Weather in maps that dont have it.
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- Posts: 20
- Joined: Wed Mar 23, 2005 2:27 am
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.
Snave
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

lots of theories and ideas, feel free to blow this post apart.
Snave
How do u use blue gerilla?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
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<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>
You can't use blue guerilla. Blue guerilla is a plugin system.duncan wrote:How do u use blue gerilla?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:
So, I just put this in a XML an it will work?Jefff wrote:You can't use blue guerilla. Blue guerilla is a plugin system.duncan wrote:How do u use blue gerilla?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:
NVM.... got it!
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 betterTfAv1228 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
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<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>