. The texture was stretched and wrapped wrong after I extracted it, and it was even moreso when after I injected it. Are you saying there's a way to fix it? Or just get the model to use the old uv map?
Flying Spartan, it's not as simple as grabbing a piece from another model. You can add another model, but the one piece you can't get rid of is the parent bone. Usually (for vehicles) it's the hull. Any other piece can be broken off, but the hull can't be gotten rid of (or at least we haven't found a way yet...) so just using the door from the spectre wouldn't be practical.
And when it's finished, it likely will be placed in a bigger map. I'm considering using it in a map I'm working on (very slowly working on) using the sentinel hq bsp.
PigFarker, could you elaborate, please? I don't really understand what you said there. The only real experience I had with darkmatter was extracting and re-injecting MC's model and it was all kinds of screwed up. The texture was stretched and wrapped wrong after I extracted it, and it was even moreso when after I injected it. Are you saying there's a way to fix it? Or just get the model to use the old uv map?
Flying Spartan, it's not as simple as grabbing a piece from another model. You can add another model, but the one piece you can't get rid of is the parent bone. Usually (for vehicles) it's the hull. Any other piece can be broken off, but the hull can't be gotten rid of (or at least we haven't found a way yet...) so just using the door from the spectre wouldn't be practical.
And when it's finished, it likely will be placed in a bigger map. I'm considering using it in a map I'm working on (very slowly working on) using the sentinel hq bsp.
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Basically, if you see when you import an extracted model with Milkshape, and rightclick on the mdoel and view textures, you can see its textured. When you inject a custom model, then view textures in milkshape, theres no applied texture, so you have to export WITH an applied texture as the ORIGINAL MLT name (for example if the MLT name was sentinal_gun.mlt export as sentinal_gun.obj), then it will overwrite the old one, then you can rename it to the one with the numbers, blah blah, then, ingame, the model wontbe grey and black, btu it will have the original models shader. Now, if your custom model had UVW mapping, you can inject YOUR models texture over the injected models shader's texture, and there you go. A really crappy tut on how to do itSnaku wrote:Spartan-198, you just admitted you've never done this. I don't mean to be mean here, but you don't know what you're talking about. The thing is Darkmatter (the only program at the moment that can inject models into maps) will mess up the uv map. It messes it up when extracting, too, so if you extract, then inject it gets all kinds of screwed up. It's nothing to do with Milkshape or with the stretching process (I stretch and/or squash models all the time via the bounding box without messing up the uvw).
PigFarker, could you elaborate, please? I don't really understand what you said there. The only real experience I had with darkmatter was extracting and re-injecting MC's model and it was all kinds of screwed up. The texture was stretched and wrapped wrong after I extracted it, and it was even moreso when after I injected it. Are you saying there's a way to fix it? Or just get the model to use the old uv map?
Flying Spartan, it's not as simple as grabbing a piece from another model. You can add another model, but the one piece you can't get rid of is the parent bone. Usually (for vehicles) it's the hull. Any other piece can be broken off, but the hull can't be gotten rid of (or at least we haven't found a way yet...) so just using the door from the spectre wouldn't be practical.
And when it's finished, it likely will be placed in a bigger map. I'm considering using it in a map I'm working on (very slowly working on) using the sentinel hq bsp.


PigFarker - T3am Guard14ns Creator/Founder
WIP: | Cel Shaded Coagulation - 68% | Cel Shaded Headlong - 15% | Perfect Halo 2 Mongoose - 80% |
THE SPPF AND SERENITY WAR ENDS NOW WITH THIS!: | Serenity + SPPF <<<< PigFarker | Now, ENOUGH FIGHTING!
right...any chance of telling me how to do that in 3ds max or maya? milkshape doesnt work for me i get some weird error and when i use maya its not textured and i dont know how to veiw textures in 3ds

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Old Plugins you have, upgrade you must...
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