Halo 2 Photography
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
Please tell me they have full collision. 
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Halo 2 Photography
Probably recompiled the map with that extra vehicle tag and its recursives, cool, now let's see if you can do that with many other tags and also delete some existing in the original map, add and delete tons of chunks on scnr then i'll be very, very, impressed =)
But its looking promising so far.
But its looking promising so far.
- Grimdoomer
- Admin
- Posts: 1835
- Joined: Sun Dec 09, 2007 9:09 pm
Re: Halo 2 Photography
Clonning blocks already works it doesn't matter what tag it's on, as long as you don't go passed the bounds of that block's array. Although I'm pretty sure I already handle that. Deleting tags is kind of dumb, it doesn't save you much space and if you do it recursively then you are asking for trouble. Why people are so obsessed with deleting tags is beyond me, but it will be added. I think you will be more pleased about creating an empty project and only adding the tags you want in there, then you would be with deleting tags.neodos wrote:Probably recompiled the map with that extra vehicle tag and its recursives, cool, now let's see if you can do that with many other tags and also delete some existing in the original map, add and delete tons of chunks on scnr then i'll be very, very, impressed =)
But its looking promising so far.
Don't snort the magic, we need it for the network.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
Creating a new map project if possible, with just the tags you want, would be an ausome treat.
Trasfer or building SBSP perms with collision from one map to another, or a new project would
be another amazing and useful treat.
As for deleting chunks, it would be nice for correcting mistakes, if we could delete the models we inject that either
turn out like shit, or sometimes lag the map, then we would spend less time redoing stuff, and not add so many extra bits to
each map.
Trasfer or building SBSP perms with collision from one map to another, or a new project would
be another amazing and useful treat.
As for deleting chunks, it would be nice for correcting mistakes, if we could delete the models we inject that either
turn out like shit, or sometimes lag the map, then we would spend less time redoing stuff, and not add so many extra bits to
each map.
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Halo 2 Photography
Not that i'll mod halo 2 again, sure if there was a PMI, we need deleting tags because then we can make a base map with only two bipeds (elite/spartan), one weapon, one vehicle and a giant empty bsp box, that way the map is only about a few MegaByes, it loads faster ingame and also pretty sure it also goes faster on mutation/entity for that matter too.
Yeah anyways just need a base map with spartan/elite, one weapons basic bsp..
But i don't think i'll mod Halo 2 again unless there's proper model injection duhhh
Yeah anyways just need a base map with spartan/elite, one weapons basic bsp..
But i don't think i'll mod Halo 2 again unless there's proper model injection duhhh
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
I started this map last year, and forgot about it.
The plan was to give the whole map collision, but there wasnt enough spawns, so i added collision to parts of it then boxed in a small area
just to mess with.





The plan was to give the whole map collision, but there wasnt enough spawns, so i added collision to parts of it then boxed in a small area
just to mess with.





- CaptainPoopface
- Posts: 714
- Joined: Sat Feb 16, 2008 5:47 am
Re: Halo 2 Photography
I like it, like a new Turf. Makes me want to resume/release my flying mod.
BTW, if you're still interested in doing Reach-style powerups, I should tell you how to do the temporary run fast +/or jump high effect. There are some parameters you have to tweak in a jpt and the matg.
BTW, if you're still interested in doing Reach-style powerups, I should tell you how to do the temporary run fast +/or jump high effect. There are some parameters you have to tweak in a jpt and the matg.
- OwnZ joO
- Posts: 1197
- Joined: Sun Dec 09, 2007 4:46 pm
Re: Halo 2 Photography
I wish I had some of the old h2ce patches, XDest figure out the stun pretty much perfectly if I remember right, you'd just need to compare the differences and you'd have it mapped out pretty easily.
- kronosslayer
- Posts: 103
- Joined: Sun Mar 28, 2010 10:37 am
Re: Halo 2 Photography
Hello Remnant I am currently in the process of recovering my hard drive but am still modding so here is some misc projects i still have...



















- JacksonCougar
- Huurcat
- Posts: 2460
- Joined: Thu Dec 06, 2007 11:30 pm
- Location: Somewhere in Canada
- OwnZ joO
- Posts: 1197
- Joined: Sun Dec 09, 2007 4:46 pm
Re: Halo 2 Photography
Yeah looks sexy, I wish I had main menu skills like that.
- OwnZ joO
- Posts: 1197
- Joined: Sun Dec 09, 2007 4:46 pm
Re: Halo 2 Photography
What'd you do for that color? Mess with the values in egor?
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Halo 2 Photography
Nice to see someone modding the mainmenu widgets Kronos, nice job =P
@ OwnZ joO
You have to modify the shader, it a rbg value.
@ OwnZ joO
You have to modify the shader, it a rbg value.
- kronosslayer
- Posts: 103
- Joined: Sun Mar 28, 2010 10:37 am
Re: Halo 2 Photography
Yeah thanks to the the remnant community i have had great help. but my plugins are always outdated so i can never find the the one last value to edit
@ ownz "thanks to neodos" its the desaturate shader. Just edit the color bytes.
@ ownz "thanks to neodos" its the desaturate shader. Just edit the color bytes.

- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
my wraith so far...
Im having a problem rotating the camera for the turet, the turrets facing right but the camera is turned 180 degrees.
I tried changing the camera_gunner marker in the turrets model tag but it didnt work.
I had to change the k rotation from 0 to 180 in the first node of the turret model tag, to make the turret face the right way.


Im having a problem rotating the camera for the turet, the turrets facing right but the camera is turned 180 degrees.
I tried changing the camera_gunner marker in the turrets model tag but it didnt work.
I had to change the k rotation from 0 to 180 in the first node of the turret model tag, to make the turret face the right way.


- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Halo 2 Photography
Hahah pretty cool, make it shoot covenant canon flak would be ever more epic :p
- NotZachary82
- Posts: 1846
- Joined: Thu Dec 20, 2007 8:39 pm
Re: Halo 2 Photography
It reminds me of an alpha-staged Revenant remake.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
Thats what i did first but it was to powerful.neodos wrote:Hahah pretty cool, make it shoot covenant canon flak would be ever more epic :p
I made the turret fire from driver first, but then i was thinking how in reach a 2nd player opperarted, so i changed it.
But the turret is turned backwords when not opperated, and i cant seem to fix it.
I cant decide which way to go, with driver firing turret, revolent style, or 2nd player firing turret it will look like shit till someone gets in the seat.
- DemonicSandwich
- Trollwich
- Posts: 1620
- Joined: Sat Dec 08, 2007 9:47 pm
- Location: I...huh...I don't really know. x.x
Re: Halo 2 Photography
Wrong system of units thar.Ogrish wrote:I had to change the k rotation from 0 to 180 in the first node of the turret model tag, to make the turret face the right way.
Halo2 uses radians for nearly all rotational values. Markers included.
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"
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
i know it uses radians but not here, 3.14 does not do it, but 180 works perfect.
- DemonicSandwich
- Trollwich
- Posts: 1620
- Joined: Sat Dec 08, 2007 9:47 pm
- Location: I...huh...I don't really know. x.x
Re: Halo 2 Photography
I meant to say quaternions, not radians.
In which a 180* Z rotation would equal: I = 0, J = 0, K = 1, W = 0. (if I recall correctly) But eh, whatever.
In which a 180* Z rotation would equal: I = 0, J = 0, K = 1, W = 0. (if I recall correctly) But eh, whatever.
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"
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
- sabu
- Posts: 113
- Joined: Thu Mar 31, 2011 11:24 am
Re: Halo 2 Photography
Just got bored...














- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
Now you should add a snowmobile, and some destructable snowmen 


