Lets discuss what we have not accomplished in Halo 2 modding

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
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Lets discuss what we have not accomplished in Halo 2 modding

Post 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.
Last edited by x088x on Sat May 27, 2006 9:08 pm, edited 10 times in total.
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Post by sarge derek »

Making Custom BSPs
Xlink Name: -KyA-Sgt-D, lets play some mods or mlg :)
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Post by shade45 »

-Model injection with proper UV's
-Fixed Collsion on new scen items
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Post 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
...
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Post by xzodia »

collision (phmo) models will soon be a thing of the past 8)

right tlm?
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Post by Doom »

xzodia wrote:collision (phmo) models will soon be a thing of the past 8)

right tlm?
Right :wink:

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Post 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.
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Post by xXxCocoFangxXx »

You can add weather to other maps.
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Post 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...
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Post by Talin64 »

You have things all screwed up.
projectile collision is determined from the model
Walking collision is determined from the coll
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Post by SyrinEldarin »

I think Talin's right :P. I know that edited models have projectile collision, so somebody should try doing a coll dependency swap? See if that affects object collision
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Post by xzodia »

well its obvious how little you know lol :P
ever nulled a phmo?

snaku did have a theory that coll wrapped around the modle but it was never really proven
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Post by Talin64 »

so tell me what happens when you null out phmo?
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Post by xzodia »

Talin64 wrote:so tell me what happens when you null out phmo?
you can walk though the object
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Post 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 :?

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Post 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.
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Post 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.
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Post 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 :P i should know with the amount of research ive put into it :P

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 :P
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Post by Talin64 »

End this now, or I'll end this topic.

-Cuda
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Post by x088x »

Thank you, Cuda. Let's get back on topic everyone. Can anyone think of something my list is missing?
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