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  Custom Vehicles
This Page has been viewed 58,749 times
Right here is how you get a custom vehicle to work in your maps, this is the most basic of ways but can be expanded upon. We will be creating a flying vehicle but you can apply the theory to any vehicle type just as long as it is set up correctly.

STEP 1 : Create your custom Folders

Create some new folders in your haloCE directory, these will be in bold.

go into C:/program files/microsoft games/halo custom edition/data/ -make these folders->>Vehicles/ufo
you will have a directory like this.
C:/program files/microsoft games/halo custom edition/data/Vehicles/ufo

Within the ufo folder create these folders Models, Physics, Animations and Bitmaps

When you have added all the folders you can then go into 3dmax or gmax and create your spaceship (or whatever), first thing you will have to do is save the bitmaps you use for your model in the ufo/bitmaps folder, when you have your finished model save it as a 3dmax file in a folder of your choice(just in case you mess it up later).

STEP 2 : How to add markers to your model

Next you must add markers to your vehicle, because we are going to overwrite the banshee we will need to open guerilla and then open the banshee_mp.vehicle tag, then open the gbx model within the banshee tag(right at the top), within the gbx model scroll down until you see the second markers submenu (about half-way down), click the rolldown menu within the markers (first should be cockpit light) and copy all the names EXACTLY as they are to a notepad or piece of paper.

Next go back to your 3dmax model and create a box about 2x2x2 pixels (any size will do but small is better) and name it #cockpit light, you must do this for all of the markers you have written down, when you have made all the markers on the list place them on your image where you think they would be (eg. place the #cockpit light within the cockpit and primary trigger is for the gun ect).

When all the markers are in place link your vehicle to the frame (call it frame ufo for ease) and link the markers to your vehicle (this is'nt the proper way to do it but we will not have any real animations) then save it as a 3dmax file (save all the time, it will keep you ahead of the game). Use the Exporter plugin to save your model as a .JMS file and save it in the data/vehicles/ufo/models as ufo.

STEP 3 : Exporting the model
Next you have to convert the model into a gbx model and to do this you will have to open tool and type.

Tool.exe model vehiclesufo

You may find on the first run of the tool.exe model command that you will be asked for shader types, (these are just your materials from 3dmax so most of them will probably be shader enviorment) just pick shader types for each and run the tool.exe model command again.
If all goes smoothly you should have a new folder within your tags/vehicles folder as ufo and within that there should be a gbx model called ufo, if all that is correct we will quickly save an anim so your vehicle will work, to do this just go back into 3dmax and export the model to Animations as a .JMA file. (I know there is no animation but you will need an animation graph that fits your vehicle)


STEP 4 : Creating and exporting the collision geometry

For the collision geometry we will need to find out what markers you will need (the collision geometry needs different markers to do with physics) first goto guerilla and open the Banshee's Physics and follow step 2 (but for the collision geometry use the names in the mass point rolldown).go back to 3dmax and re-name all the markers you had for the gbx model in the names of the markers from the banshee physics (you may have to add/delete some markers), again place these where you think they will go. Link these to your model and open the materials menu (M is the shortcut) and change the name of your material group to collision geometry. Dont forget to Save your 3dmax CG model (collision geometry).

Next you must export the model into the Physics folder within your ufo folder as a JMS file.


STEP 5 : Converting and creating Animation/collision geometry and physics tags

You must now open tool and type in the following commands..

(to create your bitmaps)
Tool.exe bitmaps vehiclesufobitmaps

(to create your animations)
Tool.exe animations vehiclesufo

(to create your collision geometry)*missed this one first time sorry
Tool.exe collision-geometry vehiclesufo

(to create your physics, this is very important)
Tool.exe physics vehiclesufo

To check whether you have done it correctly you should goto your Tags/vehicles/ufo folder and there should be 4 files and a bitmap folder, if you are missing any of these you may have to do it again.
(Note: now is a good time to set up your shaders)

STEP 6 : Setting up your anim,collision-geometry and physics tags


First you must open the Original Banshee_mp.vehicle and save it in your tags/vehicles/ufo (leave it named Banshee), next open it up and replace the gbx,animation graph,collision geometry and physics tags with your corresponding ufo tags.
Next open the original banshee anim Banshee.animation_graph and your custom anim ufo.animation_graph then add all the parameters that are in the banshee anim to your ufo anim (leave the actual animations as NONE) and save your anim tag.
Next you must set your physics to work properly, to do this you must do pretty much the same as the anims but you must not change any of the vehicles actual physics.

These are what you must change in the first menu.

radius to -1 , moment scale to 1

Leave the matrix and copy all the values from the banshee powered mass points/mass points to your ufo physics tag and assign your markers the same as the banshees (eg change your ufo hullback mass points so it is the same as the banshees), also be aware that the radius of each mass point will become collision geometry so be careful when choosing how big or small they are.

Lastly you should rename your original Banshee_mp.vehicle to Banshee_mp.vehicle.backup and then copy your modified vehicle tag and place it in the banshee folder (so basically you have backed up the original and replaced it with your one)
Then all that needs to be done is place your vehicle into sapien (Note: because it overwrites the Banshee you will not be able to use the Banshee, instead if you place a banshee your ufo will appear)

Hopefully thats it, you can mess about with the settings and physics to get the final result you want but as it is it will fly like a banshee.



Any problems let me know, its pretty much how I did it at first and is a safe bet to get a custom vehicle in for the first time, but also be aware that you may have to set your vehicle bounding radius to its probable size (eg if your vehicle is about the same size as a hog then just use roughly the same value and add 1 or two), also you may have to offset your vehicle if it is'nt placed properly.
This is just one way of doing it and there are probably other ways but this is just the easiest.


Tutorial by

{{AoA}}Axeman

also known as The Axeman/Axl/Anglegrinder/A BAD MAN

Average User Rating: 6.6
Number of Votes: 72


User Comments  
The following comments are owned by the user that posted them. Halo 2 Files is not responsible for their content.

Total comments: 30 | Last comment: 08-16-2010 at 16:52

 #1 - Question - 03-31-2006 at 21:33
Trav41514
From: (QLD)
Joined: March 31st, 2006
Posts: 2
Is it possible to replace a banshee, in bloodgulch for example, with the custom vehicle or do you have to place the new vehicle in a new map to use it?

 #2 - 05-02-2006 at 17:01
shiflamelink
Joined: May 8th, 2005
Posts: 1
Ya trav.. it is u just gotta make a custom map tho...

{AoA}Axeman, a couple of ppl are making vehicles that are... rather hard... i was wondering is u could help em out, the website is
http://www.bicroc.com
make a username
go to forum,
then go to the final battlefield
and help plz ^_^

 #3 - 07-25-2006 at 07:34
lVlega_N00b
Joined: July 25th, 2006
Posts: 35
i cant open tool

 #4 - help! - 08-25-2006 at 14:25
CANTPLACEVEHICLES
From: (Lakewood)
Joined: August 25th, 2006
Posts: 1
i place the vehicle in sapien, but it doesnt show up in the game. i recompiled the map after i placed the vehicle and it still doesnt show up. a little help?

 #5 - .jms - 08-29-2006 at 10:09
Matt411
Joined: April 19th, 2006
Posts: 7
i don't have the .jms, i got a plugin but i can't find the export halo map button, help?Aaargh!!!

 #6 - i just got 1 questiom - 09-07-2006 at 13:45
Raptor_1994
From:
Joined: July 9th, 2006
Posts: 309
is someone gonna post a Halo CE animation for vehicles thing or a Custom Vehicles (advanced) ? oh and Matt411 you might need to look for diffrent ones because sometimes they don't work... i got the blitzkrieg one at halomaps.org

 #7 - 11-11-2006 at 10:09
Cieldron
From: (Texas)
Joined: November 5th, 2006
Posts: 6
I dont got a data folder do i make one?

 #8 - 02-07-2007 at 16:33
camo2164
From: (New York)
Joined: February 7th, 2007
Posts: 3
Puke!this is so confusing i wanna Puke!

 #9 - awww!!!!!! - 02-18-2007 at 12:10
GANGSTER101
Joined: February 17th, 2007
Posts: 2
this mod goes from Rock to frown

 #10 - 02-20-2007 at 17:39
klikurf8te
From: (pennsylvania)
Joined: February 20th, 2007
Posts: 3
do i need a mod chip or a program to be able to do this? Resistance is Futile!

 #11 - can anyone tell me how to play the mods u download - 03-22-2007 at 18:06
shadownightblade117
From: (texas)
Joined: March 22nd, 2007
Posts: 2
can anyone tell me how to play the mods u downlaod plz

 #12 - 03-22-2007 at 18:37
Cyber_X
From: (Texas)
Joined: March 22nd, 2007
Posts: 2
big grin this Place Rocks!!!!!

 #13 - some mods make me lagg a lot - 03-23-2007 at 17:31
shadownightblade117
From: (texas)
Joined: March 22nd, 2007
Posts: 2
it goes tomadtoResistance is Futile!

 #14 - Could this be a little clearer? - 08-13-2007 at 09:53
MegaScythe
Joined: January 28th, 2007
Posts: 18
It doesn't help. frown frown frown

 #15 - Um... - 09-23-2007 at 15:34
MegaScythe
Joined: January 28th, 2007
Posts: 18
Where's that gbx model button?

 #16 - 09-24-2007 at 16:26
DarthVader335
Joined: August 23rd, 2007
Posts: 9
Tool.exe opens then closes in like a split second.
what do i do??

 #17 - #16 - 10-08-2007 at 18:36
devlkiller
Joined: August 27th, 2007
Posts: 18
my my tool does the same thing toofrown frown frown

 #18 - confused - 10-13-2007 at 15:07
Halofanatic29
Joined: June 17th, 2007
Posts: 18
What do i use??????????????????????frown

 #19 - how d i make stuff in gmax? - 10-16-2007 at 21:18
halolegend456
From: (ut)
Joined: October 11th, 2007
Posts: 7
how do i make stuff in gmax?

 #20 - ... - 01-05-2008 at 15:21
Spartan1138
From: (California)
Joined: August 23rd, 2007
Posts: 2
You don't open tool, it just closes. you use a command Prompt. read the freakin tutorial that comes with HEK...

 #21 - 06-13-2008 at 14:11
EtaNett
From:
Joined: June 12th, 2008
Posts: 159
Where is the data folder?Aaargh!!!confusedPuke!

 #22 - pretty good thnks - 07-06-2008 at 09:28
DigitalPh33r
From:
Joined: July 5th, 2008
Posts: 12
Thanks for the help i could do it if i had 3d max or gmax, but they cost money and its a waste when you can download free maps from http://www.Halomaps.org (only for Halo PC Full, and Halo CE)

 #23 - i have an idea but idk how o do part of it - 07-14-2008 at 18:21
mmtrmod
From: (Toronto)
Joined: May 19th, 2008
Posts: 22
i planned to add a second banshee where if u right click the vehicle vanishes and no one can see you, does any1 know how to add this stuff?

 #24 - 07-30-2008 at 00:06
liam_cartwright3
From: (bicester)
Joined: August 17th, 2007
Posts: 85
Really good tutorial Rock helped me work things out alot,

Thanks big grin

 #25 - Can You Help :beer: - 08-21-2009 at 11:01
AtomicFuel
From: (Wales)
Joined: August 21st, 2009
Posts: 3
I have two issues i cant find a data folder even thoug ive saved my game and it says the files cannot be executed right now if you can help me you Rock Resistance is Futile! Pimp!

 #26 - Can You Help Me - 08-21-2009 at 11:04
AtomicFuel
From: (Wales)
Joined: August 21st, 2009
Posts: 3
i have no data file and ive saved it and when i do the files it says they cant be executed right now can someone help me please Beer! Beer!Resistance is Futile!Pimp!

 #27 - Whoops - 08-21-2009 at 11:05
AtomicFuel
From: (Wales)
Joined: August 21st, 2009
Posts: 3
I didnt mean to mean to post the comment twice

 #28 - Uhh - 03-24-2010 at 17:06
dogyz1
From: (Maine)
Joined: February 28th, 2010
Posts: 3
I rate this a five it is good but not the best.cool

 #29 - 08-16-2010 at 13:13
lord_nathan
From: (Rochester)
Joined: August 16th, 2010
Posts: 1
do you play halo on this website?if so....TELL ME!!!!!
mad

 #30 - 08-16-2010 at 16:52
SuperSmeg (Staff)
From: (Bracknell)
Joined: April 18th, 2005
Posts: 2072
Quote:
do you play halo on this website?if so....TELL ME!!!!!
mad


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