Community Project: PHMO Tag

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turk645




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Post by turk645 »

i'm still doing research but i do know that the info for the steam lifts are in the phmo, i have found thing that i think are the scale, hight, and force of the lifts. once i have a little bit more info i will post an updated part of the ifp.
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Post by Shalted »

I hope you don't mind but I added you're research to our tag in the TRP.
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Doom




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Post by Doom »

Hmm shade for your app why does it extract the phmo as a big ball? It makes it hard to edit, why isn't it in a 3d model shape of verts?

Any Ideas?

Thanks

-Doom
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pokecancer




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Post by pokecancer »

you should combine this with phmo plugin in entity. I did a lot of stuff and fixed lots of reflexives in it, didn't label anything though.
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Post by slaj »

Hum... I was wondering if is it possible to spawn PHMO tags ? To do more inbvisible barriers XD
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DoorM4n
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Post by DoorM4n »

slaj wrote:To do more inbvisible barriers XD
Spawn the mach-bridge_plank from deltaapproach and null the shades.(its massive and and flat)
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Post by shade45 »

Doom wrote:Hmm shade for your app why does it extract the phmo as a big ball? It makes it hard to edit, why isn't it in a 3d model shape of verts?

Any Ideas?

Thanks

-Doom
Its becouse no one has found the faces yet so right now it only extracts the verticies.
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Post by slaj »

DoorM4n wrote:
slaj wrote:To do more inbvisible barriers XD
Spawn the mach-bridge_plank from deltaapproach and null the shades.(its massive and and flat)
I didn't expect more you, Master DoorM4n ;)
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Post by Talin64 »

To answer a few questions
Shalted, this is a open research project. So go for it.

Pokecancer, This is the plugin from Entity Alpha 1.
pm me a new one if you have a more recent version
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Post by n64nerd »

nice. wow. now we have something to work with when we make new models...

or inject bsp scen sometime in the future :D
http://files.halomods.com/viewtopic.php?t=50904
my first tutorial in the tutorial section
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xzodia




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Post by xzodia »

nice shade now we tlm can give our vehi's full collision :D
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shade45




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Post by shade45 »

xzodia wrote:nice shade now we tlm can give our vehi's full collision :D
Full collsion is not yet possible we still need to figure out a few things like the faces and we need to be able to inject bigger models.
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Post by xzodia »

so what are the vertices for?
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Post by shade45 »

xzodia wrote:so what are the vertices for?
They make up the shape of the model but without being able to edit the faces or inject more verticies it would be to hard to make a collsion model for a new vehicle.
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xzodia




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Post by xzodia »

i already found the faces...well i think i did but i think i named the values wrongly the reflexive i named "collison planes"
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Post by Talin64 »

Shade45,
I am wondering if you have played with the vertices any more?
I just looked at them and it is 4 floats, So mb it is a Quaternion
The structure at offset 120 looks like a 4x4 transformation matrix, but not sure.

If you extract the actual model how do those vertices match up?
Bye Talin
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Post by xzodia »

what is a 4x4 transformation matrix?
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Post by shade45 »

Talin64 wrote:Shade45,
I am wondering if you have played with the vertices any more?
I just looked at them and it is 4 floats, So mb it is a Quaternion
The structure at offset 120 looks like a 4x4 transformation matrix, but not sure.

If you extract the actual model how do those vertices match up?
Bye Talin
Yeah i think your right there are 4 floats and yes i believe the struct at offset 120 is a transformation reflex im going to look this some more and see if i can figure it out.
xzodia wrote:what is a 4x4 transformation matrix?
Heres a nice explanation of what a transformation matrix is and how they work.
http://www.andypike.com/tutorials/directx8/005.asp
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xzodia




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Post by xzodia »

wow thats complicated :shock:
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Post by Talin64 »

IMHO
I really don't think there are models in the phmo tag.
They are only models in coll tag and mode tag.
I edited a coll model back in january of the pallete in Zanzibar.
The collision updated fine but it has a hard time spawning.
I had to
1.change the spawn point in the scenario
2.edit the bounding box of the mode
3.Edit those values I found in the phmo

Then it worked fine but lagged big time at certain points
I believe this was because I made it so huge and it was still had the same physics properties. Meaning the thing was un-naturally light and flew around when you hit it a very fast velocity.
Talin
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