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Ultimate Collision Model Sticky

Posted: Mon Apr 05, 2004 8:42 pm
by Ang88
Since there are so many stickys for collision models, i decided to combine them into one.

Tutorial for stretching the collision Models
ALL CREDIT GOES TO XORANGE FOR THIS

As I said before, the "panels" used to be the log, which is tree_leafy_fallentunk.
I just renamed everything so that it would be all "authentic".
I used the scenery, model, collision model & appropriate bitmaps.
(I used Milkshape3D to modify the model & Photoshop for the textures.)

Here's the deal with the collision model....
I have limited knowledge of the collision models and it took me quite a bit of research and experimentation to get to the point I'm at.
I have not yet been able to modify this much more than I already have,but I am still working on it.
(I recommend extracting the "panel" collision model meta and taking a look at it in a hex editor. It would also be helpful to extract the log collision model meta frrom a clean cache so you can compare the two and see what changes I made.)
Basically, down at the bottom of that meta there are 8 packets of numbers that represent vertices for the collision model.
(Beginning at 0x269EE30)
Here's what the first packet looks like:
9AEBACBF CA6B9DBE 62F58F3E 04000000
The first three numbers are floats, and are x,y,z coordinates, respectively.
The last number is just the number of the point. So, this one is vertice #4.
To stretch the verts out to where I wanted them I multiplied each Y coord 5x for each set of verts.
That almost did the trick.
Now, near the middle of the collision model meta there are 6 more important packets of data (each 0x10 bytes), which I believe are all floats, beginning at offset 0x269EC08.
I believe these numbers are attributes of the collision model.
The one's I changed are at the end of the 3rd & 4th packets.
The specific floats I changed are @ offsets 0x269EC34 & 0x269EC44.
I'm not exactly sure what these are, but I know that they affect the surface of the collision model. I multiplied them 5x.
Done. That's all I did to the collision model. Multiplied 10 floats by 5. Whee!
I have experimented with making the collision model thinner, wider, etc. with some success.
I have not yet been able to stretch it along the X axis, otherwise I would've made some giant flat platforms.
I have obviously successfully stratched it along the Y axis, though for some reason I can't make it as long as I want...there is some sort of limit that I haven't been able to get past yet.
I have also successfully stretched it along the Z axis, which I haven't really found a use for yet. If you stretch it along Y & Z you end up with a big block. woohoo, right.
This is a pretty simple collision model. Most of them are not as simple because they have more parts.
As UberJim mentioned, you could probably use a diff. collision model and get similar results. Yes, you probably could, but keep in mind that diff. collision models have dff. attributes. For example the door_blast_collision allows you to shoot through it but not walk through it. Thus if you used something else like that you might need to modify it further for it to suit your needs.
You could also use this collision model with another flattened model if you want.

Ok..that's about all I can think of to say about that.
I hope it was helpful.
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Simple Tutorial on Getting Flat Square Metal Panels

ill tell you how to get metal looking flat square panels in BG

To get flat square panel edited collision model and metal panel skin download the mod here: http://chariho.org/BGPATCH.rar
your welcome for the flat metal panel tutorial,
-Barber
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New Collision Model Information, Force Planes and Packets

By:Berkano

This tutorial has so much that I am just going to link to it.
http://www.halomods.com/forums/viewtopic.php?t=5655


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Collision Model Numbers

By:chaosking202

Here are the material numbers for Berkano's collision model plug in.
0 - Dirt
1 - Dirt
2 - Pebbles
3 - Snow
4 - Wood
5 - Metal
6 - Metal
7 - Metal
8 - Rubber
9 - Unbreakable Glass
10 - Red Shielding
11 - Grunt Blood
12 - Metal
13 - Hunter Blood
14 - Elite Blood
15 - Elite Blood
16 - Reflective Shield
17 - Engineer Blood
18 - Jack Shield Sparks
19 - ?????
20 - Green Blood
21 - Metal Spark With Blood Splat
22 - Shields
23 - Blood
24 - Blood
25 - Unbreakable Glass
26 - Unbreakable Glass
27 - Unbreakable Glass
28 - Water
29 - Grass
30 - Shields
31 - Glass
32 - Reflective Metal
Anything past 33 they Obsorb all projectiles thrown/shot at it.


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Posted: Tue Apr 06, 2004 9:26 pm
by Khane
I know the value for 19, it's a second variety of flood skin, the two have slightly different blood splats. And change green blood too flood blood. Even though, technically it's not blood. And...be more specific with the just plain:blood, it's human blood. and.....change all the bloods too "skin", cause technically the blood itself is just a bitmap. ok, I'm done. I just wanted an excuse to post, lol.

Posted: Wed Apr 07, 2004 10:59 am
by Spar13
verry good job :D

Posted: Sun Apr 11, 2004 12:48 pm
by Veegie
the xorange thingy was mine ^_^

Posted: Sun Apr 11, 2004 4:50 pm
by Doom_Sniper
wow, thnx! good job!

Posted: Sun Apr 11, 2004 4:55 pm
by {G}H0g-Jump4h
good job. that helps alot. thanks

Edit: Woah, Woah, Woah... hold on here. on #31.... Glass???? could it be? would that... make things.... breakable?!!?!? YAY! i have the solution to my stack mod!!!!! THANK YOU!

Posted: Sun Apr 18, 2004 5:22 am
by mexxa
If i followed thi right you can enlarge objects by editing thier hex does this mean you could enlarge a vechile such as the peli?
To the extent so it can hold a tank?
In this case then can you help me by reading my "Peli that can hold a scorpian tank thread" sumthing like that anyway plz help it would be great to see a pelican with a tank firing from the inside.l

Posted: Sun Apr 18, 2004 5:52 pm
by Danke
It only changes the collision model. You'd have to do that and milkshape it bigger to make it all good. And then I think the tank would fall out.

Can anyone give me a link, or give me the P in DI mod

Posted: Mon Apr 19, 2004 4:31 pm
by Guest
I really really really need the Pelican in deathisland mod, can someone help?

Posted: Fri Apr 23, 2004 8:19 pm
by Bonus Onus
i have the plugin, but i am still not sure how to make something, like a vehicle have no collision model at all, i.e. like it isnt there.

unrelated question: does the thing that destroys the jackal's shield have to do with collision model? because i tried to replicate it for different shields to no avail.

Posted: Sun Apr 25, 2004 4:20 am
by mexxa
Dan!! wrote:It only changes the collision model. You'd have to do that and milkshape it bigger to make it all good. And then I think the tank would fall out.
well if it was possible to make a secondry fire that changed the conlision moddle so it made the back close :)

Posted: Fri Apr 30, 2004 3:14 pm
by Runner
I PMI'd the platform into a map from blood gulch...but it has the model, but the regular collision model...any idea whats wrong?

Posted: Fri Apr 30, 2004 7:12 pm
by Deadly_Shadow
I also noticed that there isn't really a tutorial for changing collision like in log mods - I just made one for you guys:

1. Open Halo Map Tools V3

2. Go Under Collision Model

3. Select "scenery\trees\tree_desert_whitebark\tree_desert_whitebark"

4. Don't select Recursive - Only Save Meta - Save it to your Desktop

5. Open "tree_desert_whitebark.coll.meta" in a Hex Editor

6. Find the last frame ( For Example - frame tree whitebark )

7. After it you should see several Reflexives that end with the same 2 Bytes

8. Find the last one of all the of Reflexives there

9. Reverse Endian - Subtract Map File Magic

10. Open Blood Gulch in a Hex Editor

11. Go to that offset you got from Halo Map Tools V3 by Reverse Endianing and Subtracting Magic

12. That is the Collision for the Model

13. Move the Hex Editor Text Line over so the Hex looks like this:

Image

14. We do this to see the X - Y - Z of the Collision Model Easier

Image

15. X = Left & Right - Y = Depth - Z = Up & Down

16. Suppose you changed all Y coords to FFFF FFFF - Then the Model should be wider, have more depth, etc.

17. Try seeing the number as a float by highlighting the 4 Bytes and seeing the float number for X

- Notice the first X Coord and the next X Coord for a Model is first let's say -1.3 and then next is 1.3

- They are making the Left & Right

- > Made By Deadly Shadow < -

Posted: Wed May 19, 2004 5:57 pm
by rossmum
halobabe_luvs_aardvarks wrote:gawd hunter how can you not now how do that it is so very very simple i could do it in my sleep and when engineer does come out itll be the stupid silly silly little people like you that give halo a bad name you silly silly little person you n00b!!!you n00by mc n00b n00b!!!! its about as easy as zipping up your fly which i assume you cant do due to your lack of lets say "action" which i think would be a result from your endless halo playing a nerdish way ...so i say once more n00by mc n00b n00b!
I seriously doubt that you know ANYTHING about modding.

Posted: Sun Jul 11, 2004 9:41 pm
by Edwin
ok, back on topic, has anyone made a plugin perhaps that allows the collision model stuff to be extracted/imported to/from a .obj file or at least raw data? i mean, i f we have the location of the verticie storage someone should be able to make HMT do something with it... I would but i dont have a clue how.

Posted: Thu Jul 15, 2004 1:22 pm
by Edwin
correct me if i'm wrong, but arent all posts in this sticky supposed to be questions or answers? not flames?

Posted: Thu Jul 15, 2004 3:54 pm
by D3V0N
It did feel dirty, it is now clean. Pointless posts will be deleted. See Annoucment Flaming/Spamming for more info.

Posted: Wed Aug 04, 2004 7:33 pm
by Edwin
mac wrote:the rules are pointless

no **** cuss words
no flaming
no sigs
no avatars
no spamming (i just added this, but i should be a rule in all forums)

basically no fun
if you consider flaming, spamming, and excessive swearing fun, your not wanted here.

Posted: Wed Sep 15, 2004 3:22 pm
by hitmanbob
hey ang88, can u post ur plugin for making more seats in vhicles, it would help alot, and ty

Posted: Sun Jan 02, 2005 8:53 am
by sparkicks
i dont suppose that you would tell us what type of stuff it is cus there are a number of one thing like a number of shields. ok all im woundering is which one is the shield that is in hte lvl danger canyon in the middle

edit: i found glass to make bits come off it but how would u make glass that can actually break like make a bridge of it