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Halomods' Collision Model Plugin

Posted: Tue Nov 11, 2008 9:01 am
by DeadHamster
This is the completed collision model plugin. I had a staff member delete the older topic because it was cluttered with various download versions and lots of Altimit's explaining things to me.

Features:
  • XYZ Coordinate/Plane Editing For Bloodgulch's "Log"

    Extra Plugin for the Scenery that dictate Max Collision Size, As well as when the model is rendered*.

*Explanation of Rendering Part: The Game renders an object based on the camera's position; if it's not being looked at there's no reason to render it. However, when doing model edits, this causes the model to not show up if it's considerably larger then the original even though it should. So by making giant platforms and not looking at the center, it wouldn't render, this fixes that.



I really don't consider this my plugin, considering all the help I've been given with it.

Credits:
  • Altimit: HUGE Help with all of this.

    neodos: H2 Collision Research which inspired this, helped tremendously.

    XOrange: Original Research.

    conure: Help with hex editing.

    MoDFoX: Letting me bounce ideas off him, even if he didn't always understand.
So here you go; HaloMods' Collision Plugin:

Posted: Tue Nov 11, 2008 11:03 am
by guysullavin
Horrible Job! 9/10!

but seriously this is amazing, as soon as i hit homewards im gonna fiddle with it

Re: Halomods' Collision Model Plugin

Posted: Tue Nov 11, 2008 11:58 am
by MoDFox
DeadHamster wrote:

MoDFoX: Letting me bounce ideas off him, even if he didn't always understand.
Yay! Haha, great job on the plugin!

Posted: Tue Nov 11, 2008 12:54 pm
by DeadHamster
lol, Thank you very much Guysullavin. Anything I could do to get the extra point? lol.

And thanks very much to you too, MoDFoX.

Posted: Tue Nov 11, 2008 12:58 pm
by guysullavin
it would be 10/10 if it was as easy as sparkedit, with a view screen, and a bazillion hot babes pointing you what to do :D

Lol jk about the babes, sorta. but look into having a display that shows what it looks like that can also preview the actual model so that way you can shape the box around the recently(or not) made model

Posted: Tue Nov 11, 2008 1:03 pm
by DeadHamster
Mhm Mhm. Except that would take actual coding, which I know none of.

It would probably be rather easy to do something like "I Can Has Squares/Cubes", which is basically the same thing as this in program form. You enter a height/width/length and it does the rest. But I have no way of doing that, if you wish to contact Yamagushi/Conure/Altimit.

TBH, I wouldnt be surprised if Alt was doing something for Eschaton. That's the vibe I was getting from him when we discussed all that collision stuff.

Posted: Tue Nov 11, 2008 5:14 pm
by OwnZ joO
I could help write a Cubes app for this if it's not being worked on by Alt(I wrote the halo 2 one with help from yama). I would need a little help on loading the maps, but I do have some work done on it already. I'm kinda busy a lot, but I think I could find the time to work on it here and there.

Posted: Tue Nov 11, 2008 5:23 pm
by Altimit01
I'm interested and it's certainly something I've been researching, but I can say for sure it'll be awhile before I implement anything big involving coll editing. I'd try to make it something more generic than cube based so if someone wants to work on it, don't let me stop you.

Posted: Tue Nov 11, 2008 5:41 pm
by DeadHamster
OwnZ joO wrote:I could help write a Cubes app for this if it's not being worked on by Alt(I wrote the halo 2 one with help from yama). I would need a little help on loading the maps, but I do have some work done on it already. I'm kinda busy a lot, but I think I could find the time to work on it here and there.
Thatd be great if you could put something like that together. Really, even if it just edited the meta tags thatd work, since to get it in any map but bloodgulch you would need to rebuild anyway. Or if opening maps would be easier then do that.

Im sure you could find source code somewhere that would give you an idea on how to load the maps, I myself do not know, but I'm sure someone who does would be glad to help.


Sorry if I seemed to be saying Alt def. would do it, I just meant based on how much interest he showed in it and how much he was looking beyond the simpler research I was doing.

Posted: Tue Nov 11, 2008 8:36 pm
by OwnZ joO
I already have code that should load the MapHeader and Index, now I need to load the info for all the tags. Then yeah, I would do it by editing the meta most likely, I would need some help on making a simple method to edit the collision.

Posted: Wed Nov 12, 2008 11:23 am
by DeadHamster
I could probably help with that. It's almost identical to the halo 2 method from what I can tell. the only catch is that there are max size and boundary sizes that must be changed as well, stored in the scenery tag that references the collision:

Scen------------>Collision
Max Size________Vert Coordinates
Render Size ________ Plane Distances



So you'd have to either have it automatically edit those values by some kind of "highest integer=max size/render size", or have it manually enter able.

Obviously any/all the offsets you need (I'm assuming you would) you could get from the plugin.

I would advise doing XYZ as opposed to length/width/height, because the actual model has to be edited manually, unless there's a method I've yet to hear of.

If you have any questions, please feel free to ask me through PM's or whatever else, I wanna try to stop spamming this topic a bit.

Posted: Wed Nov 12, 2008 3:59 pm
by Modzy
Interesting, good job on it! But you may want to add material types to it, I find them useful in Scen map making.

Posted: Thu Nov 13, 2008 11:36 pm
by Pepsi
Remember back a long time ago when i said you were a "noob" modder and to "make something of your own" and so forth?

Yea.. Thanks for making me look like a ass now. GJ dude<33

Posted: Fri Nov 14, 2008 12:35 pm
by DeadHamster
Thank's Pepsi.

Yeah, sorry for being a dick and all that.