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View Full Version : Biped Max, Tool, Tag



Matooba
April 21st, 2008, 03:55 PM
Could someone please explain the correct way to export your biped? (ie...do i hide somethings and do i use a frame of some sort?) Tool -(Whats the proper compiling phrases and hierarchy?) Tags - (Do i use some other tags to make the biped work?) Any help appreciated and yes i have searched and read everything else published. Unless someones got a new updated one. Help me finish my biped. I custom made all 56 animations for a new player and would like to bring it to life in halo. Who made the one in Teletubbies?

kid908
April 21st, 2008, 08:24 PM
if you read and watch everything, you should know what to do cuz it's all there. try watching the videos...it shows exporting, tagging and some have animations.

biped models are just regular jms files. u use the same thing as other models to compile it in tool. also if you don't know what to do just type tool in and it gives you all the correct "phrase" for curtain tags. animations compile is also in there just look. you can use cyborg as basis/reference to what tags are given what properties. it's all there you just didn't look or something.

Matooba
April 21st, 2008, 08:28 PM
But theyre extremely vague. They dont show the exact hierarchy for bipeds. They dont show the exact process to export. They mostly all just show rigging then a quick export with no explaination. Im looking for more indepth about what exactly is needed in the biped, not rigging it or weighting it. Not to mention that an extreme amount of all tutorials (TheGhosts for instance) are nothing but dead links. Btw I did watch the videos, which ones are you directly refering to?

gordigo
April 21st, 2008, 09:01 PM
it is realy easy, ony find the character rigging tutorial by jahrain, it have the old rigging way, but you can replace it with the bluestreak jms model exporter, if you dont have the ways to get the tutorial this is the link
http://hce.halomaps.org/index.cfm?pg=3&fid=1262
if you want the old rigging way showed in the tutorial , find the tools in halomaps

Matooba
April 21st, 2008, 09:08 PM
Ok, I will give this another try. I noticed this one says updated. *crosses fingers*
Thanks for your help and responses.

paintballakid5
April 24th, 2008, 11:42 AM
here it is in a Nut-shell... :

1: select the biped geometry

2: go into Skin in your modifiers list

3: Riig it correctly

4: use bluestreak jms exporter

5: save it as/in: data\characters\test\models

6: tool model characters\test

7: open cyborg.gbx in guerilla and copy the node list checksum.

8: past it in your models nodelist checksum.

9: open up cyborg_mp.biped and chenge he model to your model..

P.S. when you export it should say something about verticies and bones pay no attention to that... justr Export it. :)

Matooba
April 25th, 2008, 05:06 PM
How about the hierarchy? What are the have and not have with them? Do i hide the toes & bip0 or something when exporting?

Gwunty
April 25th, 2008, 09:33 PM
Use bluestreaks model importer to import some random biped bones, then Rig, then Link your geometry to Bip01 pelivs (not shure of this) export with vertex whieghts (use bluestreak) and compile.

Matooba
April 25th, 2008, 09:45 PM
i do that , i paint my verts to wieght 1.0, 0.5 where needed so they all add to one,I select the skin in modifier list, i export via Bluestreak, I compile through tool, i change cyborg_mp biped to my test gbx and get this ...

DEBUG:

04.25.08 22:39:13 a hobo pc 01.01.00.0609 ----------------------------------------------
04.25.08 22:39:13 reference function: _write_to_error_file
04.25.08 22:39:13 reference address: 401b13
04.25.08 22:39:13 Couldn't read map file './a_hobobeta.map'
04.25.08 22:39:14 CreateDevice succeeded with refresh rate = 0
04.25.08 22:39:14 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
04.25.08 22:39:14 Increasing sound decompression buffer size to 1048576 bytes
04.25.08 22:39:15 the model 'characters\test\test' and the animation graph 'vehicles\goose\cyborg_animations\cyborg' don't match
04.25.08 22:39:15 the object 'characters\cyborg_mp\cyborg_mp' will not animate
04.25.08 22:39:16 WARNING: 11 clusters in structure_bsp levels\deathiceland\deathiceland have no background sound or sound environment.
04.25.08 22:39:16 local player 0, weapon (0x0), deleted unexpectedly

Gwunty
April 25th, 2008, 09:54 PM
Use kornman to change the node checksum in GBX model so it matches with the one of the original cyborg.gbxmodel

Roostervier
April 25th, 2008, 09:55 PM
Copy and paste the checksum number from the chief animation tag into your models checksum slot and save.

e:

Yeah, that.

Matooba
April 25th, 2008, 10:29 PM
Yah, I got it to work, Thanks a lot guys. Help was appreciated:XD:

paintballakid5
April 26th, 2008, 03:01 PM
no problem.. :) hope i helped a little.