Weather in maps that dont have it.

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
DreadShackal





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Post by DreadShackal »

w00t..this can be a very versitile tool..thanks a ton xbox7887...with this you could easily make weather. However you would have to add each individual raindrop I think...
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xbox7887




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Post by xbox7887 »

lol i wouldnt exactly want to emulate rain with this....although if u really wanted to go all out you could do rain, it just wouldnt be too fun to make.
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Post by Snave »

i'n be using halo1 somewhat but it should aplly to halo2.

contained in the bsp there should be a 'weather polyhedra' as guerilla describes it as, it contains a list of planes where the weather will be 'rendered' and this is defined when creating the level in 3dsmax by using +weatherpoly in the material list. so for halo2 you would have to add each plane which would have a weather pallete asigned to it, and you wouldn't want to do this by hnad because some halo2 levels use over 7,000 poly's ;). so this would be my guess, in the bsp there would be a index which would know where each plane/mesh is in the bsp and so maybe just maybe you could reference this index so each plane has the weather applied to it.

lots of theories and ideas, feel free to blow this post apart.

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Post by xbox7887 »

yea youre definitely right about the polies, it wouldnt be fun to do that by hand, but you could import it into the bsp.....it would just take a bit of work.

Coagulation: 12797 polies
Containment: 18705 polies
Ascension: 9339 polies
Waterworks: 23400 polies
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Post by deadlokIV »

That is a hell of a lot of polies to do it with...
May the lord be with the person setting themselves up with a sleepless month on that one :D
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Post by TfAv1228 »

nooooo dont us that section it fu cked my scnr i fixed it manually but acouple of the values will cause a collection not to spawns
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Post by Sentinel »

Huh?
I don't have a sig....
Duncan





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Post by Duncan »

xbox7887 wrote:Copy and paste this coding into your current scnr plugin for BLUE GUERILLA and you can edit everything that i was talking about above...so yes you could easily spawn fusion coils from the sky, just swap its dependencies and edit the z spawn coord and spawn times

Code: Select all

 <struct name="Collections" offset="0x120" size="144" info="Respawning objects.">
  <value class="" name="Collection Type" offset="0x58" type="enum32" info="This determines what type of object will be spawning.">
   <option name="Item" value="1769237859"/>
   <option name="Vehicle" value="1986357347"/></value>
  <value class="" name="Collection" offset="0x58" type="dependency" info=""/>
  <value class="" name="Object Properties" offset="0x0" type="enum16" info="Object Properties">
   <option name="Default?" value="0"/>
   <option name="Suspended" value="1"/>
   <option name="Vehicle?" value="2"/></value>
  <value class="" name="Spawn one at a time" offset="18" type="enum16" info="">
   <option name="No" value="0"/>
   <option name="Yes" value="1"/></value>
  <value class="" name="Respawn Time" offset="0x0e" type="short" info=""/>
  <value class="" name="Disappear Time" offset="0x10" type="short" info=""/>
  <value class="" name="X" offset="0x44" type="float" info=""/>
  <value class="" name="Y" offset="0x48" type="float" info=""/>
  <value class="" name="Z" offset="0x4c" type="float" info=""/>
  <value class="" name="Yaw" offset="0x50" type="float" info=""/>
  <value class="" name="Pitch" offset="0x54" type="float" info=""/>
  <value class="" name="Roll" offset="0x58" type="float" info=""/>
 </struct>
How do u use blue gerilla?
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Post by Jefff »

duncan wrote:
xbox7887 wrote:Copy and paste this coding into your current scnr plugin for BLUE GUERILLA and you can edit everything that i was talking about above...so yes you could easily spawn fusion coils from the sky, just swap its dependencies and edit the z spawn coord and spawn times

Code: Select all

Let's not spam :wink:
How do u use blue gerilla?
You can't use blue guerilla. Blue guerilla is a plugin system.
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Post by Duncan »

Jefff wrote:
duncan wrote:
xbox7887 wrote:Copy and paste this coding into your current scnr plugin for BLUE GUERILLA and you can edit everything that i was talking about above...so yes you could easily spawn fusion coils from the sky, just swap its dependencies and edit the z spawn coord and spawn times

Code: Select all

Let's not spam :wink:
How do u use blue gerilla?
You can't use blue guerilla. Blue guerilla is a plugin system.
So, I just put this in a XML an it will work?

NVM.... got it!
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Post by kornbread »

duncan wrote: So, I just put this in a XML an it will work?

NVM.... got it!
How did you get it? What exactly did you do? I have done a search for blue geurilla, and I can't find much. Does anyone know where I can learn about it? a link maybe? Thanks.
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Post by deadlokIV »

kornbread, blueguerilla is intergrated with the newest ADI
...save the plugin and use it in the scnr :D
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Post by kornbread »

How do I save that Info in order to use it with blue guerilla? I figured out what blue guerilla is finally though!! 8)

EDIT: I figured it out. You need to paste the code over the "collections" portion of the scnr plugin in the tag templates folder of ADI (the new one).

:wink:
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Post by nateh90 »

aequitas you used insolence to do the snow in warlock thing right?
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Post by Aequitas »

Yeah, it took 30s.

;P
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Post by nateh90 »

Aequitas wrote:Yeah, it took 30s.

;P
And we all were going :shock: lol
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Post by TfAv1228 »

do not use that entire blue guerilla section by xbox7887 only use some parts of it it will cause some items not to spawn
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Post by xbox7887 »

TfAv1228 wrote:do not use that entire blue guerilla section by xbox7887 only use some parts of it it will cause some items not to spawn
it might be because the coordinates were all offset 4 bytes from where they should be...heres an updated one below so see if that works any better

Code: Select all

 <struct name="Collections" offset="0x120" size="144" info="Respawning objects.">
  <value class="" name="Collection Type" offset="0x58" type="enum32" info="This determines what type of object will be spawning.">
   <option name="Item" value="1769237859"/>
   <option name="Vehicle" value="1986357347"/></value>
  <value class="" name="Collection" offset="0x58" type="dependency" info=""/>
  <value class="" name="Object Properties" offset="0x0" type="enum16" info="Object Properties">
   <option name="Default?" value="0"/>
   <option name="Suspended" value="1"/>
   <option name="Vehicle?" value="2"/></value>
  <value class="" name="Spawn one at a time" offset="18" type="enum16" info="">
   <option name="No" value="0"/>
   <option name="Yes" value="1"/></value>
  <value class="" name="Respawn Time" offset="0x0e" type="short" info=""/>
  <value class="" name="Disappear Time" offset="0x10" type="short" info=""/>
  <value class="" name="X" offset="64" type="float" info=""/>
  <value class="" name="Y" offset="68" type="float" info=""/>
  <value class="" name="Z" offset="72" type="float" info=""/>
  <value class="" name="Yaw" offset="76" type="float" info=""/>
  <value class="" name="Pitch" offset="80" type="float" info=""/>
  <value class="" name="Roll" offset="84" type="float" info=""/>
 </struct>
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