Lets discuss what we have not accomplished in Halo 2 modding
Lets discuss what we have not accomplished in Halo 2 modding
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.
-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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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
...
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
...
collision (phmo) models will soon be a thing of the past
right tlm?

right tlm?

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mode has nothing to do with collisionTalin64 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.
coll is proj collision
phmo is object/sbsp collision
i thought everyone knew that...

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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

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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you can walk though the objectTalin64 wrote:so tell me what happens when you null out phmo?

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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
maybe that will clear some things up

-DOom

Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?
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.
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 boxsTalin64 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.


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


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