Rumors about teleporting to other maps?

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
xgamer





Posts: 70
Joined: Thu Feb 08, 2007 5:32 am

Rumors about teleporting to other maps?

Post by xgamer »

Theres a rumor going around in MP games that you can add a teleport to a map that teleports you to another map. Is this true, i heard its been done.

If it is, can anyone tell me how to do it?

My guess on how to do it is like the example of the campaign map: Metropolis. If you ever took notice, you would see that metropolis is made of 2 maps. The first is from the beggining of the map, to the exit of the tunnel. The second is after the exit, and into the end of Metropolis.

Well, what if you create a completely new map, using the name of relic.map, or any map you want, then doing the same thing? On the first portion of the new map could be coagulation for example, and the second portion could be Gemini. You just need a command code in your map that tells any other xboxes system linking to yours to load the maps that are in yours. And to get between them is a teleporter.

***Or maybe something completely insane, what if right under the courtyard of the Gemini portion of the map is the coagulation portion? You could virtually walk between the meshed maps!!! You could do it with any map, even mesh up 3 maps all together in one! You could set a water level in Gemini to the hight of the courtyard, when you walk to the courtyard in the game, you would see an ocean, and 20 feet away would be the island of Relic! And 20 feet away from Relic and Gemini would be Ascension!!! All you would have to do is wait for Halo 2 to load the map, three times as long lol. And if its too laggy, then you could just change it so that you only load, for example, a 1000ft radius around you, anything else would be left unloaded and anywhere you go, the radius would go with you, loading anything in your path and leaving everything behind deloaded.

I sure would love that feature in my map. lol.
Last edited by xgamer on Wed Aug 15, 2007 6:39 pm, edited 1 time in total.
Mr N





Posts: 125
Joined: Mon Aug 22, 2005 11:23 am
Location: Eslewhere

Post by Mr N »

Using scripts you can have more than one BSP in a multiplayer map (similar to campaign), though I don't know if it has been done yet (I don't believe it has).
- sober
User avatar
kibito87




Stylist Connoisseur Advisor Bloodhound
Droplet Articulatist 500

Posts: 3461
Joined: Mon Feb 21, 2005 7:49 pm
Location: Ohio
Contact:

Post by kibito87 »

It is possible and has been done. You are in hope. Only problem being, how to do it hasn't been publicly released yet. You will have to wait, or try to find the script yourself and get it to work. Neodo's is the man you are looking for.
Image
User avatar
ScottyGEE




Visioneer Vector Mad Hatter Artisan
Snitch! Enthraller Pi Critic
Sorceror Droplet Scorched Earth Socialist
Advisor Articulatist 500

Posts: 7352
Joined: Sun Aug 15, 2004 9:08 pm
Location: Down under
Contact:

Post by ScottyGEE »

Eww, I dislike that idea. Never heard such a rumour and don't care anyway.
Image
This collaboration is not endorsed by Halomods
Technically its only me animating though ;)
OwnZ joO




Articulatist 500

Posts: 980
Joined: Thu Nov 10, 2005 4:24 pm

Post by OwnZ joO »

kibito87 wrote:It is possible and has been done. You are in hope. Only problem being, how to do it hasn't been publicly released yet. You will have to wait, or try to find the script yourself and get it to work. Neodo's is the man you are looking for.
f he does that right, it should be a sick mod.
User avatar
Zone 117




Pi Trickster Stylist Advisor
Snitch! Connoisseur

Posts: 799
Joined: Wed Nov 09, 2005 4:37 pm
Location: Want to be in Asia :'(

Post by Zone 117 »

kibito87 wrote:It is possible and has been done. You are in hope. Only problem being, how to do it hasn't been publicly released yet. You will have to wait, or try to find the script yourself and get it to work. Neodo's is the man you are looking for.
I'm assuming it would be the same (or similar) script as the one used in SP to play from map to map. Because if you have multiple MP bsps in a map, they would collide, since all the bsp model points for all the MP bsps are around 0, 0, 0.
Am I correct?
ScottyGEE wrote:Eww, I dislike that idea. Never heard such a rumour and don't care anyway.
Why..? Sounds way fun to me =x
Image Thanks for the sig Xiion :P
[ AI Revision ][ Sewer ][ Boat Mod ][ Archaic ]
Remapped: Mod Archive and Forums.
User avatar
newbymodder




Blacksmith Articulatist 500

Posts: 1475
Joined: Fri Nov 24, 2006 4:43 pm
Location: San Angelo, Tejas

Post by newbymodder »

too many problems mainly gameplay might lag a little bit having oh say 16 people going in between 2 maps or more. also games would take longer which i don't mind ctf would be a lot funner with having to invade someone elses map basically to take the flag
Image
Join Halo 2.5, Can't stop never stop modding halo 2 http://www.halo25.co.nr/
User avatar
kibito87




Stylist Connoisseur Advisor Bloodhound
Droplet Articulatist 500

Posts: 3461
Joined: Mon Feb 21, 2005 7:49 pm
Location: Ohio
Contact:

Post by kibito87 »

Zone 117 wrote:I'm assuming it would be the same (or similar) script as the one used in SP to play from map to map. Because if you have multiple MP bsps in a map, they would collide, since all the bsp model points for all the MP bsps are around 0, 0, 0.
Am I correct?
I wouldn't quite say they are all based around 0,0,0. Have you ever made a conversion but told h2core to keep the existing spawns? If so, you would have noticed the exisiting spawns are no where near the existing bsp. And if you have never tried that, there's your explanation as well :P
Image
User avatar
Prey




Connoisseur Snitch! Pyre Articulatist 500

Posts: 1026
Joined: Wed Dec 27, 2006 6:49 am
Location: UK
Contact:

Post by Prey »

I'm pretty sure the only reason most SP maps have multiple bsp's is because they are so huge, that way much less space is taken up in memory, and operations such as occlusion culling and collision detection don't have to iterate everything in the entire level.

I don't see them all being centered around the origin either, seeing as it would mean a shift was needed every time you reached the next segment, which would be quite obvious whilst your playing the game.
Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
Halo 3 Research Thread - Contribute to the research into Halo 3.
User avatar
Zone 117




Pi Trickster Stylist Advisor
Snitch! Connoisseur

Posts: 799
Joined: Wed Nov 09, 2005 4:37 pm
Location: Want to be in Asia :'(

Post by Zone 117 »

kibito87 wrote:
Zone 117 wrote:I'm assuming it would be the same (or similar) script as the one used in SP to play from map to map. Because if you have multiple MP bsps in a map, they would collide, since all the bsp model points for all the MP bsps are around 0, 0, 0.
Am I correct?
I wouldn't quite say they are all based around 0,0,0. Have you ever made a conversion but told h2core to keep the existing spawns? If so, you would have noticed the exisiting spawns are no where near the existing bsp. And if you have never tried that, there's your explanation as well :P
I know SP BSPs don't, but MP is pretty close.
Image Thanks for the sig Xiion :P
[ AI Revision ][ Sewer ][ Boat Mod ][ Archaic ]
Remapped: Mod Archive and Forums.
User avatar
latinomodder





Posts: 1040
Joined: Tue Sep 20, 2005 5:51 pm
Location: Costa Rica

Post by latinomodder »

Zone 117 wrote:
I'm assuming it would be the same (or similar) script as the one used in SP to play from map to map. Because if you have multiple MP bsps in a map, they would collide, since all the bsp model points for all the MP bsps are around 0, 0, 0.
Well I tired making the teleporter from beaver creek lead you to coag, what I found that some bsps are together and some are FAR apart, like lockout and zanzi collide, but coag and beaver creek dont
Image
User avatar
Alex201
Readers Club





Posts: 119
Joined: Sat Dec 09, 2006 1:01 pm

Post by Alex201 »

I've created a map with ALL the halo maps (including SP), but it was way too huge. It would be fun if there were more players than 16 though. Wasn't laggy at all. Just need a way for more people. Back to hexing the .xbe...
Ah fudge, I can't get my pic to work. I need to llearn more BBCode. Eithier that or figure out a way to enable HTML.
HTML is disabled on this board. It's simple to add a picture. Just put [img]UrlGoesHere[/img].
User avatar
Agent ME




Articulatist 500

Posts: 881
Joined: Tue Jun 21, 2005 6:00 pm
Location: California, USA
Contact:

Post by Agent ME »

You can't make a teleport to another map as far as I know, but even if you could, it wouldn't work in system link. And I don't think the multiple-bsp thing would work in system link, but maybe Bungie decided to make that command sync for the heck of it.
User avatar
ogrish




Articulatist 100

Posts: 243
Joined: Sun Jun 11, 2006 12:44 pm
Location: Oildale Ca.
Contact:

Post by ogrish »

the problem is when one player reachs the teleporter, it teleports all players to the next bsp. I seen a vid of someone who has done this already on youtube.
User avatar
Agent ME




Articulatist 500

Posts: 881
Joined: Tue Jun 21, 2005 6:00 pm
Location: California, USA
Contact:

Post by Agent ME »

Link? I didn't think bsp-switch commands sync-ed online.
User avatar
CaptainPoopface




Artisan Advisor Literarian 250

Posts: 408
Joined: Mon Jul 23, 2007 7:56 am

Post by CaptainPoopface »

I'm not sure if this is a naive response, but could you use some kind of utility to add an offset to all the coordinates in an MP map (BSP and scnr coords), then nest that BSP in a larger BSP? For example, you could set all the coordinates for Lockout to (X+ 50, Y+ 50, Z + 0), then nest that within Ascension, so Lockout's new origin is sqrt(50^2 + 50^2) to the northeast of Ascension. And then you'd just set a teleporter accordingly. Or put both Ascension and Lockout high in the sky above Containment, separated by clever use of fog.

I've never done a BSP conversion, so I don't know how feasible it is to put a BSP inside another one without supplanting the host map's BSP.

However, even if you could succeed, I suspect it would make the map hopelessly large. You'd spend all your time dashing through teleporters trying to find someone to kill. On the other hand, maybe you could isolate your favorite parts of certain maps, and seal off the rest of them with barriers. You could keep the effective playing size manageable that way. It might be fun to play your preferred half of Ascension, then hop in the Banshee and fly up to your preferred half of Lockout. Or run across a bridge from one to the other.

I'll probably have to post this in another thread, but is there a program that can apply a translation to all the coordinates in a map? I would love to play X, Y and XY mirror images of current maps.
User avatar
Geo
Forum Manager




Illusionist Stylist Advisor Pi
Connoisseur Pyre Socialist Tsunami

Posts: 4404
Joined: Sun Jun 19, 2005 1:01 am
Location: United Kingdom
Contact:

Post by Geo »

The idea of multiple BSP's in a MP map has always interested me, though I really don't see it happening.
Image
For extremely cheap web hosting and domains, PM me. Includes excellent control panel software and instant activation!
AModderPerson





Posts: 185
Joined: Thu Sep 14, 2006 5:41 pm

Post by AModderPerson »

Well in Halo 3, its gonna be online Co-op. So once we mod Halo 3, We can Combine MP maps and use them for Multiplayer Matches. I probably think it won't work because it teleports all players to that BSP. Worse of all, they Teleport in the SAME Spot. Bad! Unless if that Players don't teleport with other players, I say its a bad idea. Well it will be a good idea for a AI Match with it. This is all I can say.
Current Project: The Grunt Rebellion


SVE is Released

Latest Episode is here:
You Know What? Part 01
You Know What? Part 02
User avatar
DJ_Gnomey




Connoisseur

Posts: 490
Joined: Sun Apr 15, 2007 9:31 am
Location: New York
Contact:

Post by DJ_Gnomey »

What if we implemented the bullshit script on a teleporter? And referenced an already injected BSP (say we use coagulation and add lockout's bsp to coagulation).


The problem is fixing spawns, making the other bsp go away, and many other crucial things. Also we would need have some way of making another SCNR to set all the spawns for it.




This would stand no chance, even if possible of syncing over system link. Bungie didn't have time to release Halo 2 with online COOP with their release date so they said fuck it, just used the bullshit script (know why they call it that now?) and then released Halo 2 without online coop. They couldn't get their scripts to sync over XBLive or system link.
Image
User avatar
latinomodder





Posts: 1040
Joined: Tue Sep 20, 2005 5:51 pm
Location: Costa Rica

Post by latinomodder »

Agent ME wrote:Link? I didn't think bsp-switch commands sync-ed online.
We sorta of did it the first bsp kinda messed up but the script ran and coag appeared under us in sys link
Image
Post Reply