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3ds to Halo 2

Posted: Wed Sep 23, 2009 11:42 pm
by DarkShallFall

Re: 3ds to Halo 2

Posted: Wed Sep 23, 2009 11:46 pm
by Dragonfire
How exactly does this work, though? Is there an injectable model with this? bc there are different scales for say a pistol or sniper rifle into halo 2...

Re: 3ds to Halo 2

Posted: Wed Sep 23, 2009 11:50 pm
by DarkShallFall
You just copy the values for 3ds into the app then the output into Onyx...

Re: 3ds to Halo 2

Posted: Wed Sep 23, 2009 11:58 pm
by OwnZ joO
I thought we got rid of you? Haha jk, glad to see you around here again.

Re: 3ds to Halo 2

Posted: Thu Sep 24, 2009 12:47 am
by DemonicSandwich
Where the fuck is my credit eh Dark? :) I told you how to get Z values after all. :wink:

Easy way to plan out a map in 3ds and quickly transfer the information ingame.

Re: 3ds to Halo 2

Posted: Thu Sep 24, 2009 2:56 am
by Ogrish
damn i hate modders... so can i come back after awhile lol.........hopefully i can contribute if i do.

Re: 3ds to Halo 2

Posted: Sun Sep 27, 2009 1:36 am
by [TT]
It comes with 3ds max Sweet lol

Re: 3ds to Halo 2

Posted: Sun Sep 27, 2009 6:38 pm
by socrates
TT..you...are a dumbass... did you download it? if it came with 3ds it would be illegal.
Thanks Dark, this makes the process I am so familiar with that much easier, still gonna use the java based modeler I have because it shows the sizes and placement and even rotations all at once so I can easily do a few simple calculations in my head and/or grab a calculator really quick to input into onyx
only one issue I found with it.. what axis is the rotation by? it only has one input for rotation, would it not be necessary to have a yaw pitch and roll?

Re: 3ds to Halo 2

Posted: Sun Apr 03, 2011 6:04 am
by DoorM4n
Can ya'll fix the link?

Re: 3ds to Halo 2

Posted: Sun Apr 03, 2011 9:57 pm
by Ogrish
Here ya go.

Re: 3ds to Halo 2

Posted: Mon Apr 04, 2011 2:52 am
by DoorM4n
Thanks!

Re: 3ds to Halo 2

Posted: Wed Apr 20, 2011 4:13 am
by DoorM4n
How do I get the model coordinates from 3ds max?

OHHHH
Okay, so someone just helped me realize that this tool was not the miracle tool I thought it was, hahaha. So, I understand and now it, in its own way, is a great tool. Good job yo

Re: 3ds to Halo 2

Posted: Fri Jun 10, 2011 11:49 pm
by DoorM4n
I'm going on for a triple post here and a bump--I swear it's relevant and important, haha. Okay, so I used this tool for yamagushi squares and it was severely off, do you know why? Shouldn't it work for them?

Re: 3ds to Halo 2

Posted: Sat Jun 11, 2011 1:13 pm
by Ogrish
yamas box has different internal placments then the collision box's.

What i mean is the verts/planes/edges are in different positions in 3d space.

One more time, the x y z translations are different, or the centers of mass (i) (j) (k) are different.

Re: 3ds to Halo 2

Posted: Sat Jun 11, 2011 7:52 pm
by DoorM4n
haha, I see. I got it on the second one, but I do appreciate the 1st and 3rd. :P Does anyone have the algorithm to go from 3ds to halo and finding yamagushi placements?

Re: 3ds to Halo 2

Posted: Sat Jun 11, 2011 10:16 pm
by Ogrish
You could open the mode/coll/phmo of both the Onyx collision_box, and yama box in meta editor, then change yamas to match the onyx one.
The problem with yamas is the box isnt center'd in 3d space.

I cant remember but i think he used the big crate to make his box instead of the pallet, and the crates are all off center.

Re: 3ds to Halo 2

Posted: Sat Jun 11, 2011 10:54 pm
by bumlove
in reply to doorman and ogrish, when I first encountered custom blocs I hated the "extend all directions equally" idea, I realised if you move the node centre point you could leave the bottom plane at 0 on the Z co-ord idk if this adds to the conversation.