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How do you make a Hover Vehicle?

Posted: Sat Jan 15, 2011 2:16 pm
by bamdur123
I am making a mod map and i have a vehicle i want to make for it. Does anybody know how to make a hover vehicle (with aimers, weapons and such)

Re: How do you make a Hover Vehicle?

Posted: Sat Jan 15, 2011 3:59 pm
by DarthD.U.C.K.
hover vehicles arent different from other vehicles, the best way to understand how they are set up is opening a model of a vehicle in ultimate unwrap 3d and its odf and then comparing the names of the hardpoints and such.

Re: How do you make a Hover Vehicle?

Posted: Sat Jan 15, 2011 11:11 pm
by SAMofBIA
in my opinion, hover vehicles are easiest to make because they do not "require" any animations whatsoever.
For a Simple Hover vehicle, Your going to need an aimer null (or more depending), an hp_fire or two and the model (maybe a few other things depending on what your making). Making the odf is basicly just taking another hover vehicle and editing some values to fit yours (such as aimernode name,hp_fire name, meshname, and other obvious adjustments)

I cant help with more complex ones such as the AAT though.

Re: How do you make a Hover Vehicle?

Posted: Mon Jan 17, 2011 12:21 am
by Jaspo
If you're ok with making a really simple hover vehicle, you can do it in Blender (which is free, unlike most 3D programs), and then let the odf do all the work. However, you'll have to settle for
-1 gun only (or at least only 1 spot to fire from, as this will be the scene origin in blender (that's where the red, blue and green axis lines all come together, btw), since nobody's figured out how to get hardpoints through the VRML export and msh conversion alive, so the only one you get is the origin.
-no moving parts (since animation of this caliber seems to be an XSI thing only, so far as exporting to Battlefront goes)

You're only other option with Blender, which I haven't ever tried, is to export your model as XSI and give it to someone who has XSI and ask them really nicely to animate and export it for you. I'm not at all sure how Blender handles textures when exporting to XSI, and I also don't know if it would keep multiple objects seperate or keep object names, both of which are necessary should you hope to make the hardpoints (for firing or seating locations) yourself.

Re: How do you make a Hover Vehicle?

Posted: Mon Jan 17, 2011 1:30 am
by THEWULFMAN
Actually, Its better to export to .obj, then have someone import to XSI. I have found that blender doesnt export to .xsi right, it crashes XSI upon import.
I was big into modeling in blender before I found out it could make BF models.
I love Blender, even with its limitations.

Re: How do you make a Hover Vehicle?

Posted: Mon Jan 17, 2011 1:37 am
by bamdur123
Thx guys. i looked at a ship in ultimate unwrap 3d and it makes sense :D