Application Request Thread
- JacksonCougAr
- Posts: 2333
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Application Request Thread
Got a mod? Current generation of tools not working or lacking a feature that you need to finish your mod? Post what you need here and I'll take what I see into consideration for my next tool.
Re: Application Request Thread
A proper...
Tag builder
Map rebuilder
Chunk cloner
Tag duplicator
That's all I want and need. If you can provide me with any of those tools, it may change my mind about quitting.
Tag builder
Map rebuilder
Chunk cloner
Tag duplicator
That's all I want and need. If you can provide me with any of those tools, it may change my mind about quitting.
- NotZachary82
- Posts: 644
- Joined: Sun Oct 28, 2007 9:15 am
- Location: TX, USA
Re: Application Request Thread
Eaton, most of those are already possible, you just have to know how to manipulate the apps.Eaton wrote:A proper...
Tag builder
Map rebuilder
Chunk cloner
Tag duplicator
But still, better chunk cloning should be available. It'd be nice.
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
Re: Application Request Thread
Working on it.Eaton wrote: Map rebuilder
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- JacksonCougAr
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Re: Application Request Thread
I can give you a map decompiler
- Twinreaper
- Posts: 77
- Joined: Tue Jun 07, 2005 7:13 pm
Re: Application Request Thread
I think the two major apps that should be worked on in general to keep a lot of folks around is
1. Custom bsp injection (proper mesh and collision)
2. Custom biped with full custom animation. (animation i know was worked on briefly with MC model)
I'm trying to learn more about the collision subject as a whole, not just in the H2 realm, to help give me a better understanding of the ins and outs of it. Hopefully this will assist me in assisting others who are working on it.
1. Custom bsp injection (proper mesh and collision)
2. Custom biped with full custom animation. (animation i know was worked on briefly with MC model)
I'm trying to learn more about the collision subject as a whole, not just in the H2 realm, to help give me a better understanding of the ins and outs of it. Hopefully this will assist me in assisting others who are working on it.
WOW! Three years here, and I still haven't released any of my mods
Re: Application Request Thread
The problem is that you require updated Havok physics data when you change the bsp geometry. The convenient way to generate that data is to use the H2V tools to import a structure bsp and transfer the result physics and collision data from the generated scenario_structure_bsp tag, since the formats didn't change from xbox to vista, like the render geometry formats did.Twinreaper wrote:I think the two major apps that should be worked on in general to keep a lot of folks around is
1. Custom bsp injection (proper mesh and collision)
Re: Application Request Thread
Does that mean one could transfer the collision from a h2v map to h2x and inject the visual as a model?kornman00 wrote:The problem is that you require updated Havok physics data when you change the bsp geometry. The convenient way to generate that data is to use the H2V tools to import a structure bsp and transfer the result physics and collision data from the generated scenario_structure_bsp tag, since the formats didn't change from xbox to vista, like the render geometry formats did.Twinreaper wrote:I think the two major apps that should be worked on in general to keep a lot of folks around is
1. Custom bsp injection (proper mesh and collision)
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Re: Application Request Thread
You could easily transfer the physics and collision data (collision also contains havok related data btw) but I don't know see why you can't "inject" new render geometry into the bsp if you can do it with a render model. Unless the tools released can't work like that. In that case, I guess using a render model for the render geometry for the bsp would be a sufficient kludgexzodia wrote:Does that mean one could transfer the collision from a h2v map to h2x and inject the visual as a model?
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
Re: Application Request Thread
I still don't get why it didn't work when I tried it. I took your advice, which was to find the last bit of data I need to convert and convert it. But I never found anything that fit that description? Unless the BSP checksums actually do something? Otherwise I'm lost..
Re: Application Request Thread
Would it be easier to say...do what users did in the beginning with h1 Custom Edition and xbox where the user injected CE bsp's into xbox maps as scenery and just spawned everything including player spawns on that?kornman00 wrote:You could easily transfer the physics and collision data (collision also contains havok related data btw) but I don't know see why you can't "inject" new render geometry into the bsp if you can do it with a render model. Unless the tools released can't work like that. In that case, I guess using a render model for the render geometry for the bsp would be a sufficient kludgexzodia wrote:Does that mean one could transfer the collision from a h2v map to h2x and inject the visual as a model?
I'm just thinking along the lines of possibly making it easier to create custom bsp's till a proper way is found out completely. Unless it's closer than i'm guessing and what i'm stating would just further prolong the road block.
Now that I think of it, I guess if necessary...the Onyx app would do just fine for that.
- NotZachary82
- Posts: 644
- Joined: Sun Oct 28, 2007 9:15 am
- Location: TX, USA
Re: Application Request Thread
... Onyx.kibito87 wrote:Would it be easier to say...do what users did in the beginning with h1 Custom Edition and xbox where the user injected CE bsp's into xbox maps as scenery and just spawned everything including player spawns on that?
*Edit: I just read the smaller text, my mistake.