Projectile Models?

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Projectile Models?

Post by Tyrant »

I don't know if anyone here has played CMT's revamped version of Halo PC on Halo CE (with all the cool new weapons and effects) but you can tell they've done some things with the projectile models. For example, the Hunter's now fire the beam-like weapon they have in Halo 2. Based on the color and its reaction to the surface of objects, I can tell that it fires 30 plasma overcharge shots a second, but they've clearly been extended. Now, in HMT I can't seem to find ANY models that go with actual projectiles. How is this possible then? Thanks! :)

Oh! Another question. One of the things my staff and I are known for is creating what I like to call "hybrid" mods. This means the map can be played with or without the mods without getting exception data or anything like that. While obviously it helps ur game a LOT if you have it, it's not manditory. That being said, I've tried importing projectiles before like Wraith mortar and the Sentinel beam (or even scenary fire), but whenever a player is harmed by something that's been imported, the game quits out and they get the exception data error. It's been a while since I've attempted to overcome this and was also wondering if this issue has been addressed and resolved yet. Thanks again!!! :)
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Post by inferno »

ok for your fist question..

you want too extend the overcharge plasmsa pistol shot correct?
heres how..

-get the phenomena plugin pack (if you dont have it then you need too kill yourself lol)

-go into the map and select the tag light volume

-now select plasma pistol charged bolt.

-now extend the radius too the size you want and you can also change color and radiosity and stuff. but if you change the color make sure you go into the light tag and change it their too.
:wink: or else youll have a red plasma bullet expelling green light. :P

you second question...

i think what you are saying is you are playing a map with a weapon that someone else dosent have on their map over the internet...

well obviously its going too crash them when they get hit by it if thats the case :P

hope that helps
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Post by Tyrant »

The first question RIGHT ON!!! And thanx! You unlocked yet another HUGE mystery for me. Dang you're good! :D And of course I have Phenomenon's plugins. They're genius! As for the second question, I certainly see your point but there has to be something in particular that boots the other players out of the game. I mean, there must be a way to include the visual of the weapon without having the same damage or collision. I've tried a simple swapping method but that didn't do it. Hmmmm...
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Post by Tyrant »

Okay, I haven't been able to get the light thing to work yet, so I went ahead and converted one of the CE maps to PC so I could just look at the projectile from the Hunter weapon. But all the tags say "Protected." lol. geez. did i do something wrong?
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Post by inferno »

wait you want too elongaite the hunter fuelrod projectile? that can be done in milkshape or gmax. their should be a model called something like plasmacannon\projectile or something along those lines. the fuelrod gun uses a actual model. the plasma pistol and plasma rifles use volume light its a pretty big difference :wink: .

tags say protected casuse the author of the map dosent want you ripping :roll: i hate people who do that.. halomods is almsot open source so protecting your maps makes you look like a ass.
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Post by Tyrant »

lol. you're right. it does. it would've been pretty useful for other things too. They have some of the Halo 2 sound effects i've been looking for, like the gauss gun, the hunter cannon, and the brute shot. but now i'm back to square one with those too :? Cant find 'em anywhere. lol
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Post by Tyrant »

Just tried remodeling the fuel rod gun projectile, making it six times longer than usual, but after I injected and started up the game, it still looked like it always does... hmmmm...
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Post by inferno »

were you looking at it from the side and did it have any more than one detail level?
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Post by Tyrant »

checked both head on and from the side. no changes. it looks just like the original no matter how far or close. i'm almost positive though that the beam from the CMT maps originated from the overcharge shot. Here's a link to those downloads, even though the people on the site wont say a word... lol

http://cmt.haloimpulse.com/main/index.p ... &Itemid=79[/url]
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Post by Tyrant »

Anyone?
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Post by inferno »

uhh just try and remodel the projectile again..]

and remeber its

- export
-open in milkshape
- edit
-export and overwrite original
-import over model in map using hmt

thats the only advice i can give you..
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Post by Tyrant »

damn. yea that's what i usually do and it works for the weapons themselves. i'm trying to interrogate the people at CMT to see if they'll release the secret :D
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Post by inferno »

go back and model it again and make it huge like lets say scale it up by 10. if no changes occur then youve got a problem. :roll: but really no one ever said HMT is perfect. :roll: and everyone has errors.
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Post by Tyrant »

lol. No arguments there, but still one hell of a program! :D Tried it again and still looks the same to me. That's just so weird. I wonder if the models are actually visible or if its just something along the lines of collision?
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Post by inferno »

no collision is under the collision tag lol! but yes you are having problems if you cant see it after 10x scaleing! lol try remodeling something else and check the versions of all your software including HMT. and maybe the just maybe youll figure something out. :roll: although i doubt it now. if i had time id test something for you but im currently working on a rat race map set heres a bit of offtopic rant for you...

30 elites... 10 jackals... 23 grunts... 3 hunters...

20.. marines... a warthog... and master chief leading...

in ratrace...

what will happen too you?


that was my off topic rant for today :roll:
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Post by Tyrant »

That sounds awesome! Is it a team AI map? Those are my favorite! They had an awesome one done for Blood Gulch with Marines vs. Covenant (Elites, Jackals, Hunters), and another one for Timberland with Marines vs. Flood.

I talked to some of the people at CMT about how they made the Hunter beam and they said they used something called spew discharge? does that ring a bell?
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Post by inferno »

yes its team ai and since you seem so excited ill PM you when the map pack is done. im gonna take all the best maps and create ai stuff for em. working on a new marine that can carry flags !! :wink: that would be cool.

lol wow we got off topic :roll:
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Post by Dominatr »

Yeah, it would be spew discharge (or spew time). "length of time the weapon will spew (fire continuously) while discharging". Basically, if you set it to 0.1 then it will fire multiple projectiles until that 0.1 seconds is up, or if you set it to 1, it will keep shooting for a full second, raising hell
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Post by Tyrant »

Dang, "spew discharge" just sounds soooooo wrong. lol. what program is it in? HMT? if so, where is it located? the weapons tags? thanx for the input!

Inferno, can't wait to see those maps! I think the team AI are the hardest to do. Again, I never got the hang of it, so I'll be more than happy to try out your maps :D They can occupy my mind for hours :)
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Post by Dominatr »

I saw it in Guerilla, not sure if there's a HMT plugin for it. If I can find out how to make HMT plugins I might make one for spew discharge
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