Halo 2 Photography

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DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

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XZodia
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Re: Halo 2 Photography

Post by XZodia »

Pretty Cool.
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fuzzman
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Re: Halo 2 Photography

Post by fuzzman »

What. Please show me how you did that
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Ogrish
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Re: Halo 2 Photography

Post by Ogrish »

Looks cool, im guessing you replaced the bitm linked to the the widgets.

I tried doing something similar in the past but i wanted moving pics and failed trying to do it.
Did you stop the scrolling or is any scenery still moving in background, If not you could add afog layer and reolace the scrolling marquey.
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neodos
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Re: Halo 2 Photography

Post by neodos »

Pretty cool, my guess is he moved the camera to a position in the map were he placed those two bipeds with these animations, although you could also use the wgit to make a model appear within the interface as I did in the 3volved mainmenu, a spartan in the lobby.
DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

neodos wrote:Pretty cool, my guess is he moved the camera to a position in the map were he placed those two bipeds with these animations, although you could also use the wgit to make a model appear within the interface as I did in the 3volved mainmenu, a spartan in the lobby.
Yea thats simple, I wouldn't have gotten the same effect. These 2 are shooting at each other in realtime.
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fuzzman
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Re: Halo 2 Photography

Post by fuzzman »

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Alright i figured it out. But did your quick options screen text strings get messed up too or is that just me?
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DoorM4n
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Re: Halo 2 Photography

Post by DoorM4n »

Oh wow, something did get fucked up, hah. That looks awesome though. I was telling dark that he should go to the spacestation.map and take out the scenery of the captain clapping and put it there.
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fuzzman
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Re: Halo 2 Photography

Post by fuzzman »

lol i was trying to edit the elites animation to the cheering taunt but i guess the game's not feelin' it.
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neodos
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Re: Halo 2 Photography

Post by neodos »

fuzzman wrote: Alright i figured it out. But did your quick options screen text strings get messed up too or is that just me?
You copied the reflexive from the profile wgit right?
Its just you have many chances that it gets messed up, I used to get the "interface model" (named it "models script objects" on my plugin ) reflexive from the wgit tag "task_progress_dialog".
If chunk cloning you can always edit the plugin, replace the reflexive by 2 "int" reload the plugin copy the two values from the tag "task_progress_dialog" (since its xbox live won't be used) and paste those into the tag you want to have the "interface model" reflexive.
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Re: Halo 2 Photography

Post by DarkShallFall »

struct(tagblock) = 8 bytes, 2 uints
uint 1 = chunk count
uint 2 = tagblock offset
to get to a chunk, chunk # * size

Example of neodes' explanation

Code: Select all

    <uint name="chunk count" offset="44" visible="False" />
    <uint name="offset" offset="48" visible="False" />
    <struct name="ModelScript Objects: Scenery/Bipeds...)" offset="44" visible="True" size="76">
      <short name="Unused" offset="0" visible="False" />
      <short name="Unused" offset="2" visible="False" />
      <short name="Transition type (bitmask)" offset="4" visible="True" />
      <short name="Variation?" offset="6" visible="True" />
      <short name="Unknown" offset="8" visible="True" />
      <short name="Unused" offset="10" visible="False" />
      <struct name="Script Object" offset="12" visible="True" size="32">
        <string32 name="Script Object name" offset="0" visible="True" />
      </struct>
Also, I nulled the camera script and edited the first chunk of the cutscene camera, there are already bipeds placed in the scnr, those are the bipeds used in the "Model Script" tagblock. My bipeds are in the bsp, and not in the UI.
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fuzzman
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Re: Halo 2 Photography

Post by fuzzman »

Damn i didn't even think to check the scnr and ill have to try what you and neodos did. To be honest though that was the first time in all these years modding that iv'e even touched the mainmenu in any other way than skinning the halo 2 sign. It seems like its blooming with cool possibilities though so i'll have to mess around with it some more.
DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

Well the concept behind using other data for tagblocks is really nice too. It works for things other then the main menu, like you take a new map and use the hell out of other tagblock data for your tag, and then export that tag and build it into your project map, it disposes of the dirty fear of clunk choning(old inside joke).
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fuzzman
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Re: Halo 2 Photography

Post by fuzzman »

That's pretty cool. Like what i normally do to make tags and than build them into separate maps is decompile/recompile my map and then do chunk cloning with an entity with default ironforge plugins and than just save them and build them into whatever other map. Works nicely.
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kronosslayer
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Re: Halo 2 Photography

Post by kronosslayer »

Well heres the progress on my current HUD design
I fell that the outline is very smooth but the meters still need some work.
Im not even comfortable calling this an alpha, but once schools out, il get cracking down!!

Oh and the heart flashes when your health is low, its pretty nifty. :D
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NotZachary82
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Re: Halo 2 Photography

Post by NotZachary82 »

It looks Portalish, nice.
Last edited by NotZachary82 on Tue May 17, 2011 10:03 pm, edited 1 time in total.
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sabu
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Re: Halo 2 Photography

Post by sabu »

That's awesome slayer, it would be even more awesome if the heart had an animation where it beat, then broke when you died :P
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Xerax
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Re: Halo 2 Photography

Post by Xerax »

MTW wrote:You're the leader of the Halo Kiddies.
MTW wrote:don't make me DDoS you.
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DoorM4n
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Re: Halo 2 Photography

Post by DoorM4n »

Sweet! The hud looks nice!

The video is cool but the ai need to move!
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Xerax
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Re: Halo 2 Photography

Post by Xerax »

DoorM4n wrote:Sweet! The hud looks nice!

The video is cool but the ai need to move!
like this;
http://www.youtube.com/watch?v=eyETqT6_aVc
MTW wrote:You're the leader of the Halo Kiddies.
MTW wrote:don't make me DDoS you.
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neodos
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Re: Halo 2 Photography

Post by neodos »

They're coming x_x

For the lulz, Misterchief!

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May take some time to load 3MB gif
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DoorM4n
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Re: Halo 2 Photography

Post by DoorM4n »

HAHAHAHAHAHAH, that is AMAZING
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kronosslayer
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Re: Halo 2 Photography

Post by kronosslayer »

One of the best mods ive seen yet :XD:
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sabu
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Re: Halo 2 Photography

Post by sabu »

Ha, that's a the coolest spartan I've ever seen neodos.
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DarkShallFall
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Re: Halo 2 Photography

Post by DarkShallFall »

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Dropped Vibrance, now I'm working on this program. The controls I did for Vibrance will carry over, and more.

The concept is to simplify working with tagblocks and blocks.
I plan on doing something along the lines of rth chunk cloning aswell, to simply explain the method.

I would be adding a tag to my dev map(the map ill be making my tags in for my project) possibly an nhdt tag, containing tons of null data.
Using the program I will take that data in realtime and apply all the chunk data to it, while nulling it from the containing tag(the nhdt).

Then I will keep a sort of log on the data being used and the size of that data, the pointer for the null data will increase/decrease as you edit the blocks.

The plan is to chunk clone in realtime, it's not actually cloning just moving pointers, but hey it's hella helpful in the development stages.

I program more than I mod now ;/
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