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Halo 3 Out Of Map Barriers

Posted: Mon Sep 22, 2008 11:25 pm
by SBBcarl
Hey Guys,

Quick question for you.

What are "Barriers" essentially that stop you form getting out of maps? I believe they are built into the BSP, but if you were to look at a level in a BSP editor would you see a wall or barier all the way around the level?

Could they just be tags that mark everything on the inside of the map and where the tag ends means u cant go beyond it?

My reason is because i want to be able to get through or remove these barriers some how for some more exploration in halo 3 campaign.


I never looked into it for halo 2 modding but maybe some one could shed some light!

Posted: Mon Sep 22, 2008 11:30 pm
by Tural
If it's anything like Halo 2, it's part of the BSP collision model. Halo 3 does have movable invisible walls to an extent, but I don't believe those would be used in campaign, and certainly not as the primary method of restricting areas. You won't be able to modify the majority of invisible barriers without being able to modify map files, which you cannot currently do.

Posted: Tue Sep 23, 2008 3:09 pm
by Aumaan Anubis
Doesn't shade45's BSP plugin have some values called, "World Map X Bounds," "World Map Y Bounds," etc in it?
I assumed that that was it.

But as Tural said, no doing so until .maps can be modified.

Posted: Tue Sep 23, 2008 4:26 pm
by SBBcarl
Why do people not answer questions because they think you lack the ability to do something. I'm not here to ask how to mod .maps i'm here to find out if its possible to remove or pass through the barriers located in campaign and multilayer for Halo 3.

If it is possible, then i would just like to know what approach i should try and take to do so.

Posted: Tue Sep 23, 2008 4:32 pm
by Tural
The information required to modify those barriers does not exist at the current time. Sorry for not being able to tell you how to edit raw data, when nobody can currently do that, including people who can modify the maps. :roll:

Posted: Tue Sep 23, 2008 4:37 pm
by SBBcarl
Thanks thats all i needed to know.

Posted: Wed Sep 24, 2008 2:10 am
by kornman00
In my trials of narrowing down where the clipping data was stored and how to bypass it I came across two things. One was that of course you can escape the kill volumes by zeroing the kill volume block's count, or by making the biped not take any damage. But even if you said the biped couldn't take damage, there was still a zone where anything past it, the engine just says 'lololololol object_delete(*.*)'. So not only would you have to figure out how to make the game ignore the clipping but also not delete you. The reason why film playback allows you to go above and beyond is because you're just an observer, you're not actually possessing an invisible monitor or anything so the game can't object_delete(you) and thus we're get these panoramas of bananoramas.

Posted: Wed Sep 24, 2008 2:56 pm
by Themandyou
Why have 1 type of boundry that kills you and another that deletes you? IS there any reason for it not to delete you once you get into what would be a death zone?

Posted: Wed Sep 24, 2008 3:56 pm
by Shock120
Themandyou wrote:Why have 1 type of boundry that kills you and another that deletes you? IS there any reason for it not to delete you once you get into what would be a death zone?
The "Delete zone" or Void exists outside the BSP. No idea why, whats wrong with having them Combined? or why not use the Delete zone, after a Barrier?
somethings up. :wink:
kornman00 wrote:the engine just says 'lololololol object_delete(*.*)'.
:lol:

Posted: Wed Sep 24, 2008 3:58 pm
by CompKronos
what if one sometimes works and is more natural (deathzone), and the other is more forceful and ugly but gets the job done (deletezone)?

Maybonaise?

Posted: Wed Sep 24, 2008 4:48 pm
by Aumaan Anubis
Or, Bungie knew that we would pull off Halo Shenanigans, and decided to make an extra 'death barrier'...

Posted: Wed Sep 24, 2008 5:13 pm
by Themandyou
Scandal!

Posted: Thu Sep 25, 2008 5:21 pm
by SBBcarl
kornman00 wrote:The reason why film playback allows you to go above and beyond is because you're just an observer, you're not actually possessing an invisible monitor or anything so the game can't object_delete(you) and thus we're get these panoramas of bananoramas.
Well, when your viewing game play in the theatre your still affected by these boundaries unless you glitch it to where your outside the boundary before playback.

Posted: Thu Sep 25, 2008 5:24 pm
by Tural
He explained that though, are you just restating it?

Posted: Thu Sep 25, 2008 5:42 pm
by Themandyou
MY take on that is he is confused on why walls stop the camera mode, but we're apparently not an object.

Posted: Thu Sep 25, 2008 6:49 pm
by haloflames
Themandyou wrote:MY take on that is he is confused on why walls stop the camera mode, but we're apparently not an object.
I've always been confused about that. If technically, we're a floating nothingness that can look & move around, then why would me have collision to things in the game such as objects & walls?

Posted: Thu Sep 25, 2008 7:27 pm
by Tural
Because they designed it like that. You're a camera object. The reason you aren't affected by the delete barriers is because you're not a physical object. They did not set it up so that those barriers would delete you, as a camera. They did, however, set up the main, physical barriers to stop you, the camera. The reason for this is because, in camera mode, you cannot exploit the physics that a normal biped object has, they did not account for people being able to get past their barriers without the physics engine being present.

Posted: Sat Sep 27, 2008 2:07 pm
by kornman00
Tural wrote:Because they designed it like that. You're a camera object. The reason you aren't affected by the delete barriers is because you're not a physical object. They did not set it up so that those barriers would delete you, as a camera. They did, however, set up the main, physical barriers to stop you, the camera. The reason for this is because, in camera mode, you cannot exploit the physics that a normal biped object has, they did not account for people being able to get past their barriers without the physics engine being present.
Tural basically hit is on the nail. You're controlling an Observer. An engine element which can view the world freely, within the limits of the actual world as it is to all other objects in the world. Bungie was adding support for these 'observers' to the engine to the point where your friends could attach themselves to a game you're playing and watch the game in progress. Obviously this feature wasn't seen in the final product.

Posted: Sat Sep 27, 2008 7:15 pm
by Anthony
Yeah that woulda been pretty neat..

Kornman where you be???!? I have some h4x to show you when you get back!!!! :wink:

Posted: Sat Sep 27, 2008 7:30 pm
by Themandyou
What would have been pretty neat?