I recently discovered the secret to creating a compass shader for Halo 2. Thanks to the help of DemonicSandwich, I figured out the simple changes that had to be made to a widely used Shader.
This is how I went about discovering this. (For all who care)
Well, It really is THAT simple.DemonicSandwich wrote:...a while back and pointed out that the SID "compass" reacted to the maps local North.
I just edited one of those ammo counter shaders to use it.
I first used Entity 2.1.3 With default plug-ins and duplicated the shader
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objects\weapons\rifle\battle_rifle\shaders\ones
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objects\multi\compass\shaders\compass
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objects\weapons\rifle\battle_rifle\bitmaps\number_pad
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objects\multi\compass\bitmaps\compass_pointers
I relinked the bitmaps, and opened the shader in the meta editor. I set it to show Invisibles, scrolled down to the "Shader Effects" and changed the position to the SID "compass" and the next SID input (labeled "Unknown") to "primary_ammunition_ones" then saved it.
I injected the bitmaps in this order (This is for a 10-chunk bitmap)
0 north
1 northwest
2 west
3 southwest
4 south
5 southeast
6 southeast
7 east
8 northeast
9 northeast
Pictures
Side Note: When I inject with a 8 chunk bitmap, when I turn west the pointer goes north west then jumps to east. So i might update this later with only 8 chunks, but for now It will have ten, it performs the same.
Well, that wraps it up. Enjoy!
Credit
DemonicSandwich for telling me about the SID "compass" and how he used it in a ammo counter shader
DarkShallFall for discovering the SID "compass"