Possible / Not Possible Biped Injections

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Axel





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Possible / Not Possible Biped Injections

Post by Axel »

Well, after figuring out the relatively simple solution to getting a Prophet into his chair in a map, I started wondering about all of the other bipeds I've never seen anyone put into their maps.

While some of these I am wondering about may not be very useful in gameplay situations, they would be very useful in machinimation... and I am a big fan of halo machinimation which is why I am so determined to seek out every possible angle when it comes to bipeds (for starters).

Ultimately, here is my question. Are there some bipeds that can just NOT be injected into maps for use? Or can all bipeds be injected successfully? What I mean by injected successfully is not only can they be put in the maps and the maps loaded on the box (though I would like that answered as well), but also if they can be mobile, whether it looks weird during motion or not.

If all bipeds can be injected, can someone point me in the right direction on some of the more complicated ones?

And if there ARE some bipeds that cannot be injected, which ones are they?



A few minutes ago I tried injecting monitor.bipd and cortana.bipd into Foundation. I tested it out as the cortana.bipd. It injected fine but unfortunately I could not move anywhere, even with flying enabled. I could jump up into no gravity and float around, but that was it.

And when I went to test the monitor bipeds the map didn't even load, it locked up at 0 seconds left in the lobby.


Any info appreciated, thanks.
x088x




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Post by x088x »

Have you tried giving the MC the HLMT of Cortona or the Monitor? I think that might work.
Axel





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Post by Axel »

Well I'm not very savvy with most of what these tags actually do are, so now I hadn't tried that. Just tried it now however (if you mean changing cortana.hlmt to masterchief.hlmt and removing the old one, and leaving all of the other chief files untouched).

Didn't do anything. Going to try the other way around. But mainly I'm just trying to get a feel for what bipeds I should even bother with. The impossible and not so impossible.
Theshadow18





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Post by Theshadow18 »

all bipes r possible i think. u just have to change mc's hlmt to the other bipds hlmt
Snaku




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Post by Snaku »

The way you swap hlmts is to go to whatever it's a hlmt of (masterchief in this case), click dependencies, and where it says hlmt, change whatever's there to the new one.
Axel





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Post by Axel »

Ah, got it. And so far it has worked nicely for everything I've tried (biped-wise). However now I cannot make these bipeds flyable? There a fix to that?


Also, some bipeds may not look exactly as they did in-game? I tried injecting Tartarus into Midship last night and he just turned out to be a very yellow-skinned brute (still the Tartarus biped, but the color was wrong from SP). Also after getting the monitor into MP, I thought I remembered in SP he glowed as well.

EDIT: I forgot to change the numbers for flying... my bad, going to try that now, lol. Still would like an answer on making Tartarus look normal though.
Snaku




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Post by Snaku »

Look in his hlmt tag and see if he has any variations or permutations.
Axel





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Post by Axel »

Ah so variations and permuations are what change the versions of the bipeds?

Well, I tried looking through tartarus's hlmt but the only thing I could find that made sense to change is honor_off to honor_on. That actually did nothing, at least that I could notice.
Snaku




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Post by Snaku »

Variations are also for vehicles: like the banshee vs. heretic banshee, or the guass hog vs. the chaingun hog. They're also where you find the damaged versions of them.
Back to Tartarus... hm... maybe Insolence didn't bring him in correctly? I've heard sometimes you have to try again with a mach if the collision doesn't work out right, so I guess Insolence could be screwing things up occasionally. Maybe you should start over and see if it helps.
Also, there are wierd variables sometimes. Like, I tried going into the banshee's variation, under the vehi tag, and just swapping default and heretic, but it didn't come out right: still had purple on top. Had to go to the vehc tag (where it defines which vehicles can be spawned) and change it to heretic.
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