| QUOTE (UberJim @ Feb 24 2004, 05:59 PM) |
| How hard would it be to make a single platfrom that can cover the entire map? That way you could have a flat surface to start a new level from. |
That's one of my goals, but I just don't understand enough about the collision models yet to be able to do that.
For some reason I am unable to stretch the collision model past a certain point and I haven't yet figured out how to get past that limitation.
1 question does it run really slow(cant try it at school)
either way its tight
This post has been edited by unsc1 on Feb 24 2004, 05:50 PM
Wow, that's awesome.
It doesn't run slow, there are a couple places it lags a bit, but it is mostly perfect.
What about working with something other than the log? Doesn't the Oversheild have a cube colision model? If that just has 8 vertices than it seems like you could make some good platforms with it.
Looks awesome
If I was more ambitious I would block off an area in sidewinder and make the bunker from goldeneye or something, but Im sure that would take a long time :rolleyes:
or with the rail gun make some perfect dark maps
hmm easier to break out the 64 nevermind
thats sweet
if i can make my railgun shoot thru walls, these mods will compliment each other perfectly!
holy shyt!!...this is what has been needed for the xbox for a while... So ur saying that u actually changed the collision model for an object.....that is just friggin sweet. And u say that the readme tells how u did it?...just in case, did u edit the hex (i think so) or somehow extract the collision model as an object file?....if u did the hex, which im thinkin, then was it just like the ascii editing of an obj file in notepad? BTW, i didnt notice this was for xbox till i closed the window!! :D :evil:
yeah not halo 1.1 unless someones can get online play maybe X2 will figue out how to put a mini interenet service type of thing imbeaded within the bios....well any way good job im in school i cant play it now but other then that looks great
xorange do you think it would be too complicated to eliminate most, if not all of the fog...with the amount of structures i think it'd be safe, plus it's really fuckin hard to see...other than that it's badass...i just wish you could see more...
| QUOTE |
| The fog has been added for clipping and is necessary to reduce lag. Sorry. |
i'm gonna try that other method you mentioned to reduce it..

| QUOTE (FunkmaztafoX Jan 10 2004 @ 09:49 PM ) |
| If you can do this (add things to maps), what's to stop you from adding objects in other maps, like bridges in SW, and teleports in HH? |
source from
http://forums.xbox-s...dpost&p=1039494AM I A PROPHET OR WHAT?!?!anywho, go get'em xorange.
i cant dowload it
did you take it down?
keep it up
~P1[M]p¥~
is there a way to import the tree or something like that into another level like SW or Damnation so you could change the level
or could u just make a storage unit in damnation flat using 3dsm and apply the coll model to it??
Like doom
F*ckin beautiful man. How long have you been working on this?
can anyone help a brother out and post another link to this wonderful mod?
this is without a doubt the best mod yet
played some 4 v 4 ctf last night on xbc with my rival clan and man it was awesome
now if your holding the flag in the truck and waiting for your teamates to recover the home flag youve finally got something to do and places to go
very impressed,,despite the holes in t he corners like pimpy mentioned. nice sniper perches, weapon placement,and screw what they say keep the fog.
if you dont mind im gonna make some skin and tex changes for myself.
now if i could make it nighttime and get the sniper rifles nightvision to work we'd be in business
2 request and ill be satisfied, rework the fort beind blue base like the one behind red and make the flags spawn in there so we could finally use red and blue bases like the tiny unfortified outposts they are
Are you going to post a tut on this and if not you have to do a panel or something like it to sidewinder as im fed up with bg mods why does everyone insist on modding for it sidewinder is way better. Trouble is what do you use to strech on sidewinder as pretty much all the stuff is used plus a collision model shaped like the untextured top of the level would be tight you just have to post a detailed tut for this one.
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.
DONT FORGET THE FRICKIN TUTORIAL MAN COME ON GUYS ASK HIM......................................... opps sorry alter ego burstin out more dried frog pills for me.
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!
Looks amazing, cant wait to try it!

for anybody who can't download it:
Scenery Achitecture 1 - Structures by xorange (RAR, 911KB)
how?
HMT 3, i think it's the sky plugin that lets u edit it.
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. 
The fog.
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.
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.
In fact I'd really like to see them released!
Just have fun with it and do whatever you want, ok.
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.
THANK YOU EVERYONE!!
aweseome job !!
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...
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!
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.
Thanks xorange that will give me a better idea of what going on and much as i hate it im going to have to get better at hex sigh.
Sidewinder is the mp map to rule on its bigger more ways round it and alot better suited for 1 vs 12 or 16 player deathmatch.
So whats the mod for sidewinder and what model r u using cause there isnt much spare.
Hey one thing and your the man to ask i guess (and i've asked loads of people this) is why on sidewinder do the large rocks randomly generate each time you load up the map i mean i know there are 4 models but there must be a way to select which one you get it gets bloody annoying building rock piles when people just hop through the gaps.
Cant wait for the sw edition.
Not that i know of but there is a patch to make you halo into ntsc and if you have a mod then you will have np playing it.
This is really cool, I think these platforms would be great for boarding action. I'll start on making a similar mod for B.A. if I can get platforms on it once the semester is over.