Importing custom objects?
- ryan_mckenzie
- Posts: 163
- Joined: Sat Mar 15, 2008 9:52 am
- Location: Good ol' Scotland ;)
Importing custom objects?
Could someone direct me to a tutorial that could explain how to import custom made objects.
For instance: I've modeled a simple, low-poly structure in maya. I've also applied a nice low-res texture to it. Ultimately, I would like to get this building, into blood gulch. By any means possible.
I'm not sure how to do this, so I was hoping there'd be some kind of tutorial available. But I can't find any.
I could merge it with the BSP, but I'd rather swap it with a scenery item. Like a log.
For instance: I've modeled a simple, low-poly structure in maya. I've also applied a nice low-res texture to it. Ultimately, I would like to get this building, into blood gulch. By any means possible.
I'm not sure how to do this, so I was hoping there'd be some kind of tutorial available. But I can't find any.
I could merge it with the BSP, but I'd rather swap it with a scenery item. Like a log.
- guysullavin
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- Location: Niagara-on-the-lake
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Not possible in Halo PC, Halo PC models can only be edited by moving Verticies around, also known as remodeling, basically you export a model (using HMT go to mod2 tag, choose model) then edit it by moving verts around, export it as a .obj (turn OFF any "save normals" options) then import using HMT. then you have your model.
Not Removing until Prototype comes out. Started 1/7/2009
obj1: DUDE'S GOT A POINT....I GIVE THIS PRODUCT A TRY....HELL WHAT COULD GO WRONG!
waev: caps lock might
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
indeed it is, I wasnt sure if he was on a mac or not, and he also said building so I assumed he wanted collision with it.
Why is it that macs can import custom objects? Is it that their actual game code is different, or that the program used has much better "model code" then HMT?
As in the code for importing objects is better, and will move the offsets correctly so that the map is read right. From what I understand this is a main problem with custom models.
Why is it that macs can import custom objects? Is it that their actual game code is different, or that the program used has much better "model code" then HMT?
As in the code for importing objects is better, and will move the offsets correctly so that the map is read right. From what I understand this is a main problem with custom models.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Yeah it lacks collision but it works wonderfully for things where that doesn't really matter like weapons. Since all of the LoDs model data are located one after another OBJConverter takes the custom model data and overwrites however many LoDs it needs, and then manipulates part of the tag so that those overwritten LoDs point towards that one model. It's a clever use of limited space at the cost of some run time efficiency.
- ryan_mckenzie
- Posts: 163
- Joined: Sat Mar 15, 2008 9:52 am
- Location: Good ol' Scotland ;)