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how do i mod the physics?

Posted: Thu May 19, 2005 4:23 pm
by Choking Victim
is there a way to mod the physics so that the weapons crates move and stuff?

Posted: Thu May 19, 2005 5:18 pm
by SunnySharma
Not in PC.

Posted: Thu May 19, 2005 5:33 pm
by Choking Victim
you cant do it in hex editing? and the closest i got was replacing the ghost model with the weapons crate.

Posted: Thu May 19, 2005 5:56 pm
by subnova
The Halo 1 physics system is based on a very simple "spring" system. Did you notice how a weapon drops when you swap it with another? That's a sign of the spring effect. If there was a Halo 2 PC (and CE), you'd be able to just change around a few numbers, because Havok uses a far more realistic physics system. Messing around with Halo 1 physics, if it's even possible, would be a pain in the ass, at best.

Posted: Thu May 19, 2005 6:40 pm
by Choking Victim
ohh ok thanks man

Posted: Fri May 20, 2005 3:11 pm
by SunnySharma
subnova wrote:The Halo 1 physics system is based on a very simple "spring" system. Did you notice how a weapon drops when you swap it with another? That's a sign of the spring effect. If there was a Halo 2 PC (and CE), you'd be able to just change around a few numbers, because Havok uses a far more realistic physics system. Messing around with Halo 1 physics, if it's even possible, would be a pain in the ****, at best.
Actually, it's not too hard, custom physics are easy, just need to be in the right format (speaking with HEK, though, for PC it isn't because you can't change a few numbers and redesign physics)

Posted: Fri May 20, 2005 6:15 pm
by Danke
Couldn't he just duplicate the ghost, null the driver seat, and swap the model , animation, and collision with a crate. I don't see why that wouldn't work. It's sloppy though.

Posted: Fri May 20, 2005 8:32 pm
by SunnySharma
Because the physics would be f'ed up, no matter what. Still have a ghost "feel" to it.