xboxscene.org forums

Pages: 1 2 [3] 4

Author Topic: My New Xbox Halo Mod! (bg, Ntsc)  (Read 784 times)

[-MXB-]xmaniac

  • Archived User
  • Full Member
  • *
  • Posts: 202
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #30 on: February 25, 2004, 10:46:00 AM »

Hey if you make it for sidewinder make it thinner just by half and also have one the same as in bg so you will have 2 blocks to play with. 1 thin the other fat hehe.
Logged

MrMurder

  • Archived User
  • Newbie
  • *
  • Posts: 21
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #31 on: February 25, 2004, 12:33:00 PM »

DONT FORGET THE FRICKIN TUTORIAL MAN COME ON GUYS ASK HIM......................................... opps sorry alter ego burstin out more dried frog pills for me.
Logged

Zero_Cool

  • Archived User
  • Sr. Member
  • *
  • Posts: 329
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #32 on: February 25, 2004, 01:40:00 PM »

correct me if im wrong but all you did was inject the model texture and cm for that panel, and then duplicate it a whole shit load and apply effects, anyways, thats awesome man you did an insanely great job on it! we should start like a whole other section at halo mods and call it the structure section for people who move the tiles around ya know!
Logged

Comcipher

  • Archived User
  • Sr. Member
  • *
  • Posts: 421
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #33 on: February 25, 2004, 01:56:00 PM »

Looks amazing, cant wait to try it!
Logged

XBOX War3z

  • Archived User
  • Hero Member
  • *
  • Posts: 587
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #34 on: February 25, 2004, 03:18:00 PM »

Logged

blaze_1ne

  • Archived User
  • Full Member
  • *
  • Posts: 177
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #35 on: February 25, 2004, 04:01:00 PM »

smile.gif
Logged

pimp

  • Archived User
  • Sr. Member
  • *
  • Posts: 309
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #36 on: February 25, 2004, 04:01:00 PM »

beerchug.gif
Logged

corin415

  • Archived User
  • Jr. Member
  • *
  • Posts: 55
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #37 on: February 25, 2004, 05:08:00 PM »

dry.gif
Logged

pimp

  • Archived User
  • Sr. Member
  • *
  • Posts: 309
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #38 on: February 25, 2004, 05:12:00 PM »

how?
Logged

h4xx3d

  • Archived User
  • Jr. Member
  • *
  • Posts: 57
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #39 on: February 25, 2004, 06:22:00 PM »

HMT 3, i think it's the sky plugin that lets u edit it.
Logged

xorange

  • Archived User
  • Newbie
  • *
  • Posts: 30
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #40 on: February 25, 2004, 07:36:00 PM »

biggrin.gif
I'm really happy so many people like my mod!

There's are so many replies, and it would be really difficult to reply to everyone individually, so I hope you don't think it's impersonal, but I'm going to just try to address everyone right here, right now.

As I said before, the "panels" used to be the log, which is tree_leafy_fallentunk.
I just renamed everything so that it would be all "authentic".
I used the scenery, model, collision model & appropriate bitmaps.
(I used Milkshape3D to modify the model & Photoshop for the textures.)

Here's the deal with the collision model....
I have limited knowledge of the collision models and it took me quite a bit of research and experimentation to get to the point I'm at.
I have not yet been able to modify this much more than I already have,but I am still working on it.
(I recommend extracting the "panel" collision model meta and taking a look at it in a hex editor. It would also be helpful to extract the log collision model meta frrom a clean cache so you can compare the two and see what changes I made.)
Basically, down at the bottom of that meta there are 8 packets of numbers that represent vertices for the collision model.
(Beginning at 0x269EE30)
Here's what the first packet looks like:
9AEBACBF CA6B9DBE 62F58F3E 04000000
The first three numbers are floats, and are x,y,z coordinates, respectively.
The last number is just the number of the point. So, this one is vertice #4.
To stretch the verts out to where I wanted them I multiplied each Y coord 5x for each set of verts.
That almost did the trick.
Now, near the middle of the collision model meta there are 6 more important packets of data (each 0x10 bytes), which I believe are all floats, beginning at offset 0x269EC08.
I believe these numbers are attributes of the collision model.
The one's I changed are at the end of the 3rd & 4th packets.
The specific floats I changed are @ offsets 0x269EC34 & 0x269EC44.
I'm not exactly sure what these are, but I know that they affect the surface of the collision model. I multiplied them 5x.
Done. That's all I did to the collision model. Multiplied 10 floats by 5. Whee!
I have experimented with making the collision model thinner, wider, etc. with some success.
I have not yet been able to stretch it along the X axis, otherwise I would've made some giant flat platforms.
I have obviously successfully stratched it along the Y axis, though for some reason I can't make it as long as I want...there is some sort of limit that I haven't been able to get past yet.
I have also successfully stretched it along the Z axis, which I haven't really found a use for yet. If you stretch it along Y & Z you end up with a big block. woohoo, right.
This is a pretty simple collision model. Most of them are not as simple because they have more parts.
As UberJim mentioned, you could probably use a diff. collision model and get similar results. Yes, you probably could, but keep in mind that diff. collision models have dff. attributes. For example the door_blast_collision allows you to shoot through it but not walk through it. Thus if you used something else like that you might need to modify it further for it to suit your needs.
You could also use this collision model with another flattened model if you want.

Ok..that's about all I can think of to say about that.
I hope it was helpful. happy.gif

The fog.  dry.gif
I, personally, like the fog, but it does make a 1v1 game a bit tedious.
A quick fix is to play a game of one-shot-kill.  tongue.gif
I will say this again... The fog is necessary.
I originally did not want to add fog, but I had to.
The game can not show you this many objects without lagging a lot.
You may be able to reduce it a bit though without the lag getting too bad.
Here's what I did...
I injected the sky meta from 343GS, changed the fog color back to the original BG fog color because it looks better, then customized the fog variables a bit.
You can set the fog back to what it used to be (using HMTv3, with the "sky" plugin) by setting the "thickness" to 0.4, "start dist." to 3 and "solid dist." to 100....but, because I injected the sky meta from 343GS the sky will still be all hazy.
If you want it completely back to normal just COPY clean BG sky meta & PASTE it over the modded sky meta.

Apparently pimpY found a spot where you can get stuck. (Thanks for letting me know!)
I'm not exactly sure where it is....haven't looked for it yet.
Sorry...my bad.
Unless a lot more bugs are found I probably won't be releasing a repaired version.
Maybe a tiny patch to fix that hole if enough people want it.
It's probably easy for everyone to fix it themselves with SparkEdit.

Yes, the panel could be imported to another level without much difficulty.
I am presently working on another project, but I will try to do this pretty soon.
I agree that Sidewinder is a sick level & really, really needs some good mods,
so this will probably be the first one I work on.
In fact I have some plans to do a slightly more advanced mod for sidewinder, hopefully using a new, larger collision model, thus hopefully there will be no fog.

This mod did take me a while. I've been working on it in some form intermittently for a couple months.
Yes, I could have added teleporters, but to be honest, by the time I finished all the structures I was a little burnt out and didn't really feel like doing it.
Besides, now that SparkEdit 3.01 is out you can add teleporters yourself easily.
(Note that teleporters by themselves have no model, so they're invisible. If you want to be able see where they are in-game you will need to mark them with scenery. The nicest way is to just duplicate some misc. scenery object, then swap it for the teleporter_shield scenery object. Yes, the green shimmery thingie is scenery. It's just not normally used in the game anywhere, so you have to bring it out, like the log.)
I could also have moved the CTF flags, but I couldn't figure out what the best spots to put them would be, and I figured people could just move them themselves to right where they want them.

Regarding any changes to the structures, etc. I appreciate your criticism and ideas, but like I said, I'm kinda' burnt out on this mod, so I probably won't be modifying any of the buildings, adding on or changing anything.
Please feel free to modify this mod in any way you want.
In addition, in case anyone isn't sure, I don't mind if you release any variation of this mod to the public.
As long as you, um, rename it and hopefully give me a shout in the readme.  wink.gif
In fact I'd really like to see them released!
Just have fun with it and do whatever you want, ok.  biggrin.gif

Oh yeah! XW, thanks for the new hosting & link to the mod!
I haven't been having any trouble downloading from Halomods, but it appears some people have. Keep in mind that if you have a slow connection (like me..damn dialup) it takes an extra long time for files to transfer from Halomods and it often causes the IE window to freeze for quite a while, but just be patient and it'll work.
Since it's really my responsibility to host my mods, and I want to make sure that, no matter what, people can access it, here another link to the mod at my site.

Scenery Architecture 1 - Structures (BG, NTSC)

Oh yeah, by the way...this is the tutorial. I hope it helps.  wink.gif

THANK YOU EVERYONE!! biggrin.gif
Logged

MoeMan949222

  • Archived User
  • Sr. Member
  • *
  • Posts: 493
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #41 on: February 25, 2004, 07:43:00 PM »

aweseome job !!
Logged

blaze_1ne

  • Archived User
  • Full Member
  • *
  • Posts: 177
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #42 on: February 26, 2004, 07:01:00 AM »

beerchug.gif
this definately would be awesome to put structures like these in sidewinder! add some more teleports here and there and the level would be set...
Logged

pimp

  • Archived User
  • Sr. Member
  • *
  • Posts: 309
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #43 on: February 26, 2004, 08:47:00 AM »

nice tut, but i also found another bug, when u croutch on the helth in the box on 3rd floor, you fall through too. guyt great work!
Logged

powerpak

  • Archived User
  • Jr. Member
  • *
  • Posts: 84
My New Xbox Halo Mod! (bg, Ntsc)
« Reply #44 on: February 26, 2004, 09:40:00 AM »

just an idea, couldn't you change the fog to invisible? like the glasshouses? badass job by the way. I also was wondering if anyone would like to make me a map from a drawing. I have no idea where to start with collisions and hmt or even sparkedit, nor messin with textures, shapes, and other crap. Please dont flame me I am just askin if someone would like to do it. Of course I will let them take full credit for the final design, or course, however, i would like to be credited with the original one. I just wanted to know if someone could make me a custom map in other words, from a drawing I could make and send to the maker.
thanks.
Logged
Pages: 1 2 [3] 4