Halo 2 Photography

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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

Random Soldier: "Um....MEDIC!"
Field Medic: "Yes I'm h...whoa...."
Random Soldier: "My arm came off, is that normal?"
Field Medic: "I'm more concerned as to why it's floating..."

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Screwing around while doing some collision to Outpost....my right hand weapon is a collision gun with no first person.
Interesting fact, if I drop the left weapon, the arm goes away. If I pick it back up the arm reappears in that spot.
You can also see it through walls and shit...
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CaptainPoopface
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Re: Halo Photography

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Looks pretty good, similar to Lockout or Ascension. I like small maps, but it seems a little too small with not enough options, as if it just needs one more little touch. Maybe a tunnel or sealed area at the bottom that air lifts to one of the other platforms, or a zipline (angled grav lift), or a thin outer rig of beams that goes out and above the platforms but is precarious to walk on. I do not know or care if it's supposed to be an emulation of something that has already been made and therefore "should be reproduced down to the last detail"; I'm just trying to imagine how it would play.

The onslaught of gray is pretty fierce. Can you liven it up with some shaders for the walkways that have pulsing lights or something, or maybe give it a different sky? Put it over a massive body of water?

Also, it sounds like the active camo is the lsnd for the lifts and becomes pretty obnoxious. You'll probably rectify that though.

:idea: DON'T FORGET TO RELEASE IT.
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troymac1ure
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Re: Halo Photography

Post by troymac1ure »

I sure play is good, although I cannot stop from falling off the edges :roll:
Not SLC at the moment, but has a nice feel. It is small, but fast paced.

One gripe is that the walls have a cut corner, but there is still collision there, so trying to pick someone off through the cut corner doesn't work. Other than that, it's a good base.
Also, I found I kept hitting my head on the platform above trying to jump from one point to the next and then I wouldn't make it and fall...again. lol. But that's just needs more play time on the map.
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DemonicSandwich
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Re: Halo Photography

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OK. After tinkering with shit, buffing out the bugs I encoutered, I have....part of the map done.
Got the model injected first which was cake to complete.
Got bullet collision setup after all by combining 17 [coll] tags together. Adding chunks is a bitch without a chunk cloner.
Got physical collision setup today by making a custom phmo tag. There is a small bug with the physical collision from which I know the cause but am unable to solve.
Well with all those obstacles out mah damn way I can get the other parts setup quicker.

Object Count: 1
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*Those inner 4 wedges of coll are spun 45° by one of the nodes. Was lazy.
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Grimdoomer
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Re: Halo Photography

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What did you enable in yelo to get output from scripts?
Don't snort the magic, we need it for the network.
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CaptainPoopface
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Re: Halo Photography

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I want to know how to do custom coll, and ideally, a program that will do most of the work for me. :P

Is it only for blocs and machines? Can I make a single large projectile now, or one in the shape of an octagonal donut? Does it work for bipeds, weapons, vehicles? Gimme gimme.

How custom is the phmo? I want that too.
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DemonicSandwich
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Re: Halo Photography

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Grimdoomer wrote:What did you enable in yelo to get output from scripts?
Debug Output.
CaptainPoopface wrote:I want to know how to do custom coll, and ideally, a program that will do most of the work for me. :P Is it only for blocs and machines?
Does it work for bipeds, weapons, vehicles? Gimme gimme.
There is no program that does it, at least not one alone.
It works with all objects. Because the coll information are stored in the BSP reflexive, you can have multiple instances of coll for a single permutation.
CaptainPoopface wrote:Can I make a single large projectile now, or one in the shape of an octagonal donut?
Um what?
CaptainPoopface wrote:How custom is the phmo? I want that too.
I took the phmo from the packing crate, set the reflexive pointers for it's Rigid Body, Box Shapes, and Nodes reflexives external to another phmo but upped the chunk count to 20 each. Parse and Dupe. Reset the pointers on the original tag.(will freeze if you don't)
Then after fixing the chunk data, I link the Box Shapes to the Rigid Bodies, and the Rigid Bodies to the Nodes.
This way I can move/rotate the boxes using the nodes since we know what rotation system the nodes use, unlike that used for the boxes.

There is a bug with using this method though.
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Re: Halo Photography

Post by OwnZ joO »

I have a feeling you would be a very good programmer Demonic.
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CaptainPoopface
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Re: Halo Photography

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CaptainPoopface wrote:Is it only for blocs and machines?
Does it work for bipeds, weapons, vehicles? Can I make a single large projectile now, or one in the shape of an octagonal donut?
Um what?[/quote]

For example, if a weapon currently has no coll reference in its hlmt, can I make it one with this method? Say I want to give the sword projectile collision along the length of the whole blade. Swapping coll yields mixed results for me, I suspect because of markers and models and crap not lining up. I'd settle for a large rectangle, if it could be oriented properly.

Let's say I want to make a giant projectile, the size of the soccer ball. Can I build the coll for this using some mess of cubes, or even just one big cube rotated? I want giant projectiles, of which there are none in the game (the wraith mortar only has collision in its very center). I also want to fire very large donuts of death as single projectiles, so that if I get someone exactly inside the reticle, it will go around him without harming him. To my knowledge, even with my vast repository of cleverness and dirty tricks, this is not possible right now. I really want to make my own projectile coll, and by that I mean projectiles that have custom shapes.
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Grimdoomer
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Re: Halo Photography

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Coll uses a bsp tree.
Don't snort the magic, we need it for the network.
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

CaptainPoopface wrote:
DemonicSandwich wrote:
CaptainPoopface wrote:Is it only for blocs and machines?
Does it work for bipeds, weapons, vehicles? Can I make a single large projectile now, or one in the shape of an octagonal donut?
Um what?
For example, if a weapon currently has no coll reference in its hlmt, can I make it one with this method? Say I want to give the sword projectile collision along the length of the whole blade. Swapping coll yields mixed results for me, I suspect because of markers and models and crap not lining up. I'd settle for a large rectangle, if it could be oriented properly.

Let's say I want to make a giant projectile, the size of the soccer ball. Can I build the coll for this using some mess of cubes, or even just one big cube rotated? I want giant projectiles, of which there are none in the game (the wraith mortar only has collision in its very center). I also want to fire very large donuts of death as single projectiles, so that if I get someone exactly inside the reticle, it will go around him without harming him. To my knowledge, even with my vast repository of cleverness and dirty tricks, this is not possible right now. I really want to make my own projectile coll, and by that I mean projectiles that have custom shapes.
Sorry to break it to you, but that's how ALL projectiles work. They don't register a collision when their coll comes in contact with another coll. They register a collision when the projectiles origin (absolute 0,0,0) comes in contact with coll.

Also, the coll combines the BSP tree with several other reflexives to match up with Permutations
----------
In a matter of Outpost, I managed to get Center Structure injected, only to find that the verts on several parts aren't lining up.
Turns out, some of the verts were off by a little as 0.0005 units but that was enough to produce a small white seam where the two edges are supposed to meet.
Forgot to weld some verts here and there and they eventually shifted. Got them fixed though, although I have to fix and reinject the main model. :¬_¬:
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NotZachary82
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Re: Halo Photography

Post by NotZachary82 »

Was it not modeled as a single mesh originally, and then had shader groups separated? That wouldn't cause any seem issues.
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DemonicSandwich
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Re: Halo Photography

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NotZachary82 wrote:Was it not modeled as a single mesh originally, and then had shader groups separated? That wouldn't cause any seem issues.
It originally was a complete mesh. Which was broken apart and injected into the first build.
Which I then re extracted into 3ds, cut the model up, mirrored, etc. until it was perfect semitrical.

Somewhere when I was slicing planes, some verts didn't get welded and eventually got shifted somehow. Either way, shit happened, and I fixed the model.
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Re: Halo Photography

Post by DoorM4n »

Demonic and Dark, you guys are doing amazing jobs! Keep up the great work! :D
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DemonicSandwich
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Re: Halo Photography

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The ground mesh used to bounce around when you moved the camera, fixed that. Fixed the mesh seams.
I made a few changes to the center structure because I wasn't happy with the helipad.
(Changed the light from orange/yellow to white, it caused the clay shaders to blend together color-wise.)
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troymac1ure
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Re: Halo Photography

Post by troymac1ure »

DemonicSandwich wrote:The ground mesh used to bounce around when you moved the camera, fixed that. Fixed the mesh seams.
I made a few changes to the center structure because I wasn't happy with the helipad.
(Changed the light from orange/yellow to white, it caused the clay shaders to blend together color-wise.)
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Wow DS, that's looking really good. I give you props.
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NotZachary82
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Re: Halo Photography

Post by NotZachary82 »

Ugh. The shadows. ;_;
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Re: Halo Photography

Post by Gary »

Which would you rather, not-so-great shadows or none?

I have been messing around with shadows recently, there awesome as long as the light is not scaled to big.
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Re: Halo Photography

Post by NotZachary82 »

The post was more along the lines of: "It's so unfortunate that we have to fake the lighting when a BSPs lightmap wouldn't waste as many resources and would look much better. ;_;"
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

I'm in ur gamez, observing u play.
Image
I figured this thread needed something.
I dunno, I screwed with this before and it didn't work, but I tinkered around a little further and it worked to some extent.
The first match I tested this with, I switched teams, just went poof, and was watching the dummies. Then on when I did it in a second match just the score would disappear and I'd still be alive and would take affect after I died.

Doesn't work right with Team games as the Observers are designated as their own team and they would be observing nothing.
But then again I shouldn't expect much since I did nothing beyond changing one Int.
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Re: Halo Photography

Post by DoorM4n »

ZOMG this is amazing!
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Re: Halo Photography

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Can you explain what int you changed? Does the observer mod work between just two players on splitscreen? When I tried to make a game with max 1 active player, it would end immediately, so I suspect that is what would happen. Still, even with 3 players on splitscreen, it might be cool as a way to get 3P view without Yelo.
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Re: Halo Photography

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I tested it with one player on my modded xbox, and with two players on my 360. It works over system link but it problematic.

What I did was go into the [goof] tag in the main menu, goto the "Create New Slayer" reflexive.
Scroll through the chunks until you get to one where the Enum says 13: match observers.
Change the "value" below to 1.
Create a new gametype with that main menu and play it.
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Re: Halo Photography

Post by CaptainPoopface »

Does anyone still have a patch for the beta of Dark's map shown on the previous page? Please post here or PM it to me if you do. I suspect it will never be released, but I would like to play with it for personal / splitscreen use.
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Re: Halo Photography

Post by CaptainPoopface »

DemonicSandwich wrote:I tested it with one player on my modded xbox, and with two players on my 360. It works over system link but it problematic.

What I did was go into the [goof] tag in the main menu, goto the "Create New Slayer" reflexive.
Scroll through the chunks until you get to one where the Enum says 13: match observers.
Change the "value" below to 1.
Create a new gametype with that main menu and play it.
OK, I tried this as another hack for a 3P camera without Yelo. It's possible, but it's a pain in the butt, and not a whole lot better than the workaround described in the Cadaver Abuse post (Create a 2 player limit and play with 3 controllers). The advantage here is that you get one half of the screen devoted to observing one living player on a single xbox.

You have to follow these instructions exactly: Start both players on the same team. The second player's spawn must be blocked by the first player (i.e., all spawns in exactly the same place). While the blocked player cannot spawn, changes his team to the Observers. He will then follow the active player with an overhead camera, but the scoreboard is constantly in the way. What's the best way to get rid of it? The camera angle is crappy sometimes, and can be improved if the active player commits suicide and has a long respawn time.

If you don't follow these instructions, either the game will immediately end when one player changes teams, or the observer will constantly observe the spot where he changed teams, and the camera won't move.

I'm kinda disappointed, but it's something to play with.
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