Jump to content

Home

Spawning the Ebon Hawk? possible?


GeorgNihilus

Recommended Posts

IIRC the Ebon Hawk is in most cases actually a part of the map itself, not a separate object.

 

It can be seperated though. Then just saved and exported from max as a new model. But without a walkmesh to block it you will be able to walk through it like it's not there.

Link to comment
Share on other sites

What if you place 2 shuttle/placeable and make them invisible with the Ebon hawk placeable (no walkmesh) basically on top of them, so when you walk up to the ebon hawk the walkmesh you hit looks like the hawks but its actually the 2 invisible shuttles.

 

Would this technique work?

 

Logan

Link to comment
Share on other sites

What if you place 2 shuttle/placeable and make them invisible with the Ebon hawk placeable (no walkmesh) basically on top of them

 

Ebon Hawk placeable? :rolleyes: the only Ebon Hawk placeable is the EH container ...

 

and what's the appearance name for the mandalorian shuttle .utp? :xp:

 

I don't have a clue on how to edit walkmeshs but it sounds like a LOT OF TIME issue right?? :roleyess:

Link to comment
Share on other sites

It would be best to have 1 walkmesh tied in with the model. I know models won't overlap so using multiple objects may be a little hard. plus everywhere you would want to spawn the Hawk you would have to spawn the others also.

 

Ebon Hawk placeable? the only Ebon Hawk placeable is the EH container ...

 

It would have to be made into a placeable(and yes it is possible)

 

and what's the appearance name for the mandalorian shuttle .utp?

 

Not sure but was used in the Lonna Vash mod which put her alive on Korr.

 

I don't have a clue on how to edit walkmeshs but it sounds like a LOT OF TIME issue right??

 

Possibly the first time just cause I've never done it either,just used exsisting meshes.

If you want I already have an EH model , I can make it into a placeable and I'll see what I can do about the walkmesh issue.

Link to comment
Share on other sites

Possibly the first time just cause I've never done it either,just used exsisting meshes.

If you want I already have an EH model , I can make it into a placeable and I'll see what I can do about the walkmesh issue.

 

Making it into a placeable is easy, but the walkmesh if you want it precise can be tricky, a rough square or circle around it would be easy enough. GM tut is perfect on telling how to make it.

Link to comment
Share on other sites

Here is Glovemaster's tutorial: http://www.lucasforums.com/showthread.php?t=195628

 

But, you ought to make a decent walkmesh for it, and it doesn't take very long. I have a rendering of the shape of the Ebon Hawk walkmesh from the area models, and if you imported the Hawk and sized the walkmesh correctly, nobody would be the wiser.

 

ebo.jpg

 

To make this shape of a walkmesh, under the spline tab, click the line tool. Then trace around this picture, and scale your new line to the size of the Hawk. Convert to a mesh, and then follow GM's tutorial.

Link to comment
Share on other sites

Well using SS's advice(Thanks BTW) and glovemasters tutorial I was able to do this(actualy Atton was having a bad day, to much juma:D) with a working walkmesh.

K2_00006.jpg

The only issue is if you turn away from the EH it dissapears before it should. does that have to do with the canseeheight setting in the .2da file?

Link to comment
Share on other sites

Sure, if I can get the dissapearing issue resolved I'll release it. Also I need to reassign the textures the EH it's using the ones from the Droid planet they have a redish tone to them but that's an easy change to make.

 

Hey DStoney Can you PM me the walkmesh in gmax? Then Ill import a EH then link it, export, and Ill have the K1 version.

Link to comment
Share on other sites

If you mean that when you can move the camera through the ebon hawk, and the ebon hawk disappears, then thats to be expected. Apparently we can't block the camera off, and its something me and Quanon have been pondering over for a while.

 

I've experimented a bit with little success and I have some ideas - it'll take a bit more time to see if theres anything that can be done about it, but otherwise we can't do anything about that.

 

Btw I'm glad that tutorial was handy ^.^

Link to comment
Share on other sites

If you mean that when you can move the camera through the ebon hawk, and the ebon hawk disappears, then thats to be expected. Apparently we can't block the camera off, and its something me and Quanon have been pondering over for a while.

 

I've experimented a bit with little success and I have some ideas - it'll take a bit more time to see if theres anything that can be done about it, but otherwise we can't do anything about that.

 

Btw I'm glad that tutorial was handy ^.^

 

I had completly forgot about that:argh:,but yes thats what it is doing. I will try one thing later,the walkmesh isn't exactly like other placeables,it's actually a "wall" around the EH. I used the walkmesh for 801DRO and deleted everything but the wall around the EH but I lowered it a little. I'll try raising up and see what happens.

Link to comment
Share on other sites

Me and Q were discussing this earlier and he did a quick test; some placeables don't block the camera anyway, as I predicted. I think placeable meshes can't be anything other than flat - I remember experimenting with the z-axis and the walkmesh wasn't working as intended.

 

I still need to do some experimenting, it doesn't help that half of the model format is undocumented =/ I'm having to figure out how the face array is structured because I can't find anything on it anywhere >.< I'm 99% sure the walkmesh it's self has nothing to do with blocking of the camera.

Link to comment
Share on other sites

Me and Q were discussing this earlier and he did a quick test; some placeables don't block the camera anyway, as I predicted. I think placeable meshes can't be anything other than flat - I remember experimenting with the z-axis and the walkmesh wasn't working as intended.

 

I still need to do some experimenting, it doesn't help that half of the model format is undocumented =/ I'm having to figure out how the face array is structured because I can't find anything on it anywhere >.< I'm 99% sure the walkmesh it's self has nothing to do with blocking of the camera.

 

I got it working with the taller walls other than some spots which hang over the walkmesh (it happens with the EH in the modules also)the walls do block the camera to keep it from clipping. The dissapearing of the model I guess is an issue with it being so large .it only occurs at a short distance and certain angles. I'll put the files up as a modders resouce if anyone wants them.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...