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Rotating battles

Posted: Tue Mar 04, 2008 2:49 am
by Ogrish
Ok heres my idea two large custom platforms, both rotating slowly in opposite directions, both having good cover, (box's,barrels,tents, buss's, etc...). A bridge to climb on or jump to above and in between the rotating platforms as a way to get from one to the other, and similer cover spread out on bridge. A base made of mach's or blocks and a warthog on each rotationg platform. Should be fun for capture the flag, king of hill or slayer, (snipers) :p

So thats my idea whadayathink?

Re: Rotating battles

Posted: Tue Mar 04, 2008 3:06 am
by Aumaan Anubis
I'd play it.

Re: Rotating battles

Posted: Mon Mar 10, 2008 8:33 pm
by Gary
i had an idea like this, but i had it back when i was kinda a n00b modder...
not saying its a n00b idea, i just couldn't make it at that time.

i would like to know more about your idea tho,
could you show me a pic?
like scan a drawing into a computer, then just upload it?
or make one in MSpaint.
I just want to see what your idea is.

Re: Rotating battles

Posted: Fri Mar 21, 2008 7:51 am
by GoldBl4d3
this is probably possible, as long as you can find something in Halo2 that rotates according to your Idea

Re: Rotating battles

Posted: Tue Apr 01, 2008 5:35 am
by Ogrish
well i started this mod, but didnt finish, because the collision of my platform wouldnt rotate, but the visual model did.

wierd huh! if you are interested in the idea, and want to know more, look here http://forums.halomods.com/viewtopic.php?t=75737

Re: Rotating battles

Posted: Tue Apr 01, 2008 10:32 pm
by Pop War HomEY
That would be such a kick-ass map. :shock:

Re: Rotating battles

Posted: Sat Apr 05, 2008 12:00 am
by Gary
if you dont mind, i'm learning about machs and i could maybe make somthing like this, i wont post it as my own.
it will just show well this idea works, and you can see if you like it.
GoldBl4d3 wrote:this is probably possible, as long as you can find something in Halo2 that rotates according to your Idea
many things rotate in h2, and i think i now the best one too.

Re: Rotating battles

Posted: Fri Apr 11, 2008 2:45 am
by Ogrish
its just an idea, of mine. i dont care who makes it happen, or makes anything similar.
id play it if its fun. I havnt been working on this since i failed the first time. maybe ill attempt again someday.

good luck on your mod, and if you need help, ill help where i can.

Re: Rotating battles

Posted: Fri Apr 11, 2008 3:06 am
by Gary
Ogrish wrote:its just an idea, of mine. i dont care who makes it happen, or makes anything similar.
id play it if its fun. I havnt been working on this since i failed the first time. maybe ill attempt again someday.

good luck on your mod, and if you need help, ill help where i can.
i was thinking maybe take the win-mill from zanzibar and swapping all the models with that lift from flood lab. (mode,coll,phmo)
so then it would work right?
(only one way to find out)

Re: Rotating battles

Posted: Fri Apr 11, 2008 5:16 pm
by Ogrish
it dosnt work for me, when i edit a mach, by swapping models they show up but dont move.
they have to be linked to the jmad somhow. usaully i can get the visual model rotating, but the phomo is stationary. thats why i havnt finished this mod.

ill retry, maybe i did somthing wrong.
you should contact captain poop face he did a map called Carousel that has a similar concept.
http://forums.halomods.com/viewtopic.php?t=63764

Re: Rotating battles

Posted: Fri Apr 11, 2008 11:34 pm
by neodos
It's probably linked to something called "node" on phmo coll and mode but i guess something else more for phmo too.

Re: Rotating battles

Posted: Sun Apr 13, 2008 9:37 am
by Dragonfire
Ogrish wrote: you should contact captain poop face he did a map called Carousel that has a similar concept.
http://forums.halomods.com/viewtopic.php?t=63764
Yeah, but if i remember correctly, he actually used the zanzibar wheel, not have it something dif that uses the same rotating principle...

Re: Rotating battles

Posted: Sun Apr 13, 2008 2:21 pm
by Aumaan Anubis
You know... you could use the Zanzibar wheel, but with a different model. Then use neodos' tutorial to edit its collision to your liking.

Re: Rotating battles

Posted: Sun Apr 13, 2008 2:38 pm
by NotZachary82
Aumaan Anubis wrote:You know... you could use the Zanzibar wheel, but with a different model. Then use neodos' tutorial to edit its collision to your liking.
ya, cus its that easy when it more than likely has more vertices and such :roll:

Re: Rotating battles

Posted: Sun Apr 13, 2008 2:53 pm
by neodos
K i am gonna attempt to get a big plaform that spins.

Re: Rotating battles

Posted: Sun Apr 13, 2008 3:01 pm
by Aumaan Anubis
NotZachary82 wrote:
Aumaan Anubis wrote:You know... you could use the Zanzibar wheel, but with a different model. Then use neodos' tutorial to edit its collision to your liking.
ya, cus its that easy when it more than likely has more vertices and such :roll:
I didn't say it was gonna be easy :|

Re: Rotating battles

Posted: Sun Apr 13, 2008 3:35 pm
by neodos
Well, it seems that the rotating phmo are using physics models and not the reflexive that i show on my tut, so it's way more complex, i believe that planes+ bounding boxes + vehicles parts are for the physics model and the uknow reflexives, in my opinion the parallelepipedal model can't be used to spin, i mean to be animated :/

so you could take the simplest phmo model that uses vehicle part, bouding boxes and planes, and try to find the bitmask that make it rotate and also links it to the jmad and then resize the phmo model.