HaloMD

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Sparky
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Re: HaloMD

Post by Sparky » Sun Jul 15, 2012 4:02 am

Sparky wrote:
Moxus wrote:
Sparky wrote: I can elaborate.
Please do.

OK
-=Moxus=-

P.S. What do we do if we can't fix the console problem?

Then you let me fix it. doublewaffletoasterstrudelpancakecopterlaughter
I should elaborate tomorrow. Been up since 5:15am as a poll worker and I'm
mildly
very fatigued now that it's 9:54pm.
This has been the story of my life for at least the past month now. I think my lifestyle is not healthy right now. I must ---



although it seems more like ---
Either you are groping for answers, or you are asking God and listening to Jesus.

Sparky
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Re: HaloMD

Post by Sparky » Sun Jul 22, 2012 10:59 am

I think I figured it out. The problem seems to have to do with the Script data blocks that Sapien adds to the maps when you save the map in sapien.

It's really weird though, but here are my findings:

- I reinstalled Halo Custom Edition because it was having problems and would not open, giving an exception error.
- I streamlined the metadata of the Crossing map down to its bare bones, even using clear afternoon as the sky and the original bloodgulch bsp as the bsp, but the console command sv_map would still not work with it.
- I reverted to default globals tag and sv_map would still not work with it.
- I recompiled GvN's barrier map and the console worked with barrier and all the other maps, but still not with crossing.
- I noticed that the only data visible in Guerilla were the script blocks. The data sizes were the same in bloodgulch, the different versions of crossing I tried, barrier, and another random default scenario.
- I started a new scenario tag in Guerilla and the script blocks were 0.
- I built the cache files and the script blocks were still 0.
- I played the scenario in Halo Custom Edition and the script blocks were still 0.
- I opened the scenario in Sapien and saved it, and the script blocks were changed to what the other scenario files had.
- I built that second map file that was saved in Sapien (I made no changes, just opened, saved, closed) and the map compiled fine. I didn't notice any differences in what was indicated in the tool window while it was compiling, between the map without any script data that worked in Halo Custom Edition and the same map I opened, saved and closed in Sapien.
- I opened Halo Custom Edition and it crashed, saying the map I had saved in Sapien was corrupted.

So there is something weird going on with the script blocks in the maps. I will compare the two maps -- one with 0 script data and one with Sapien's script data -- to find out what the differences are, then I will erase/default those sections of the map in Crossing and we will see if sv_map works like it does in other maps.

Also, Halo Custom Edition crashes when I load up the original Crossing version I remade. It doesn't crash somewhere down the line... brb while I figure out what is causing it to crash... but this problem doesn't seem to have anything to do with the console problem...

Well, I thought it was the vehicles that caused the crash, but apparently it was the drivers-- er, i mean, something else. Oh well, it's fine now. No crashes. Console is still in question, though, and so the next step is to do what I mentioned in the 2nd previous paragraph.

If you want to test out the differences of the two maps yourself, here they are:
http://www.halodemomods.com/wiki/File:C ... esting.zip
Either you are groping for answers, or you are asking God and listening to Jesus.

Sparky
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Re: HaloMD

Post by Sparky » Sun Jul 22, 2012 12:07 pm

Alright another weird thing.

I looked in the metadata after uploading the map, and it appears that both maps now have script data in them. I have no idea why. Maybe Halo Custom Edition added it in when it loaded it? Or maybe tool added it to both map cache files? Sigh.

Anyway, there is a Script Editor data block right there also in the scnr. I converted both maps to demo using Pearl and (of course) Halo Demo didn't even hiccup from both. I even tried nulling the editor data, but I don't think Halo Demo is even touching that data anyway. Please convert all the included map files to full and let me know if the console is fixed at all. Also, if it is not, then please try setting all three script data values to 0 under the Int32 section of the scnr tag using Sparky's Plugins in Eschaton. I was going to upload another version of it with the script editor section set to 0 but that's pointless since you can mess with these three values yourself in Eschaton.
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<Sparky>: nil
<Sparky>: viewtopic.php?p=214410#p214410
<Sparky>: let me know if that is the problem
<nil_>: oh.
<nil_>: *looks*
<nil_>: console was always fine with Barrier
<nil_>: you may as well learn how to convert to full sparky..
<Sparky>: learn how?
<Sparky>: I think those script data sections are set when you open the scenario in sapien and when you open the map in halo
<Sparky>: but sapien corrupted it somehow
<Sparky>: or perhaps it's set in the map cache file with tool
<nil_>: or you could have converted to demo..
<Sparky>: i did convert to demo
<Sparky>: the console enabler didn't work
<Sparky>: it has broken on me yet again
<nil_>: hold down command right after you enter your password in HConsEnabler
<Sparky>: ok
<Sparky>: that worked before but I forgot
<nil_>: forces it to refresh its cache..
<Sparky>: didn't work
<nil_>: did the window pop up?
<Sparky>: no
<nil_>: you didn't hold down command correctly ;p
<nil_>: 'cos a window is suppose to pop up
<Sparky>: i did it again and it worked
<Sparky>: ok!
<Sparky>: the console works with the test 1 which was the brand spanking new map file
<Sparky>: testing 2 which was saved in sapien...
<Sparky>: that worked also
<Sparky>: hmm
<nil_>: I can't convert them to full
<Sparky>: conclusion: sapien corrupting the map was not the cause of the console issue
<Sparky>: but hey now i can test the other versions of crossing
<Sparky>: and see if they work in demo also
<Sparky>: crashed
<Sparky>: ok
<Sparky>: so I tested a bunch of them converted to demo
<Sparky>: as I did these same maps in Halo Custom Edition
<Sparky>: the console did not work in any of them
<Sparky>: as expected
<Sparky>: like it was in HCE
<Sparky>: but when I converted the one where the sky and bloodgulch bsp were used, the game crashed
<Sparky>: I also converted the one where it was the default bloodgulch map scenario and the game crashed
<Sparky>: this did not happen in Halo CE
<Sparky>: any ideas?
<Sparky>: conclusion:
<Sparky>: pearl breaks maps for some reason
<Sparky>: um
<Sparky>: or
<Sparky>: it was a problem with the globals tag
<Sparky>: no
<Sparky>: nevermind
<Sparky>: I reverted to the default globals tag through the course of version testing of crossing
<Sparky>: i will try converting barrier again with pearl and seeing if it works
<Sparky>: works and console works
<Sparky>: I don't know why.
<Sparky>: brb
<Sparky>: maybe you can figure it out based upon what I've said
<Sparky>: any ideas?
<Sparky>: I opened the crossing scenario tag in guerilla and removed all the data I could from it and it still didn't let the console work
<Sparky>: didn't work in demo either
<Sparky>: I even used the bloodgulch scenario bsp in the scnr tag and a different sky and it didn't work in halo custom edition, when i converted that to demo the game crashed
<Sparky>: I started a new scenario tag in guerilla and it worked in halo custom edition
<Sparky>: when i opened the scenario tag in sapien, the map crashed the game
<Sparky>: *when i opened the scenario tag in sapien and saved it, the map crashed the game
<Sparky>: when I converted both those new maps to demo, the console worked in demo
<Sparky>: there is no other data in the crossing scenario tag that I could see
<nil>: those new maps won't convert to full though?
<nil>: err those new maps you said hte console wokred..
<nil>: worked
<Sparky>: it only had 2 player starting positions, 1 bloodgulch bsp, 1 clear afternoon sky, and 1 netgame starting equipment entry
<Sparky>: i even specified those positions and equipment to "slayer" only
<Sparky>: that's the bare bones basics of a map
<Sparky>: the only other data showing up in guerilla was the scenario script data
<nil>: *wishes taxi was here*
<Sparky>: the sizes were the same as all other scenario tags
<Sparky>: i can send you the bare bones crossing map that has the bloodgulch bsp which crashed in demo and you can see how it differs from the halo demo default bloodgulch map
<Sparky>: barrier uses my empty bsp template and the console works
<Sparky>: also the new maps use my template and the console works
<Sparky>: so it's not the bsp
<Sparky>: it's not the sky tag...
<Sparky>: it's not any visible data in guerilla in the scnr tag
<Sparky>: my guess is that one of these things has corrupted the scnr tag
<Sparky>: for ce, demo and full
<Sparky>: the game engine
<Sparky>: it doesn't have to do with the bsp, the scnr or any other metadata that i can see
<Sparky>: i mean, it is probably the scnr tag which is corrupted
<Sparky>: moxus didn't use sapien for his demo version, so that's not the problem
<nil>: just an fyi, i'm not really a map modder
<Sparky>: it could only be one of the tags messing it up
<Sparky>: i could try remaking crossing again
<nil>: so the lingo with sncr, bsp, etc to me is similar to that of talking to a newb
<Sparky>: let me think this over a little
<Sparky>: in order to figure it out, I would need to start from a new scenario tag and go step by step to incrementally build the map again, opposite of what I did in reverse here.
<Sparky>: I remember there were some problems with the vehicles
<Sparky>: actually, during the testing of this, those problems disappeared when I used the MP versions of the vehicles
<Sparky>: as far as I could tell
<Sparky>: I was only using Slayer mode thoguh
<Sparky>: do you have any other suggestions besides what I said here, "I would need to start from a new scenario tag and go step by step to incrementally build the map again" ?
Either you are groping for answers, or you are asking God and listening to Jesus.

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Re: HaloMD

Post by Modzy » Sun Jul 22, 2012 6:27 pm

When converting to demo all versions of Pearl have removed scripts.

Sparky
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Re: HaloMD

Post by Sparky » Mon Jul 23, 2012 12:28 am

I am happy to announce that I found the problem. The netgame flags block was corrupted. I had suspected as much during the testing phases. Er... now I'm just going to have to confirm this was the actual issue, which it in 99% likelihood was.

EDIT: Yes, this was the problem. Everything works fine now, the console and everything. Pats on the back all around! Problem has been solved!
netgame flags block 40
element 0
position real point 3d 77.275002 -139.425003 13.150000
facing angle 0.000000
type enum ctf - flag
team index short integer 1
weapon group tag reference itmc
end element 0
element 1
position real point 3d 77.275002 -159.399994 13.150000
facing angle 0.000000
type enum ctf - flag
team index short integer 0
weapon group tag reference wpcl
end element 1
element 2
position real point 3d 77.274986 -159.000000 13.200000
facing angle 0.000000
type enum race - track
team index short integer 1
weapon group tag reference itmc
end element 2
element 3
position real point 3d 77.275002 -139.824997 13.200000
facing angle 0.000000
type enum race - track
team index short integer 2
weapon group tag reference itmc
end element 3
element 4
position real point 3d 77.269997 -149.500000 7.380000
facing angle 0.000000
type enum oddball - ball spawn
team index short integer 0
weapon group tag reference itmc
end element 4
element 5
position real point 3d 77.275002 -139.824997 13.200000
facing angle 0.000000
type enum oddball - ball spawn
team index short integer 1
weapon group tag reference itmc
end element 5
element 6
position real point 3d 77.274986 -159.000000 13.200000
facing angle 0.000000
type enum oddball - ball spawn
team index short integer 2
weapon group tag reference itmc
end element 6
element 7
position real point 3d 77.300003 -149.199997 4.250000
facing angle 0.000000
type enum oddball - ball spawn
team index short integer 3
weapon group tag reference itmc
end element 7
element 8
position real point 3d 77.300003 -149.800003 4.250000
facing angle 0.000000
type enum oddball - ball spawn
team index short integer 4
weapon group tag reference itmc
end element 8
element 9
position real point 3d 77.230003 -175.300003 7.380000
facing angle 0.000000
type enum oddball - ball spawn
team index short integer 5
weapon group tag reference itmc
end element 9
element 10
position real point 3d 77.300003 -162.000000 4.250000
facing angle 0.000000
type enum oddball - ball spawn
team index short integer 6
weapon group tag reference itmc
end element 10
element 11
position real point 3d 77.349998 -137.225006 4.250000
facing angle 0.000000
type enum oddball - ball spawn
team index short integer 7
weapon group tag reference itmc
end element 11
element 12
position real point 3d 77.360001 -123.699997 7.380000
facing angle 0.000000
type enum oddball - ball spawn
team index short integer 8
weapon group tag reference itmc
end element 12
element 13
position real point 3d 77.269997 -149.600006 7.380000
facing angle 0.000000
type enum race - track
team index short integer 0
weapon group tag reference itmc
end element 13
element 14
position real point 3d 77.379997 -137.225006 4.250000
facing angle 0.000000
type enum race - track
team index short integer 3
weapon group tag reference itmc
end element 14
element 15
position real point 3d 77.330002 -162.000000 4.250000
facing angle 0.000000
type enum race - track
team index short integer 4
weapon group tag reference itmc
end element 15
element 16
position real point 3d 78.274986 -141.000000 13.100000
facing angle 0.000000
type enum hill - flag
team index short integer 5
weapon group tag reference itmc
end element 16
element 17
position real point 3d 76.274986 -141.000000 13.100000
facing angle 0.000000
type enum hill - flag
team index short integer 5
weapon group tag reference itmc
end element 17
element 18
position real point 3d 78.274986 -137.824997 13.100000
facing angle 0.000000
type enum hill - flag
team index short integer 5
weapon group tag reference itmc
end element 18
element 19
position real point 3d 76.274986 -137.824997 13.100000
facing angle 0.000000
type enum hill - flag
team index short integer 5
weapon group tag reference itmc
end element 19
element 20
position real point 3d 78.274986 -158.000000 13.100000
facing angle 0.000000
type enum hill - flag
team index short integer 4
weapon group tag reference itmc
end element 20
element 21
position real point 3d 76.274986 -158.000000 13.100000
facing angle 0.000000
type enum hill - flag
team index short integer 4
weapon group tag reference itmc
end element 21
element 22
position real point 3d 76.274986 -161.000000 13.100000
facing angle 0.000000
type enum hill - flag
team index short integer 4
weapon group tag reference itmc
end element 22
element 23
position real point 3d 78.274986 -161.000000 13.100000
facing angle 0.000000
type enum hill - flag
team index short integer 4
weapon group tag reference itmc
end element 23
element 24
position real point 3d 76.874977 -143.934998 7.200000
facing angle 0.000000
type enum hill - flag
team index short integer 3
weapon group tag reference itmc
end element 24
element 25
position real point 3d 77.800003 -143.934998 7.200000
facing angle 0.000000
type enum hill - flag
team index short integer 3
weapon group tag reference itmc
end element 25
element 26
position real point 3d 76.874977 -155.000000 7.200000
facing angle 0.000000
type enum hill - flag
team index short integer 3
weapon group tag reference itmc
end element 26
element 27
position real point 3d 77.800003 -155.024994 7.200000
facing angle 0.000000
type enum hill - flag
team index short integer 3
weapon group tag reference itmc
end element 27
element 28
position real point 3d 75.500000 -178.500000 7.300000
facing angle 0.000000
type enum hill - flag
team index short integer 2
weapon group tag reference itmc
end element 28
element 29
position real point 3d 78.800003 -178.500000 7.300000
facing angle 0.000000
type enum hill - flag
team index short integer 2
weapon group tag reference itmc
end element 29
element 30
position real point 3d 75.500000 -173.300003 7.300000
facing angle 0.000000
type enum hill - flag
team index short integer 2
weapon group tag reference itmc
end element 30
element 31
position real point 3d 78.800003 -173.300003 7.300000
facing angle 0.000000
type enum hill - flag
team index short integer 2
weapon group tag reference itmc
end element 31
element 32
position real point 3d 75.675003 -125.699997 7.300000
facing angle 0.000000
type enum hill - flag
team index short integer 1
weapon group tag reference itmc
end element 32
element 33
position real point 3d 75.675003 -120.500000 7.300000
facing angle 0.000000
type enum hill - flag
team index short integer 1
weapon group tag reference itmc
end element 33
element 34
position real point 3d 79.000000 -125.699997 7.300000
facing angle 0.000000
type enum hill - flag
team index short integer 1
weapon group tag reference itmc
end element 34
element 35
position real point 3d 79.000000 -120.500000 7.300000
facing angle 0.000000
type enum hill - flag
team index short integer 1
weapon group tag reference itmc
end element 35
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facing angle 0.000000
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weapon group tag reference itmc
end element 36
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facing angle 0.000000
type enum hill - flag
team index short integer 0
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end element 37
element 38
position real point 3d 80.000000 -143.934998 4.200000
facing angle 0.000000
type enum hill - flag
team index short integer 0
weapon group tag reference itmc
end element 38
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position real point 3d 74.750000 -143.934998 4.200000
facing angle 0.000000
type enum hill - flag
team index short integer 0
weapon group tag reference itmc
end element 39
Either you are groping for answers, or you are asking God and listening to Jesus.

Sparky
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Re: HaloMD

Post by Sparky » Mon Jul 23, 2012 3:55 am

OK!
Now I must know the answers to these questions. If I don't get a CLEAR answer, you will get it however I decide is best:

ENERGY SWORD
Functionality: Halo 1 Energy Sword (instant kill melee only) OR Halo 2 Energy Sword (with lunge)?
Third person: Halo 1 Energy Sword OR Halo 2 Energy Sword?
First person: Halo 1 Energy Sword OR Halo 2 Energy Sword?

GHOSTS
Slayer: 1 per side OR 3 per side?
CTF: 1 per side OR 3 per side?
Oddball: 1 per side OR 3 per side?
KOTH: 1 per side OR 3 per side?
Race: 1 per side OR 3 per side?
Either you are groping for answers, or you are asking God and listening to Jesus.

nil
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Re: HaloMD

Post by nil » Mon Jul 23, 2012 4:45 am

NIce job on finding the problem!

I'd say 1 ghost per side for the gametypes, but if Moxus wants to chip in.. (make sure the ghost center aligns correctly, it may not how Crossing is as-now). Actually, what are the settings for the demo version?

1st person halo-1 sword, no lunge (I didn't even know third person was possible..)

As usual if we find any oddities or things to improve on, we can simply update the map. I think Taxi had posted a version here before which put in a halo 1 sword and made it 1 ghost per side so if you want to look at that.. Also be sure not to move that invisible barrier/platform to get on that platform below.
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

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Re: HaloMD

Post by Sparky » Mon Jul 23, 2012 7:38 am

Well.
LODs are buggy, so I'm not going to use them in Crossing. Sorry, I really wanted to, but you'll just have to stick with the highest level of model detail no matter how far you are away from the scenery. Not that there's much in the map anyway, but... just saying, in case you wanted to rip the scenery from this and import it into another map. It's buggy and seems to randomly choose one of the available LODs instead of using the one it's supposed to. So I'm only exporting the models at their highest quality now.
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Re: HaloMD

Post by Sparky » Mon Jul 23, 2012 8:15 am

Crossing

Crossing 1.1 for Halo Custom Edition

Crossing 1.1 for Halo Demo / Halo Trial

nil, please also post a mediafire link of this converted to Halo Full.
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Re: HaloMD

Post by nil » Mon Jul 23, 2012 10:54 pm

http://www.mediafire.com/?42d15ic6ge8lztg Current version of Crossing for Full.

I think the energy sword may need to be.. changed. The scenery textures may have room for improvement. Other than that, it seems fine to me, for now.

Taxi, whereeee areeee youuu?

And, Shaft is the only other map I want to consider at this point. Actually it's already included, so it'd just be a matter of improving it. Taxi made refinements to Barrier already.

I don't want to expand Shaft into the island. It is already large enough as-is, we don't need more space to expand on.

Modzzzy was looking to deprotect Fuel's version I think since nothing is really corrupted in it.

Shaft design I'm thinking - http://i.imgur.com/8EUAO.png - what is in green is just an idea, everything else represents how it is right now.

The map is basically top vs bottom bases, and there's two center levels. Some paths going upward or downward are only one-way. It's a little easier to go down due to jumping down platforms, but the bottom base has a lift to skip a center level (we could argue whether the sides are equally balanced or not.. hard to tell).

As is in Fuel's version, there are basically unused paths on both bases that I think would be interesting if they had teleporters that made you go to the "side" of the level (around the place where you can fall down to death), with some kind of walking sniper path (think sidewinder or geph.). Distance would have to be balanced to other routes.

There's some invisible barriers that need to go away (in one instance, the invisible barrier not allowing you to go up to the island should just be some machine things put in your way instead).

Cues of where to go need to be more obvious, otherwise the map is right now just confusing. Hidden route on top base going down is impossible to find almost, on one of center levels, it's easy to go in circles.

Just my thoughts.

[EDIT]: Well, there's outpost too, but I think for it to be satisfactory the 'teleporters' as doors thing needs to go, at the least..
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

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Moxus
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Re: HaloMD

Post by Moxus » Fri Jul 27, 2012 7:32 am

Sparky wrote:OK!
Now I must know the answers to these questions. If I don't get a CLEAR answer, you will get it however I decide is best:

ENERGY SWORD
Functionality: Halo 1 Energy Sword (instant kill melee only) OR Halo 2 Energy Sword (with lunge)?
Third person: Halo 1 Energy Sword OR Halo 2 Energy Sword?
First person: Halo 1 Energy Sword OR Halo 2 Energy Sword?

GHOSTS
Slayer: 1 per side OR 3 per side?
CTF: 1 per side OR 3 per side?
Oddball: 1 per side OR 3 per side?
KOTH: 1 per side OR 3 per side?
Race: 1 per side OR 3 per side?
1 Ghost for all gametypes, Halo one style behaviors for sword all 'round. If people want more ghosts, all they should need is a custom gametype.

-=Moxus=-
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Re: HaloMD

Post by Sparky » Fri Jul 27, 2012 10:35 am

Moxus wrote:
Sparky wrote:OK!
Now I must know the answers to these questions. If I don't get a CLEAR answer, you will get it however I decide is best:

ENERGY SWORD
Functionality: Halo 1 Energy Sword (instant kill melee only) OR Halo 2 Energy Sword (with lunge)?
Third person: Halo 1 Energy Sword OR Halo 2 Energy Sword?
First person: Halo 1 Energy Sword OR Halo 2 Energy Sword?

GHOSTS
Slayer: 1 per side OR 3 per side?
CTF: 1 per side OR 3 per side?
Oddball: 1 per side OR 3 per side?
KOTH: 1 per side OR 3 per side?
Race: 1 per side OR 3 per side?
1 Ghost for all gametypes, Halo one style behaviors for sword all 'round. If people want more ghosts, all they should need is a custom gametype.

-=Moxus=-
I removed all but the two center ghosts from the map. Even with a gametype that used all vehicles, only those two would show.
I'm planning to use the Halo 1 FP and 3P models based upon what Taxi included and what I'm revising with the HEK. So it would smell, waddle and quack like a duck.
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TaxiService
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Re: HaloMD

Post by TaxiService » Fri Jul 27, 2012 2:38 pm

oh hey, actually the model i ripped from one of sword's mods could be made better. You see, in the third person model the handle uses a soso opaque shader, while the blades use schi transparent shaders. The model sword used in his map is basically the sword model pasted into the plasma rifle first person model tag. It uses only a single soso shader for the whole sword, so the blades appear opaque too.

In Eschaton I was working on adapting the third person sword model to the plasma rifle fp animation trigger. By messing with the mod2's node names and meddling with PR's antr i was able to come up with something, but i couldn't get both the handle and the blades to show correctly.
  • Image

    Image

    Image

    Image
Those were the four ways i was able to put the sword in place of the PR. It seems that editing the rotation values in both the antr and the mod2 does nothing. >_> Each picture shows a different node to which the sword is applied to in the antr. (i remember nothing about the nodes though. All i remember about the nodes is: they are #29, either #28 or #30 and the last two.)

So, uh, yeah... do you think you could somehow adapt the sword model to the PR's animation trigger? All the antr would need is a pair of nodes compatible with those of the sword, and that'd be all! (although i don't know what i'm talking about. Adding nodes might mean that you'd have to tell the antr where the nodes would move in an animation, so yeah, see if that's easily feasible.)



PS: i'm asking for this because otherwise the sword would appear opaque. :V

PPS: in those screenshots the handle is not centered between the blades. I couldn't find a solution to this side effect of the hack i had to do to make the handle be drawn along with the blades.
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Sparky
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Re: HaloMD

Post by Sparky » Fri Jul 27, 2012 9:07 pm

don't worry, this is easier than you say. we already have the halo 2 fp animations, so all I need to do is replace the fp model... it would maybe even work as-is (just kidding)... so yeah, it's a simple swap for me.

the energy sword models use markers for glw! tag attachments, which are what make the sword glow. there are also ligh tag attachments.
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TaxiService
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Re: HaloMD

Post by TaxiService » Sat Jul 28, 2012 12:25 am

Yeah, i was going to ask you to implement the glw! attachments too, but maybe that would've been too much of a burden.
Also i guess you can ignore the ligh attachments in first person.
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