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WIP: Halo Legendary Mod

Posted: Thu Jul 06, 2006 10:40 am
by wilson
This is a preview to the Halo PC mod that I have been working on for a while. The mod improves the AI of both your enemies and allies, making them less predictable. There are also many new shaders and modified shaders and some new bitmaps. There are also new sounds for some weapons, and many of the particle effects and particle systems have been modified to look more explosive. If you have seen the other preview I showed a few weeks ago, you'll notice that the FPS is a lot higher in this vid, because I changed a few simple things that were killing the framerate but barely affected image quality.


EDIT: This mod is for all the SP maps in Halo PC. It isn't out yet, I've already finished 2 maps, a30 and b30 but I have to finish the others. It isn't going to take long because I just inject the tags I modified into the other maps. I'm a bit busy for this month so it may not be finished until late july or early august.

And because nobody likes reading long paragraphs, here is an outline of the features in the mod.

Improved AI Elites are less predictable, they will sometimes strafe left and right and shoot, or charge at you and do melee attacks. The marines will stay down and take cover more, because the covenant are now more accurate with their weapons and fire in longer bursts.

New Particles There are modified bitmaps, lens flares and muzzle flashes for all the weapons, to make them appear more powerful. Explosions have more lens flares and radiosity, so they light up the place a lot more. And instead of the blood flash that you see when you shoot someone, there is a large bloody spray that comes out and pieces of armor fall off.

Scenery Some scenery tags have been modified, the covenant storage boxes now have physics, and you can use them to your advantage (for example, flipping one over to squish the enemy on the other side of the box), some scenery also appears more battle damaged.

Shaders There are lots of modified shaders, some are unique per map so they look more realistic (for example, the MC's visor looks like it is reflecting the environments for each map, so there is a different cubemap for each map).



Here are some pictures

(CLICK ON THE THUMBNAILS FOR LARGER PICTURES)
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Posted: Thu Jul 06, 2006 11:05 am
by benman08
Amazing job, good work.

Posted: Thu Jul 06, 2006 2:05 pm
by V0Lt4Ge
Very nice.

Posted: Thu Jul 06, 2006 7:58 pm
by wilson
Thanks for the comments. I've got some more pictures, from a more recent version of the mod.
There is a lot more blood, and you can tell from these pictures.

Posted: Thu Jul 06, 2006 11:31 pm
by V0Lt4Ge
The second pic wrote:Press "E" to fip crate
PCE modding or Hex editing? Or both?

Posted: Thu Jul 06, 2006 11:33 pm
by M4573R51337
I like the progress. For the elite blood, make the radius smaller, and make more particles, so it looks like finer blood. Nice job with the crates as well.

Posted: Fri Jul 07, 2006 7:30 am
by CabooseJr
that means the crate is movable, something CMT did.


I like to mod so far but since im not gonna play Halo PC until L33Ts mod comes out, i will rate it now 10\10

Posted: Fri Jul 07, 2006 8:46 am
by wilson
V0Lt4Ge wrote:
The second pic wrote:Press "E" to fip crate
PCE modding or Hex editing? Or both?
Hex editing.

I've been spending hours trying to make the blood right, and I don't really know how to do it. I keep changing the bitmap and changing the point physics, but it still looks like that. From some angles, it sprays out like the blood from FEAR, but most of the time it sprays out like snow.

And I made the crates not by using the b30 falling box (that one is screwy as hell), I used a lifepod, swapped the model, animations and collisions with a covie storage and gave it warthog physics. It's also in other levels, but it doesn't replace the lifepod because it is injected into metas that are never used.

and uh, here are some more pics.

Posted: Fri Jul 07, 2006 10:48 am
by Infern0
Awesome. <3

Posted: Fri Jul 07, 2006 10:51 am
by {SA}DR
I don't like the AR's sound :?

Otherwise , its good

Posted: Fri Jul 07, 2006 10:59 am
by Alchemist666
Wow! 10/10

Im verry impressed any idea if i could help?

Posted: Fri Jul 07, 2006 11:17 am
by wilson
Yeah, if you don't like the sounds, you can just not apply the sound ppf when I release it.. I'm trying to find some better sounds, but I don't know where to look because most of the free sounds on the internet have horrible quality or are ripped.

I could use some help, does anybody have some good sounds for the AR, sniper, and warthog gun? The AR sound I'm using now is a modified sound from a high powered rifle, and it sounds kinda weird in full automatic. Also, does anybody have k0rnman's spartan time hack? That program was useful for skipping cinematics. And finally, is there a good light machine gun model made out of the sniper rifle anywhere?
If anyone helps me, I promise I will give credit.

More pictures, I'm trying to take pictures of the new ar with multi and modified shaders, but it doesn't look that good in pics, it looks a lot better in motion. I'm also trying to take pictures of the glassy display on the AR, but it doesn't look right when it is in pictures. Also, not all the shaders are the same in every level, most of the shaders are different so that it gives you the impression that the metal/plastic/glass or whatever is reflecting its environment.

Posted: Fri Jul 07, 2006 4:11 pm
by V0Lt4Ge
Looks like you did something to MC's armor shader on the pics from Halo.

Posted: Fri Jul 07, 2006 6:07 pm
by wilson
V0Lt4Ge wrote:Looks like you did something to MC's armor shader on the pics from Halo.
Yep. Shaders are different every map, so you won't see something that doesn't fit into the environment. So, you won't see something like a golden MC in truth and reconciliation, or a dark warthog glass in a brightly lit environment.

Posted: Fri Jul 07, 2006 7:17 pm
by V0Lt4Ge
Cool, I accidently made the shader exactly like that once, but I never figured out how...

Posted: Sun Jul 09, 2006 6:02 pm
by wilson
V0Lt4Ge wrote:Cool, I accidently made the shader exactly like that once, but I never figured out how...
You swap the cheif's armor cubemap with the assault rifle diffuse cubemap, and change the parallel brightness with phenom's plugin pack.