unfortunately theres some other stuff that youre forgetting about. you will also need to hex the bsp to get it to spawnDrumnbasslvr24 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..
Skin: Realistic Snowagulation *Pics*[340+ Downloads]
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
. 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 
EDIT: i should really check the hek more often when i make plugs
. yea this should be everything needed to add weather
Blue Guerilla [scnr] plug
Blue Guerilla [sbsp] plug


EDIT: i should really check the hek more often when i make plugs

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>
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.
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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.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

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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.trepdimeflou wrote:TIP: Use the Fog tag in Ch2R to make the atmosphere more realistic
im not saying this because i didnt like it it was awsome im just giving some things to try.
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been looking all over the programs available for a way to drop these values. Which program has the functions I need to do?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. 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
EDIT: i should really check the hek more often when i make plugs. yea this should be everything needed to add weather
Blue Guerilla [scnr] plugBlue Guerilla [sbsp] plugCode: 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>
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>
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