Skin: Realistic Snowagulation *Pics*[340+ Downloads]

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xbox7887




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Post by xbox7887 »

Drumnbasslvr24 wrote:I successfully dropped the weat tag for lockouts weather into coagulation. Just dont know how to link it into the gameplay. Maybe create a tag for it in the scnr or something.... It will be found soon enough if I dont stumble on it first.

Those wondering, it was done with insolence..
unfortunately theres some other stuff that youre forgetting about. you will also need to hex the bsp to get it to spawn
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Post by Drumnbasslvr24 »

thats where I got clueless
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xbox7887




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Post by xbox7887 »

then heres a little somethin to help you out. below ive mapped out how the weather is linked through the [scnr] and [sbsp] tags and im pretty sure it includes everything needed. ill try doing it myself and get back to you if it works or not. im working with dune so everything will be done manually :sad:. the [weat] tag is pretty easy to link, just inject it and reference it to the scnr by adding a weather pallete reflexive. the sbsp part will be a bit more tricky, that requires some more advanced hexing and it also uses a different magic so its a little different when translating reflexives. im not too sure what the values are in the sbsp plug, im thinkin they are min/max bounding boxes but i dunno. they are coordinates of some type for sure. there might be more to it than that but theres only one way to find out :smile:

EDIT: i should really check the hek more often when i make plugs :oops:. yea this should be everything needed to add weather

Blue Guerilla [scnr] plug

Code: Select all

<struct name="Main" size="992" info="">
 <struct name="Weather Pallete" offset="608" size="136" info="">
  <value class="" name="Type" offset="0" type="string32" info=""/>
  <value class="" name="Weather" offset="32" type="dependency" info=""/>
  <value class="" name="Wind" offset="76" type="dependency" info=""/>
 </struct>
</struct>
Blue Guerilla [sbsp] plug

Code: Select all

<struct name="Main" size="992" info="">
 <struct name="Weather Pallete" offset="148" size="136" info="Same as in Scenario tag">
  <value class="" name="Name" offset="0" type="string32" info=""/>
  <value class="" name="Weather" offset="32" type="dependency" info=""/>
  <value class="" name="Wind" offset="76" type="dependency" info=""/>
 </struct>
 <struct name="Weather Polyhedral" offset="156" size="24" info="">
  <value class="" name="X coordinate" offset="0" type="float" info="Bounding sphere center"/>
  <value class="" name="Y coordinate" offset="4" type="float" info="Bounding sphere center"/>
  <value class="" name="Z coordinate" offset="8" type="float" info="Bounding sphere center"/>
  <value class="" name="Radius" offset="12" type="float" info="Bounding Sphere Radius"/>
  <struct name="Planes" offset="16" size="16" info="">
   <value class="" name="i" offset="0" type="float" info=""/>
   <value class="" name="I" offset="4" type="float" info=""/>
   <value class="" name="k" offset="8" type="float" info=""/>
   <value class="" name="d" offset="12" type="float" info=""/>
  </struct>
 </struct>
</struct>
Last edited by xbox7887 on Sat Jul 30, 2005 6:25 pm, edited 2 times in total.
ArticShadows





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Post by ArticShadows »

:D :D Woah. nice snow makes coag look sweet n i mean REALLY SWEET.. if i modded i'd grab this so fast :P :P 10/10 gw
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Post by plaguedsoul »

trepdimeflou wrote:hey, nice mod, but I already have the name snowagulation:

http://files.halomods.com/viewtopic.php ... highlight=

can you please change it to something else?

TIP: Use the Fog tag in Ch2R to make the atmosphere more realistic :)
i added Realistic to the beginning, so its not just Snowagulation. and yours isnt even snow, its tinted bright blue, and you modded all the vehicles and weapons. i doubt people will get ours mixed up. :D
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trepdimeflou




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Post by trepdimeflou »

OK. the reason mine was tinted blue is because I accidentally made lightmaps a light blue instead of white. I think I'll remake it. :D
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Post by greennc »

nice job plagued see you online later
My sig was 15 pixels too high!
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Post by plaguedsoul »

trepdimeflou wrote:OK. the reason mine was tinted blue is because I accidentally made lightmaps a light blue instead of white. I think I'll remake it. :D
and the fog kept messing up my map, i need to read some tuts on fog
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trepdimeflou




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Post by trepdimeflou »

try these values:

Image
Image
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Post by antwan304 »

trepdimeflou wrote:TIP: Use the Fog tag in Ch2R to make the atmosphere more realistic :)
yea like inject fog and snowfall, and than swap the regular weather and atmosphere in scnr i think and then it will look even more realistic. so, you have a foggy, snowing, coagulation.

im not saying this because i didnt like it it was awsome im just giving some things to try.
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Post by AnIdeaCame2me »

snowy grass, or brown tall grass in a few areas

Icy weopon and hog skins
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Post by plaguedsoul »

trepdimeflou wrote:try these values:

Image
it doesnt work for me, for soem reason.
AnIdeaCame2me wrote:snowy grass, or brown tall grass in a few areas

Icy weopon and hog skins
i tried changeing the grass skin, it wouldnt work. and ill maybe add icy weapons, but ill work on that hog skin![/quote]
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Post by Eagle13 »

That skin is so awesome . I never thought of Coagulation with snow . 9.5 / 10



Image
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Post by Drumnbasslvr24 »

xbox7887 wrote:then heres a little somethin to help you out. below ive mapped out how the weather is linked through the [scnr] and [sbsp] tags and im pretty sure it includes everything needed. ill try doing it myself and get back to you if it works or not. im working with dune so everything will be done manually :sad:. the [weat] tag is pretty easy to link, just inject it and reference it to the scnr by adding a weather pallete reflexive. the sbsp part will be a bit more tricky, that requires some more advanced hexing and it also uses a different magic so its a little different when translating reflexives. im not too sure what the values are in the sbsp plug, im thinkin they are min/max bounding boxes but i dunno. they are coordinates of some type for sure. there might be more to it than that but theres only one way to find out :smile:

EDIT: i should really check the hek more often when i make plugs :oops:. yea this should be everything needed to add weather

Blue Guerilla [scnr] plug

Code: Select all

<struct name="Main" size="992" info="">
 <struct name="Weather Pallete" offset="608" size="136" info="">
  <value class="" name="Type" offset="0" type="string32" info=""/>
  <value class="" name="Weather" offset="32" type="dependency" info=""/>
  <value class="" name="Wind" offset="76" type="dependency" info=""/>
 </struct>
</struct>
Blue Guerilla [sbsp] plug

Code: Select all

<struct name="Main" size="992" info="">
 <struct name="Weather Pallete" offset="148" size="136" info="Same as in Scenario tag">
  <value class="" name="Name" offset="0" type="string32" info=""/>
  <value class="" name="Weather" offset="32" type="dependency" info=""/>
  <value class="" name="Wind" offset="76" type="dependency" info=""/>
 </struct>
 <struct name="Weather Polyhedral" offset="156" size="24" info="">
  <value class="" name="X coordinate" offset="0" type="float" info="Bounding sphere center"/>
  <value class="" name="Y coordinate" offset="4" type="float" info="Bounding sphere center"/>
  <value class="" name="Z coordinate" offset="8" type="float" info="Bounding sphere center"/>
  <value class="" name="Radius" offset="12" type="float" info="Bounding Sphere Radius"/>
  <struct name="Planes" offset="16" size="16" info="">
   <value class="" name="i" offset="0" type="float" info=""/>
   <value class="" name="I" offset="4" type="float" info=""/>
   <value class="" name="k" offset="8" type="float" info=""/>
   <value class="" name="d" offset="12" type="float" info=""/>
  </struct>
 </struct>
</struct>
been looking all over the programs available for a way to drop these values. Which program has the functions I need to do?
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Post by Reklaimur »

Hey man nice skin. When you walk on the snow, change those footsteps to the sound of containments snow, so it sounds like you are walking on snow.
Image
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Post by shade45 »

been looking all over the programs available for a way to drop these values. Which program has the functions I need to do?
Just open notepad paste those in and save it as a .xml then put it in the tag templates folder, then to get to it in adi go to the tag and press ctrl+g
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Post by Evolved »

Reklaimur wrote:Hey man nice skin. When you walk on the snow, change those footsteps to the sound of containments snow, so it sounds like you are walking on snow.
Good idea. But, are the sounds much different?
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Post by bigB653 »

I guess this is version 1.0? You said you weren't going to release it until you figured out how to get it to snow? Well, good job, hopefully you can get snow in using xbox7887's help with getting weather into maps w/o weather. Good luck.
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trepdimeflou




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Post by trepdimeflou »

hoorah for team msoh! (plagued knows... =D)
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Post by PREDATOR612 »

its ok, but geforce's is better. yeah i said it. wassup now? half life 2 pwns.
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