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Changing Bipeds in a campaign saved film
Posted: Sat Jul 12, 2008 8:08 pm
by aka Monazite
Is it possible? If so how? Is it as simple as swaping the offsets for the arbitor(or whatnot?)
Thanks.
Re: Changing Bipeds in a campaign saved film
Posted: Sat Jul 12, 2008 8:47 pm
by unknownv2
NVM, I stand corrected.
Posted: Sat Jul 12, 2008 9:00 pm
by DEEhunter
It should be stored in the film actually. To tell the engine what type of death sounds to make or animations. Might be possible.
Posted: Sat Jul 12, 2008 9:49 pm
by shade45
It is stored in the film, I don't remember the offset though.
Posted: Sat Jul 12, 2008 9:55 pm
by -DeToX-
mhm... Changing bipds should work. I did something like it before where I could see my player as a grunt.
Posted: Sat Jul 12, 2008 10:02 pm
by DEEhunter
Sounds like it would freeze once it calls the elite animations.
Posted: Sun Jul 13, 2008 4:37 am
by uralllame
Maybe the film doesn't call the animations. Maybe it just says stuff like "This guy is driving this vehicle" and lets the game engine figure out what animation to use. You may have a problem if you try Grunts with gravity hammers though.
Posted: Sun Jul 13, 2008 11:23 am
by Nuklear
I've tried swapping hornets to elephants and I've even tried swapping mongooses into elephants, it just errors.
I don't know about campaign films, but I assume it'll be the same. I could be wrong since all characters basically have the same bone structure.
Posted: Sun Jul 13, 2008 12:08 pm
by DEEhunter
I remember seeing someone posting a picture of a grunt using a machine gun turret on crows nest. Maybe this is it?
Posted: Sun Jul 13, 2008 12:47 pm
by unknownv2
DEEhunter wrote:I remember seeing someone posting a picture of a grunt using a machine gun turret on crows nest. Maybe this is it?
I doubt somebody had figured out how to mod films and resign them back then.
Posted: Sun Jul 13, 2008 5:26 pm
by jordanimal
unknownv2 wrote:DEEhunter wrote:I remember seeing someone posting a picture of a grunt using a machine gun turret on crows nest. Maybe this is it?
I doubt somebody had figured out how to mod films and resign them back then.
Your post confused me... But it seems you doubt that people have edited films. You can, it is rather easy, too.
Posted: Sun Jul 13, 2008 5:50 pm
by Tural
"Back then" is pretty clear. It refers to a time in the past, which he then describes as not having had the capabilities at that time to modify film files. It's very simple, really.
Posted: Sun Jul 13, 2008 6:07 pm
by [IA]Paul
DEEhunter wrote:I remember seeing someone posting a picture of a grunt using a machine gun turret on crows nest. Maybe this is it?
I doubt it. It's highly probable that the grunt can use the animation for the plasma cannon on the machine gun turret. In fact, correct me if I'm wrong, but the animations for the plasma cannon and machine gun turret have the exact same trigger. The grunt can use the plasma cannon, so he can use the machine gun turret. The picture was probably someone somehow getting the grunt to enter the turret.
Posted: Sun Jul 13, 2008 6:12 pm
by G.I.R.
I know I've seen grunts use the machine gun turrets on the part where you have to shoot the incoming dropships in the hangar.
Posted: Sun Jul 13, 2008 9:13 pm
by DEEhunter
Yes, it was the turret on the right side and it was shooting at the dropship.
Posted: Mon Jul 14, 2008 6:26 pm
by jordanimal
Tural wrote:"Back then" is pretty clear. It refers to a time in the past, which he then describes as not having had the capabilities at that time to modify film files. It's very simple, really.
I guess I skimmed over that part.

Posted: Tue Jul 22, 2008 6:49 am
by 7Masterchief7
It would work. The same way I can switch myself to have recon in a video.
As stated above some animations may not work properly, and may freeze.
Elite animations would load if you switch your entire characters hex code with the hex for an elite.
Just brute, grunt and other models might not function to properly.
Elites have all the animations for things Spartans have plus a few extra (like melee with no weapon)
Posted: Tue Jul 22, 2008 8:35 am
by turk645
Is there any way to reenable custom armor in a saved film of campaign or is it not possable due to the SP scenario tag?
Posted: Tue Jul 22, 2008 9:31 am
by sneakyn8
7Masterchief7 wrote:
Elites have all the animations for things Spartans have plus a few extra (like melee with no weapon)
so elites can punch?
Posted: Tue Jul 22, 2008 10:31 am
by Veegie
turk645 wrote:Is there any way to reenable custom armor in a saved film of campaign or is it not possable due to the SP scenario tag?
Re-enable.
Possible.
No it is not.