Community Project: PHMO Tag
Here is that mod I was talking about earlier, it is a bit glitchy.
If you want to try the jumbo glitchy pallete mod with full collision follow these instructions.
1. load the moded Zazibar map
2. load up slayer with rockets
3. go to the beach shoot the pallete in the air in the center with the rocket.
4. Enjoy
Talin
If you want to try the jumbo glitchy pallete mod with full collision follow these instructions.
1. load the moded Zazibar map
2. load up slayer with rockets
3. go to the beach shoot the pallete in the air in the center with the rocket.
4. Enjoy
Talin
- Attachments
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- zazi_patch.rar
- for Zanzibar.map
go to beach
shoot pallete with rocket - (977 Bytes) Downloaded 7 times
I think I now have a basic understanding (very very basic) of what a transformation matrix is, but I'm not clear on why it's in the phmo. What is it needed for? To move vertices? Which vertices are being moved? Where are they going? Why? Yeah, the "where are they going?" is a silly way of wording it, but what I'm getting at is that, in most cases phmo seems to be a solid piece (unless you're talking about a biped or something) and I'm really not getting what vertices need to be moved in phmo.
Are these transformations matrices in the spot that Xzodia had labelled collision planes? If so, why does the ghost have so many as opposed to the warthog? The shadow has like 20-30-something (can't remember the exact count and don't feel like checking again.
Are these transformations matrices in the spot that Xzodia had labelled collision planes? If so, why does the ghost have so many as opposed to the warthog? The shadow has like 20-30-something (can't remember the exact count and don't feel like checking again.
I think I have it a little better than you. transformation matrices are (I think) to move a vertice, once. It's to position the vertex with calculations more complex than just coordinates. Notice how nowhere else is there a way to scale or mirror a vertex, much less at the same time with the same variables.
Also, a four-by-four matrix has sixteen values, so collision planes are not transformation matrices.
Also, a four-by-four matrix has sixteen values, so collision planes are not transformation matrices.
http://files.halomods.com/viewtopic.php?t=50904
my first tutorial in the tutorial section
my first tutorial in the tutorial section
i had a go at editing the banshee verts, i made all the z values 0 and the gane froze
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Is there any pattern between objects that don't have that reflexive? Like, all turrets, all inanimate objects, etc?
I want to check and see if there is any difference between the phmo of the shadow/covenant turret and a human turret. Hopefully we can modify the geight at which it rises, or maybe when it rises, so you could start to get out and it would launch you up to another platform.
I want to check and see if there is any difference between the phmo of the shadow/covenant turret and a human turret. Hopefully we can modify the geight at which it rises, or maybe when it rises, so you could start to get out and it would launch you up to another platform.
http://files.halomods.com/viewtopic.php?t=50904
my first tutorial in the tutorial section
my first tutorial in the tutorial section
- TheTyckoMan
- Posts: 854
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I remember that app with the red spheres...AH the good old daysTalin64 wrote:I wonder if it is possible
the vertices are like path findings spheres from halo 1
x,y,z,radius
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I have suggested, in some of our tlm discussions, that very concept, Talin. Xzodia then compared it to being built "with balls of plasticine and straws."
My only evidence for this theory was the way the pelican seems to have a spherical collision with the bsp (the way it rolls around on the ground). If that is the case, however, it would still seem that there'd need to be vertices to keep the biped and machs (the pelican rests nicely on mach platforms) from passing through it. When walking on the pelican (or anything else for that matter) I do not get the impression of walking on spherical shapes.
In essence, it seems there are three types of collision, not two: bullet, walking (biped/mach), and environment (bsp), with the bsp collision being the simplest.
My only evidence for this theory was the way the pelican seems to have a spherical collision with the bsp (the way it rolls around on the ground). If that is the case, however, it would still seem that there'd need to be vertices to keep the biped and machs (the pelican rests nicely on mach platforms) from passing through it. When walking on the pelican (or anything else for that matter) I do not get the impression of walking on spherical shapes.
In essence, it seems there are three types of collision, not two: bullet, walking (biped/mach), and environment (bsp), with the bsp collision being the simplest.
- Iron_Forge
- Posts: 532
- Joined: Sat Sep 20, 2003 9:21 pm
as snaku said we already discussed this, in fact the reflexive shade named vertices i had origionally named the values x,y,z and radiusTalin64 wrote:I wonder if it is possible
the vertices are like path findings spheres from halo 1
x,y,z,radius
Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
Well it makes for the most logical sense to decalre it unused, wouldn't want to confuse the poor souls that browse these forums...Iron_Forge wrote:That would be my fault korn...When generating the IFP's, if a tag reference was basically unused in every tag in Halo 2, I'd mark it as unused, rather than unknown...They inherited that when they used my plugins for a base for theirs...
And its a tag block ;x. So I guess none of the current tag definitions use those 2 blocks if your plugin generator didn't find them.
pathfinding spheres
- Attachments
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- wraith spheres 2.jpg (155.68 KiB) Viewed 848 times
Is there a way yet for us average laymen to get an extract similar to that? I can't tell if that's the view in a program or if you photoshopped a screenshot to show what you had discovered. Either way it's a breakthrough.
Is there a way to edit them, then? To add more, particularly to the pelican?
Also, I'm assuming these spheres relate only to the bsp collision. Is that correct?
[edit] Also, just curious. How come you're not working with the guys over at the tag research project? They've got some awesome stuff going on, and they're trying to keep the plugins in IFP2 format. At least the unfinished ones.
Is there a way to edit them, then? To add more, particularly to the pelican?
Also, I'm assuming these spheres relate only to the bsp collision. Is that correct?
[edit] Also, just curious. How come you're not working with the guys over at the tag research project? They've got some awesome stuff going on, and they're trying to keep the plugins in IFP2 format. At least the unfinished ones.
Snaku,
That pic is from a talk about halo 2 AI
The Spheres are not used for collision.
They are used for AI ray casting for visibility.
It seems that the "phmo" tag has a lot of the same tag blocks from halo 1 tags ie Mode tag and others.
If somebody could extract the spheres into a 3d modeler we could compare and see if they are pathfinding spheres.
Talin
That pic is from a talk about halo 2 AI
The Spheres are not used for collision.
They are used for AI ray casting for visibility.
It seems that the "phmo" tag has a lot of the same tag blocks from halo 1 tags ie Mode tag and others.
If somebody could extract the spheres into a 3d modeler we could compare and see if they are pathfinding spheres.
Talin