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Lets discuss what we have not accomplished in Halo 2 modding
Posted: Fri May 12, 2006 4:39 am
by x088x
As you probably may know, Halo 2 modding has advanced significantly in the past month (with the release of Entity). When I was thinking about this, it hit me. There is not much left we have to accomplish. So, I've decided to make a list of the things yet to be accomplished in Halo 2.
-Adding weather to maps originally without it. (Ex: rain on Beaver Creek).
-AI in MP
-MP->SP Conversion
-Water in all maps.
-Converting SP BSPs bigger than that of the MP BSP.
-Model injection with proper UV's
-Fixed collision on injected scenery
-Custom BSPs
-Custom animation/animation editing
-Adding a 3rd selectable biped via main menu
-Shader editing
-Multiple BSPS in one map. (For example, Lockout above Ascension.)
-Custom sound injection
-A multiplayer sword with limited ammo (like in SP)
Completed
-Moving BSP scenery (such as the crashed Pelican in Relic) by Shade45
-Raising Banshee Barriers by Shade45
-Climbable walls! once again, by Shade 45
These are all I can think of right now. Tell me what I left out, and I will add it to the list.
Posted: Fri May 12, 2006 5:44 am
by sarge derek
Making Custom BSPs
Posted: Fri May 12, 2006 5:59 am
by shade45
-Model injection with proper UV's
-Fixed Collsion on new scen items
Posted: Fri May 12, 2006 6:31 am
by Talin64
Here is what I could think up
1. building new collision models
2. Normal map Injection.
3. Propper Model injection with uv, normal binormal, and tangent
4. Halo 2 Animation importing/viewing
5. Phmo editing /research
6. Moving bsp scenery
7. complete sound adding solution.
8. shader editing
9. correct bitmap extraction injection for all bitmaps including cubemaps
10. building new sbsp tags
...
Posted: Fri May 12, 2006 8:13 am
by xzodia
collision (phmo) models will soon be a thing of the past
right tlm?
Posted: Fri May 12, 2006 8:34 am
by Doom
xzodia wrote:collision (phmo) models will soon be a thing of the past
right tlm?
Right
-Doom
Posted: Fri May 12, 2006 9:11 am
by Talin64
Sounds like you guys have a good handle on this.
Just so you know there are three main tags that deal with collision
phmo coll and mode. I am pretty sure that you know a way of skipping around one of them by editing the phmo. However I think this may have some consequences. Not sure though.
Posted: Fri May 12, 2006 9:13 am
by xXxCocoFangxXx
You can add weather to other maps.
Posted: Fri May 12, 2006 9:30 am
by xzodia
Talin64 wrote:Sounds like you guys have a good handle on this.
Just so you know there are three main tags that deal with collision
phmo coll and mode. I am pretty sure that you know a way of skipping around one of them by editing the phmo. However I think this may have some consequences. Not sure though.
mode has nothing to do with collision
coll is proj collision
phmo is object/sbsp collision
i thought everyone knew that...
Posted: Fri May 12, 2006 10:07 am
by Talin64
You have things all screwed up.
projectile collision is determined from the model
Walking collision is determined from the coll
Posted: Fri May 12, 2006 10:11 am
by SyrinEldarin
I think Talin's right

. I know that edited models have projectile collision, so somebody should try doing a coll dependency swap? See if that affects object collision
Posted: Fri May 12, 2006 10:27 am
by xzodia
well its obvious how little you know lol
ever nulled a phmo?
snaku did have a theory that coll wrapped around the modle but it was never really proven
Posted: Fri May 12, 2006 11:57 am
by Talin64
so tell me what happens when you null out phmo?
Posted: Fri May 12, 2006 12:24 pm
by xzodia
Talin64 wrote:so tell me what happens when you null out phmo?
you can walk though the object
Posted: Fri May 12, 2006 12:28 pm
by Doom
I can confirm that Phmo is walking collison. I have personally edited the phmo and has allowed me to change what most people though the collison model was. The coll tag is just simply projectile collison, however Phmo is Phiscal Model which is the invisble collison model that interacts with the enviroment.
maybe that will clear some things up
-DOom
Posted: Fri May 12, 2006 1:50 pm
by Talin64
I have a feeling you were editing one of the bounbing box's in phmo.
Depending on which one you changed, it will scale the existng model.
so projectiles will bounce of the scaled model. however a rocket will pass right through parts of the model that are outside the original model.
When you nullout phmo the walking collision goes away. This does not mean that phmo is the real collision model it only means it refrences the coll tag.
I have edited the coll tag and it changes walking collision so your claims confuse me.
Posted: Fri May 12, 2006 1:51 pm
by x088x
xXxCocoFangxXx wrote:You can add weather to other maps.
I'm not talking about Active Scenery (what ScottyGEE did). I'm talking about actually importing a weather tag to a map who does not previously have one, and making it work.
Oh, and I'm almost positive PHMO is for projectile collision.
Posted: Fri May 12, 2006 2:06 pm
by xzodia
Talin64 wrote:I have a feeling you were editing one of the bounbing box's in phmo.
Depending on which one you changed, it will scale the existng model.
so projectiles will bounce of the scaled model. however a rocket will pass right through parts of the model that are outside the original model.
When you nullout phmo the walking collision goes away. This does not mean that phmo is the real collision model it only means it refrences the coll tag.
I have edited the coll tag and it changes walking collision so your claims confuse me.
wtf are you talking about phmo doesnt have bounding boxs

i should know with the amount of research ive put into it
the mode does have a bounding box though and if you change that yes it effects the proj collision which coencides with snaku's theroy
so just shut up before you embarrass yourself further

Posted: Fri May 12, 2006 2:54 pm
by Talin64
End this now, or I'll end this topic.
-Cuda
Posted: Fri May 12, 2006 4:39 pm
by x088x
Thank you, Cuda. Let's get back on topic everyone. Can anyone think of something my list is missing?