Community Project: PHMO Tag
i'm still doing research but i do know that the info for the steam lifts are in the phmo, i have found thing that i think are the scale, hight, and force of the lifts. once i have a little bit more info i will post an updated part of the ifp.
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Hmm shade for your app why does it extract the phmo as a big ball? It makes it hard to edit, why isn't it in a 3d model shape of verts?
Any Ideas?
Thanks
-Doom
Any Ideas?
Thanks
-Doom
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nice. wow. now we have something to work with when we make new models...
or inject bsp scen sometime in the future
or inject bsp scen sometime in the future
http://files.halomods.com/viewtopic.php?t=50904
my first tutorial in the tutorial section
my first tutorial in the tutorial section
nice shade now we tlm can give our vehi's full collision
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Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
so what are the vertices for?
Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
i already found the faces...well i think i did but i think i named the values wrongly the reflexive i named "collison planes"
Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
what is a 4x4 transformation matrix?
Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
Yeah i think your right there are 4 floats and yes i believe the struct at offset 120 is a transformation reflex im going to look this some more and see if i can figure it out.Talin64 wrote:Shade45,
I am wondering if you have played with the vertices any more?
I just looked at them and it is 4 floats, So mb it is a Quaternion
The structure at offset 120 looks like a 4x4 transformation matrix, but not sure.
If you extract the actual model how do those vertices match up?
Bye Talin
Heres a nice explanation of what a transformation matrix is and how they work.xzodia wrote:what is a 4x4 transformation matrix?
http://www.andypike.com/tutorials/directx8/005.asp
wow thats complicated
Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
IMHO
I really don't think there are models in the phmo tag.
They are only models in coll tag and mode tag.
I edited a coll model back in january of the pallete in Zanzibar.
The collision updated fine but it has a hard time spawning.
I had to
1.change the spawn point in the scenario
2.edit the bounding box of the mode
3.Edit those values I found in the phmo
Then it worked fine but lagged big time at certain points
I believe this was because I made it so huge and it was still had the same physics properties. Meaning the thing was un-naturally light and flew around when you hit it a very fast velocity.
Talin
I really don't think there are models in the phmo tag.
They are only models in coll tag and mode tag.
I edited a coll model back in january of the pallete in Zanzibar.
The collision updated fine but it has a hard time spawning.
I had to
1.change the spawn point in the scenario
2.edit the bounding box of the mode
3.Edit those values I found in the phmo
Then it worked fine but lagged big time at certain points
I believe this was because I made it so huge and it was still had the same physics properties. Meaning the thing was un-naturally light and flew around when you hit it a very fast velocity.
Talin