
Halo 2 Photography
- XZodia
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Re: Halo 2 Photography
Pretty Cool.
- fuzzman
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Re: Halo 2 Photography
What. Please show me how you did that
- Ogrish
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Re: Halo 2 Photography
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.
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.
- neodos
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Re: Halo 2 Photography
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.
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Re: Halo 2 Photography
Yea thats simple, I wouldn't have gotten the same effect. These 2 are shooting at each other in realtime.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.
- fuzzman
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Re: Halo 2 Photography

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

- DoorM4n
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Re: Halo 2 Photography
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.
- fuzzman
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Re: Halo 2 Photography
lol i was trying to edit the elites animation to the cheering taunt but i guess the game's not feelin' it.
- neodos
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Re: Halo 2 Photography
You copied the reflexive from the profile wgit right?fuzzman wrote: Alright i figured it out. But did your quick options screen text strings get messed up too or is that just me?
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
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
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.
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>
- fuzzman
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Re: Halo 2 Photography
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.
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Re: Halo 2 Photography
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).
- fuzzman
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Re: Halo 2 Photography
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.
- kronosslayer
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Re: Halo 2 Photography
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.


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.




- NotZachary82
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Re: Halo 2 Photography
It looks Portalish, nice.
Last edited by NotZachary82 on Tue May 17, 2011 10:03 pm, edited 1 time in total.
- sabu
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Re: Halo 2 Photography
That's awesome slayer, it would be even more awesome if the heart had an animation where it beat, then broke when you died 

- Xerax
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Re: Halo 2 Photography
MTW wrote:You're the leader of the Halo Kiddies.
MTW wrote:don't make me DDoS you.
- DoorM4n
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Re: Halo 2 Photography
Sweet! The hud looks nice!
The video is cool but the ai need to move!
The video is cool but the ai need to move!
- Xerax
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- Location: London, UK
Re: Halo 2 Photography
like this;DoorM4n wrote:Sweet! The hud looks nice!
The video is cool but the ai need to move!
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.
- neodos
- Posts: 1493
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Re: Halo 2 Photography
They're coming x_x
For the lulz, Misterchief!





May take some time to load 3MB gif

For the lulz, Misterchief!





May take some time to load 3MB gif

- DoorM4n
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- kronosslayer
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- sabu
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Re: Halo 2 Photography
Ha, that's a the coolest spartan I've ever seen neodos.
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I was bored over night... but, when players joined they had question marks above their heads... lol




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I was bored over night... but, when players joined they had question marks above their heads... lol




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Re: Halo 2 Photography

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 ;/