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johnnyblaz20
December 18th, 2007, 11:43 PM
Well this might sound stupid to some but i'm just messing with kornman's versoin of guerilla and i'm trying to make an object that is placeable in sapien. I don't know even if its possible but i don't know how to turn my max file into a tag i can use to create the object. The object is a rock with a texture baked bitmap from mudbox in the shader. I know i can just place it in my map but i'm almost sure i can do it this way. And can i do the same thing with crates, decorators, and decals if possible? Thanks for any help.

Edited

Vicky
December 19th, 2007, 05:31 AM
Can you be more specific? You mean kornmans version of guerilla?

Con
December 19th, 2007, 10:57 AM
model it into your map.

johnnyblaz20
December 19th, 2007, 05:59 PM
I was pretty much just asking if there was a way to convert a modeled object into a tag so i can add it in sapien. A yes or no is all i'm asking for. Thanks.

Vicky
December 19th, 2007, 07:27 PM
Yes you can make scenery, but for now only without collision geometry.

johnnyblaz20
December 19th, 2007, 10:30 PM
So how would i go about converting my max/scenery file into a scenery object? I tried about 10 differant ways using kornman's guerilla but i couldn't figure out how to turn my max file into a model tag. Basicly i was trying to create a new scenery object in Korn's guerilla "file/new/scenery/" with no avail.

p0lar_bear
December 20th, 2007, 01:18 AM
You can't. The retail release of H2Tool.exe only has libraries for converting a .ASS file into a BSP tag.

johnnyblaz20
December 20th, 2007, 02:42 AM
Thats what i thought. Thanks.

Vicky
December 20th, 2007, 05:23 AM
You can make scenery for CE, then convert/upgrade it to H2V scenery with the GBX model upgrader.

johnnyblaz20
December 20th, 2007, 06:20 PM
Well thats good news. I'll check it out. Any pointers?

Vicky
December 20th, 2007, 06:47 PM
Check the thread about the upgrader.

johnnyblaz20
December 22nd, 2007, 10:23 AM
That thread was no help to me. I changed the shader directory in halo ce, i exported correctly. After that i'm lost. I tried creating a scenery from the updated gbx model, no go. I tried first adding the gbx model into a new model and then adding that model to a new new scenery tag. What are the steps if anyone can help.

Vicky
December 22nd, 2007, 11:37 AM
I changed the shader directory in halo ce, i exported correctly.

What dir?



I tried creating a scenery from the updated gbx modelHow? Have you ever made scenery for halo CE ? That's where you start. When you have exported (jms export) your model, compile it using CE tool, then you can use the gbx model-upgrader.

Btw, if you want objects on your map that are collidable then you can't use this scenery since they have no collision-geometry (yet).

johnnyblaz20
December 22nd, 2007, 03:55 PM
I actually downloaded a scenery tag with bitmaps, shaders, well everything included. I put them in the correct CE directory "i believe". Maybe i'm wrong on that one though because i have a 64 bit operating system and all 32 bit programs go in the "program files 32" directory instead of the regular "program files" directory. Oh the tags folder goes right in the CE folder?

As for the shaders i replaced the CE shaders with the halo 2 shaders and in the CE guerilla i redirected them to those new shaders. Than i exported.

Vicky
December 22nd, 2007, 04:26 PM
Maybe it's easier to tell you what i do to get it done.

Make your CE model in max, CE style, give the materials the shader-names of your h2v-shaders also CE style, so no f_im or something in front of them. Export as my_model.jms (for example) to [CE]\data\scenery\my_model\models\

Then use CE-tool to compile it. It will need to be able to find at least one shader you used to make the tag.

Copy a CE-shader to [CE]\tags\scenery\my_model\shaders and rename it to all the h2v-shaders you use.

Compile it again.

Then you can use the gbx model-upgrader. You can put the scenery in [H2V]\tags\scenery\my_model for example, and the h2v-shaders in [H2V]\tags\scenery\my_model\shaders.

Make or copy-rename a scenery tag and use kornmans guerilla to set the right model.

johnnyblaz20
December 22nd, 2007, 09:29 PM
Awsome, got it. Well i got a downloaded CE version scenery tag to work. I think i can get one i make to work, thats next. But the funny thing is that the scenery shows up like 10 sapien units away from where i place it. I think its just the fault of the scenery tag i replaced, and thats no big deal to me but if you can help me in that area it would be appreciated.

I think its the help with the shader part that got me going but i was creating new model and scenery tags instead of re-setting preexisting ones.

Edit: Funny thing, in game unless your looking at the bottom half of the object it disappears. Also is there no way at all to make collision? I'm thinking at least i'll just pull a vertex up or extrude a little where i want to place my object. lol

Vicky
December 22nd, 2007, 10:10 PM
For the placement/centering of your model, try putting the frame at 0,0,0 in max. For the disappearing of the object at some angle, increase the bounding radius in the scenery-tag, you should be able to find out what value to put in, for small objects 1-2 might do, for bigger 10-20 or so... just try ingame/sapien...

And, for the scenery-CG, well that's what i'm waiting/looking for to get working. Once it's done/released how to... i'll have some serious new custom maps for release.

johnnyblaz20
December 22nd, 2007, 11:35 PM
Well i didn't create these models but in the future that will help me. But kicking up the bounding radius helped that area. I'm done messing with this for the night cuz the woman is whining but my problem now is backwards faces. I'm gonna try the flip normals part of the GBX tomarrow but you've been alot of help. Thanks for helping me get this far. Damn CG. I wish someone could just make a simple script to just export CG or something of the sort.

How much work/knowledge would it take to make a model exporter supporting render_model on h2v? I wouldn't think it would be too extremely hard just time consuming, but what would i know, its beyond my capabilities but it would open alot of doors.

edit: Wow you can't even open a collision model with kornman's guerilla. AND THE PROBLEM GOES DEEPER. lol

As you can see. Reversed faces.
http://img404.imageshack.us/img404/1476/yoay2.jpg