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Height Barrier Removal

Posted: Thu Dec 18, 2003 5:33 pm
by Runner
Hey, I know how to do some hex editing(except meta lol) and I have and know how to use HMT3...I was wondering how you can remove the height barrier from maps....Any tips?

Posted: Thu Dec 18, 2003 5:59 pm
by Overseer
I don't think it's possible...yet...

Posted: Thu Dec 18, 2003 6:41 pm
by Deadly_Shadow
Didn't u see my movie? Well, anyway, I did it. I'll give u a link. It's called Blood Gulch Madness. By Me :) . I got past barrier.

http://www.halomods.com/forums/viewtopic.php?t=1625

Posted: Thu Dec 18, 2003 6:43 pm
by CrimsonKnight
YES, HOW DID YOU DO THAT!?!?!?! geeze, eventually youll have to tell us.

Posted: Thu Dec 18, 2003 6:49 pm
by Deadly_Shadow
Uh... Knight. I told you already and guys, it's pretty obvious. Watch my movie and u'll see how.

Posted: Thu Dec 18, 2003 6:50 pm
by CrimsonKnight
you told us?!?! when?!?! what....wait, uh no it isnt obvious from the movie, the movie only shows that you did it, not how.

Posted: Thu Dec 18, 2003 6:52 pm
by Deadly_Shadow
Jeeze. It's not hard. I fiqured this out btw. Just crank speed of Banshee up and u'll slip right through barrier.

Posted: Thu Dec 18, 2003 6:55 pm
by CrimsonKnight
oh it is just speed? interesting....

Posted: Thu Dec 18, 2003 8:11 pm
by [VC]CaptainValor
Yes, very...

I believe the "barrier" is part of the map. So once we have the ability to edit the map mesh, we should be able to remove it permenantly.

Posted: Thu Dec 18, 2003 8:16 pm
by CrimsonKnight
your overlooking the simple suggestion that it isnt part of the map but simply the limit of the code, on xbox there was no real barrier except for vehicles, i think that they just run out of code and the game wont let you go any farther. it is out of its "environment" if you will(slinging around programming words now)

Posted: Thu Dec 18, 2003 8:19 pm
by [VC]CaptainValor
Well the environment coding seems to be part of the map, though, or at least relative to the map. What I'm saying is, there has to be a value somewhere that limits the altitude on any object. Or one that specifies exactly where the "end" of the map is.

Posted: Thu Dec 18, 2003 8:24 pm
by CrimsonKnight
there should be, but there is always going to be a barrier. eventually the game, or your system wont allow you to go any farther. or perhaps the very code of the vehicles is what is stopping them.

Posted: Thu Dec 18, 2003 8:25 pm
by [VC]CaptainValor
That's understandable. Every map needs to have a limit. All we are trying to do here is figure how to change where that limit is.

Posted: Fri Dec 19, 2003 5:42 am
by CrimsonKnight
i wish i could be of more help, but barring we look at halos programming code itself i dont think we will be able to find it.

Posted: Fri Dec 19, 2003 6:49 am
by seagoat
tbat doesnt sound right. i think ur game would crash if u entered a non encoded area. thats why i think they have large invisible rocks on deathisland to prevent this. i think it is the dimensions of the map? well i dunno i just figured out meta so this is beyond me. except this, when ur offset swapping, say the ar to a rocket launcher, are you changing the value in the ar meta? i never understood this. is there some like value in the ar that says "this is an ar" anyway i think im just confusing myself. but please help.

Posted: Fri Dec 19, 2003 6:52 am
by CrimsonKnight
na, the game doesnt crash, well at least not for xbox, ive been very very far out of the level...i dont know about pc though.

Posted: Fri Dec 19, 2003 7:59 am
by -=]-[EX=-
i have an idea on how to remove the height barrier ok ere i go

ok export the sky box for a level with no cap or a very fuckin high one the only map i know of with no cap is timberland..... then import it into bg... then yer set if you do it right it should wrk .... but i havent done it yet so go have fun :wink:

Posted: Fri Dec 19, 2003 8:54 am
by CrimsonKnight
sky box? is that real? or are you just making it up.... :?: :!: :?:

Posted: Fri Dec 19, 2003 10:46 am
by -=]-[EX=-
its real.......

Posted: Fri Dec 19, 2003 10:47 am
by [VC]CaptainValor
I've heard of skybox textures. But usually the limits of a map are defined by physical barriers that are just invisible. Notice, if you fall through the floor with fall damage turned off you will fall forever. This is evidence that a "code barrier" does not exist. The map is built on a plane. And by definition, a plane extends in all directions infinitely. The limits of the map are defined by objects or solid surfaces anywhere in this plane. If an object has no "floor" under it, it will fall for infinity. The same must be true of an object flying upwards. Without a "ceiling" (a solid, invisible surface at a certain height), it would be able to fly off forever. This is why I believe the "height barrier" is not some obscure peice of code buried somewhere in the maps. It is a physical part of the BSP and should, therefore, have the ability to be edited along with any other physical peice of the map.

Perhaps if the mesh for one of the maps was exported, this barrier would become visible?