343 In The Works

Discuss general issues about modding HaloPC. Post ideas for mods here.
Kamatzu




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Post by Kamatzu »

Someone released how to do it did they not? in the files section i believe...

and no, my glass shader doesnt even show in spark...it just shows the cockput texture...its wierd :roll:
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Post by VoiDeD »

HunterXI wrote:
Deadly_Shadow wrote:agh. rain barely shows. I'll do snow instead
it doesnt matter... as long as it's barely visible, it'll work. are you going how to say to make it rain? or is this some anti-HunterXI conspiricy?!?!?!?!??!?!?!?!?! j/k :)
lol. well just recursive extract the thing from the [rain] tag and batch extract then rebuild, and for the additional files put the blah blah.rain.meta file.
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Post by seagoat »

hey you know those weird looking plants in your first picture, the ones that are sort of like brown tentacles with glowing tips, are those part of the bsp or are they an object? I have looked for it but i cant find it. i was thinking since i cant make a jungle from a 343 bsp, then ill just use timberland and put some jungle crap in there. i really want those stange plants but when i couldnt find a model/skin/collmodel for it i got dissapointed.
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Post by Kamatzu »

They are part of the BSP mesh
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Post by VoiDeD »

seagoat wrote:hey you know those weird looking plants in your first picture, the ones that are sort of like brown tentacles with glowing tips, are those part of the bsp or are they an object? I have looked for it but i cant find it. i was thinking since i cant make a jungle from a 343 bsp, then ill just use timberland and put some jungle crap in there. i really want those stange plants but when i couldnt find a model/skin/collmodel for it i got dissapointed.
its part of the bsp
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Post by Dark Cloud »

It's part of the BSP.
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Post by VoiDeD »

yo DS, this is just a question, but which Bsp section r u using? _a?
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Post by Deadly_Shadow »

Yup. They're pretty annoying to. I might remove them from the bsp. Yes... I am experienced enough to edit parts of the bsp
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Post by Kamatzu »

Deadly_Shadow wrote:agh. rain barely shows.
You could use the particle plugin to change all that...i forget exactly where it is but it edits things like rain snow explosions etc...so it might make rain more noticable :lol:
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Post by Deadly_Shadow »

Kamatzu wrote:
Deadly_Shadow wrote:agh. rain barely shows.
You could use the particle plugin to change all that...i forget exactly where it is but it edits things like rain snow explosions etc...so it might make rain more noticable :lol:
Oh I forgot about that thanks man.
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Post by VoiDeD »

Deadly_Shadow wrote:Yup. They're pretty annoying to. I might remove them from the bsp. Yes... I am experienced enough to edit parts of the bsp
u can edit parts of bsp??? how???? this could be the next big step in modding...
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Post by Kamatzu »

Anytime...i may not be able to edit the bsp but i can whip out a plugin and let it work for me like some kind of parasite! w00 for parasites! Cant wait to play this 8) The tension builds..this and AotCR will probably be the best out there...
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Post by Deadly_Shadow »

Well... Btw thanks for helpin me with this a bit whistlingcool. Alright. As you know. You create a new sbsp when doing pmi which is the header + bsp - That means a part of the bsp is objects. Another part is verts. Another is Indices. Break it down like this

***BSP***

Verts
Indices
Raw Model?

The Indices create a triangle. For example.

0001 0000 0002 - With 0001 pointing to 0002 which is sorta object oriented programming having smaller objects make bigger objects which create one single mesh which is actually the bsp

0001 0000 0002 is a triangle. You can most likely get the number by seeing how long the object is. Convert the length into Halo terms and then Hex. Searching for the number. Changing to 0000 in which flattens that part of the bsp. This is still in theory and others are working on "reverse engineering" the bsp to see how it works and how spark edit knows how to open it and all that good stuff. Yes it will prolly be the next big thing in modding..

Edit - Btw thanks for saying this may be the best along with aotcr :D
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Post by Deadly_Shadow »

alright I fixed 343. Now I can get it to load in umm... Halo :D
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Post by seagoat »

that sucks. i have always been a fan of bizarre plants and stuff. gj DS on the mod. btw, the part of the map that is used in a cutscene at the end of the level, where you meet guilty spark, around that metal stucture, is that part of any bsp?
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Post by VoiDeD »

i dunno which one exactly, but its the last one in teh list
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Post by Deadly_Shadow »

seagoat wrote:that sucks. i have always been a fan of bizarre plants and stuff. gj DS on the mod. btw, the part of the map that is used in a cutscene at the end of the level, where you meet guilty spark, around that metal stucture, is that part of any bsp?
Meh. I guess I won't delete it. It just sorta looks funny in SE
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Post by seagoat »

yea it does look crappy in sparkedit, but i like how it sort of glows in the actual game. will there be fog on top of the water like in sp mode? oh by the way the last bsp in the list is an interior one, but i think you come out of the level the same way you go in, it must be exterrior a or b.
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Post by Khane »

*raises hand* I've gotten D40_Terrain to load in halo, but.................the sky and horizon are completely black. I'vetried adding fog with the sky plugin and it didn't work, no effect at all, I tried removing fog with it, no effect, and I'm wondering if you would have any idea on how to fix it.
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Post by Deadly_Shadow »

Well d40 terrain is different. There are auto maps and manual maps. Manual is you do the conversion and it works in halo without doing anything else. Guess what! I have a manual. It seems the sky box causes a crash. When I had no sky box there was no exception but I could barely see upon the level. I add the sky and get mr crash. I'm gonna try it again. I'll get it edventually. Btw. Within the header. You have to change one reflexive, add a number, and replace about 200 bytes with another 200... lol.... Now I have to add sky which causes a crash.. Wish me luck :oops:
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