In multiplayer scenarios, Tool externally references shared tags. The masterchief biped is one of those shared tags. This is why such tags aren't built into the cache file and why any changes you make to the actual source tags won't ever be reflected in the resulting maps.
I'm willing to try to make a custom hud for a map, I've found some tutorials on this site here and there that could help me with it
Would be a challenge!
I'm just wondering, but I've managed to get a .jms file into a .gbx_model and then used the model upgrader to get it to a .render_model, but when I use it for a crate, Sapien and the packager crashes.
Is there a way to avoid this? and make custom crates?
Yes it is possible, but if it is not the same size as an existing crate you will have issues with the collision and physics models.
Korn has unlocked the ability to compile .JMS collision and physics so when he releases that info it would be much easier to make one.
The GBX Model Upgrader has to be fed the right info. After it spits out the new render_model it needs to be adapted to H2V (shaders, textures, etc).
Here is an example weapon Max file prepared for the upgrading process: http://www.monstrmoose.com/killsalon...Rifle_MA5C.zip
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