your weapon, its not glitchy, did you do the the multi shader thing in hex?DemonicSandwich wrote:Messed with some shaders. Made the BR ammo counter count into the hundredths place.
http://files.remnantmods.com/demonicsandwich/random_shit_i_did/triple_didget_counter.gif
Click for Flash animation. (6.3MB)
Halo 2 Photography
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Re: Halo Photography
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh babyDemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
A cat was licking itself to the sound of potato chips.
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Re: Halo Photography
I used the battle rifle as my weapon.xxpenguinxx wrote:your weapon, its not glitchy, did you do the the multi shader thing in hex?DemonicSandwich wrote:Messed with some shaders. Made the BR ammo counter count into the hundredths place.
http://files.remnantmods.com/demonicsandwich/random_shit_i_did/triple_didget_counter.gif
Click for Flash animation. (6.3MB)
The battle rifle has two active model parts. The gun itself as Part 1, and the charging handle knob as Part 0.
I extracted the battle rifle. Saved the ammo counters over Part 0, and the gun over Part 1.
I injected this model set twice. First with normal Entity so that my ammo display will have multiple shaders. The ammo shaders don't use tangents so it doesn't matter.
Then again with PMI Entity so that the gun has correct shit working. The PMI Entity groups all model parts into a single submesh and thus all model parts, gun and ammo counters, all used the same shader data.
So hexing a PMI model is rather pointless since the entire model will use a single shader chunk.
I copied the Part 0 chunk (ammo counters) from the Normal injection and pasted it over the Part 0 chunk of the PMI injection.
So now I have a PMI gun and ammo counters linked to multiple shader groups.
I opened the part 0 raw in hex and changed their groups. They were initially linked to shaders 0, 6, and 5. I changed them to 4, 5, and 6.
I then edited the function data of the hundredths shader to only go up to submap 2 so that it counts for the hundredths place.
Getting the values just right is very easy now since I asked Cougar to make me a value converter.

Allot easier than finding the values with a hex editor.
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
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Re: Halo Photography
im not gonna say much about this, but its something i tried back in the day, that didnt work.
And some thought it was pointless. Now it will all have collision.
For now im calling it: uoıʇɐpunoɟ

And some thought it was pointless. Now it will all have collision.
For now im calling it: uoıʇɐpunoɟ

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Re: Halo Photography
I did that as well lol! I'll be happy to see it done 
You should put a crashed pelican or something in the middle.

You should put a crashed pelican or something in the middle.
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Re: Halo Photography
I am confused at what has been done...
And how does one pronounce uoıʇɐpunoɟe?
And how does one pronounce uoıʇɐpunoɟe?
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Re: Halo Photography
upside down foundation.
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Re: Halo Photography
Ill finish collision, and you can do the pelican. What do you say?
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Re: Halo Photography
Too bad the bsp turns invisable in places once its fliped, is there a way to make the bsp model skin, or mesh, if you prefer to include backfaces.
i can skin the blocs but it wont like as good as if i can fix the bsp shaders from dissapearing.
i can skin the blocs but it wont like as good as if i can fix the bsp shaders from dissapearing.
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Re: Halo Photography
I would extract the bsp model, flip facing, break the shader groups into separate models, inject the different models as bloc's, take one bloc and add all the attachments for the other models to the hlmt, then setting all the attachments to X:0 Y:0 Z:0, then adding the bloc with all the models attached to the obstacle pallet and placing the bloc at X:0 Y:0 Z:0.Ogrish wrote:Too bad the bsp turns invisable in places once its fliped, is there a way to make the bsp model skin, or mesh, if you prefer to include backfaces.
i can skin the blocs but it wont like as good as if i can fix the bsp shaders from dissapearing.
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Re: Halo Photography
Something new to try
Ive never done that befor, will it really work?

Ive never done that befor, will it really work?
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Re: Halo Photography
Yup.Ogrish wrote:Something new to try![]()
Ive never done that befor, will it really work?
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Re: Halo Photography
Make sure you close off the hole in the room with the fan. People will be able to fall out of the level if you don't. 

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Re: Halo Photography
collision wont be exactly the same, im changing it some. but there wont be any holes.
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Re: Halo Photography
If each injected bloc was givien its own crude homemade coll and phmo, and i attached them all to one bloc, could i then spawn the master bloc with attachments only and have all of them spawn/with model,coll,and phmo, in thereory 

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Re: Halo Photography
They'd have collision, but not phmo.
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Re: Halo Photography
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
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Re: Halo Photography
Then it would be perfect and by detail; I mean scenery and something to make it more "real".NotZachary82 wrote:Needs bumps and some more detail
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Re: Halo Photography
May I ask why the railings were removed?
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Re: Halo Photography
Bug in the newer PMI prevented it's injection.NotZachary82 wrote:May I ask why the railings were removed?
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
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Re: Halo Photography
I can has lightmap?


Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
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Re: Halo Photography
DUDE U GOTTA TEACH ME HOW TO FUCKIN DO THAT.