Lets discuss what we have not accomplished in Halo 2 modding

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
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Re: Lets discuss what we have not accomplished in Halo 2 mod

Post by Doom »

modder4321 wrote:
x088x wrote:-Custom animation/animation editing
to do that u need to be able to extract, inject and edit scripts.


No you are wrong. I can't explain righ tnow I have to go. I will later though

-Doom

Edit: ok I can explain now, I had to go to school.

Ok scripts are like scripts. Say the pelican on Metropilos when it flys in oon the beginng cutscene. What it does is follows a flight plan. There is a script for the Pelican to tell it to fly to Flight marker number 1, once it reaches flightmarker one the script marker reads lower and tells it to fly to flight marker 2, so on and so forth...

Ok say you are running around on coag with a shotgun, Now I am sure there is a script to say that when the button is pressed a script wil tell it to launch the Jmad shotgun whack animation. I am not sure about weapons having a script. But I know that extracting and injecting scripts wont help to edit your animation. A script is like a movie script to be simple.

I am not sure what kind of file the animation would come out as, if you were to extract the raw data for it. I have nefer personaly messed with 3d animations, only 3d models. Maybe that could be my first attempted app. Extracting a Jmads raw data.

Dunno though...

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Post by x088x »

Juniorman030790 wrote:Sure-Fire ways to inject sounds and have them all work properly would be nice to have.

Also the 16 player limit barrier still has not been broken.(Tried and not completed. From Xbox7887's reaction to his attempt I doubt this will ever be done also)

The Option for custom soundtracks has also not been done(doubt it will ever be)

Option to boot people from a system link game menu has not been added.(would love that for kai)

A ping meter for system link. (that would be great to somehow emulate the ping bar from xbox live for system link on kai. That would still need the boot option to have any use out of it)

Mods other people see with no xbox. (I again doubt this would ever happen. I don't think anyone would ever attempt to findout the issue that makes non-host see a mod since if they want mods all they have to do is get a patch)
Most of the stuff you listed does not directly pertain to Halo 2. If you want to inject sounds, use Entity. I injected 15 different sounds and they all worked.
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Post by Juniorman030790 »

You injected custom sounds? If you did can you please tell me how. I haven't gotten any CUSTOM recorded sounds in game.
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Post by x088x »

OOH. Custom sounds. I apoligize, I thought you meant SP sounds. It is possible with ADI, but I have never done it before.
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Post by Maytag1FS »

ive learned that mainmenu is very picky. and it makes me mad.
so mad i want to sing.

also trying to make the plasma grenade into a sword also does not work.

my theory of swords being stuck to you with no explosions would be easy and kick ass.. you know OH hey a guy with swords. SUPPLY TANK! and just rip them off one after another.

can anyone tell me why? or can someone tell me how to add the sticky effect!!?!
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Post by x088x »

Would you not simply give the Plasma grenade the HLMT of the Energy Sword, then null out the effects for the explosion?


Edit: Updated the list, added a completed list with the name of the person who completed it.
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Re: Lets discuss what we have not accomplished in Halo 2 mod

Post by Kamatzu »

x088x wrote: -Adding a 3rd selectable biped via main menu
I've been trying to work on that for a couple weeks, I cant find the player selection list for my life. I did swap the spartan for a marine in the mainmenu, but you still play as a spartan in the game. I wish I could find the "when you have this guy selected, you spawn as this", and the player list so I could add them instead of replacing them.

If anyone has any info on this, It would be 1337.
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Post by x088x »

I am going to look into that this weekend. It would be pretty kickass.
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Post by Kamatzu »

Would making, say, one turf.map had masterchief_mp as an ODST, and another turf.map had masterchief_mp as an honor guard, and they both played on the same server. What would happen? HMMMMM
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Re: Lets discuss what we have not accomplished in Halo 2 mod

Post by sarge derek »

Kamatzu wrote:
x088x wrote: -Adding a 3rd selectable biped via main menu
I've been trying to work on that for a couple weeks, I cant find the player selection list for my life. I did swap the spartan for a marine in the mainmenu, but you still play as a spartan in the game. I wish I could find the "when you have this guy selected, you spawn as this", and the player list so I could add them instead of replacing them.

If anyone has any info on this, It would be 1337.
Well, i dont think you can have it in the mainmenu and choose your guy there because each map has its own bipeds they aren't shared. Also the only real thing i have seen with bipeds is in Insolence if you open the matg tag and go to unknown 8 there are 4 spots and only 2 of em are used by bipeds.
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Post by Doom »

hmm a 3rd Biped would be cool. I will look into it after school. I might have a slight Idea where to start.

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Re: Lets discuss what we have not accomplished in Halo 2 mod

Post by Kamatzu »

Sarge Derek wrote:Well, i dont think you can have it in the mainmenu and choose your guy there because each map has its own bipeds they aren't shared.
if masterchief_alpha, and elite_alpha (i think thats what their names are) make you spawn as masterchief_mp and elite_mp in a map, there should be a way to add a new one and make marine spawn as a marine in the map. (given the marine biped is actually in the map you want to play)

We just need to find where masterchief_alpha and masterchief_mp are connected. Even if we cant add a 3rd selectable one, we could have ODSTs, grunts, jackals, and the Arbiter bipeds in Lockout for example, and just have several mainmenu.maps all with different "masterchief_alpha = (biped you want to spawn), and "elite_aplha = (biped you want to spawn)". It just woudn't be as convenient as having them all selectable at once.

(shade45, this is around the part where you come in and say "here's an app for a 3rd biped" ) :lol:
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Post by Snaku »

IF it were possible (not saying it is or isn't--my understanding of game code doesn't begin to cover this) I would think the most convenient and most practical implementation would be to add one generic 3rd biped to the mainmenu. Then when one makes a map that uses this slot, they can decide what they want the third biped to be. Really, the only ones I can see even wanting to add are hunters and brutes (the others are all weaker than mc and elite).
Now when you play on map whatever, which contains hunters as the third biped, if you want to be a hunter you'd log on as the third (generic) biped.
What would make it even more ideal would be if those of us who have no interest in using non-MC bipeds didn't need the updated mainmenu.map to play the mod. Like, you'd only need it if you wanted to play as the extra bipeds.
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Post by Kamatzu »

snaku wrote:IF it were possible (not saying it is or isn't--my understanding of game code doesn't begin to cover this) I would think the most convenient and most practical implementation would be to add one generic 3rd biped to the mainmenu. Then when one makes a map that uses this slot, they can decide what they want the third biped to be. Really, the only ones I can see even wanting to add are hunters and brutes (the others are all weaker than mc and elite).
Now when you play on map whatever, which contains hunters as the third biped, if you want to be a hunter you'd log on as the third (generic) biped.
What would make it even more ideal would be if those of us who have no interest in using non-MC bipeds didn't need the updated mainmenu.map to play the mod. Like, you'd only need it if you wanted to play as the extra bipeds.
That would be the ideal solution.
Ive gone into mainmenu.map's scnr, then Biped Palette and there are two chunks, one masterchief_alpha, and one elite_alpha. I've added a chunk and made it the marine, but there are still only two selectable bipeds, chief and the elite. But when I replace one of the first two chunks with the marine, he shows up in the mainmenu. I've tried loading a map with marine selected, but I still spawn as the biped I switched out for him. So we need to find why having masterchief_alpha selected makes you spawn as masterchief_mp. Could it be in the player profile instead of mainmenu.map? If anyone wants to work with me on this and swap ideas etc, I'll be on aim later today.
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Post by xzodia »

Kamatzu wrote:That would be the ideal solution.
Ive gone into mainmenu.map's scnr, then Biped Palette and there are two chunks, one masterchief_alpha, and one elite_alpha. I've added a chunk and made it the marine, but there are still only two selectable bipeds, chief and the elite. But when I replace one of the first two chunks with the marine, he shows up in the mainmenu. I've tried loading a map with marine selected, but I still spawn as the biped I switched out for him. So we need to find why having masterchief_alpha selected makes you spawn as masterchief_mp. Could it be in the player profile instead of mainmenu.map? If anyone wants to work with me on this and swap ideas etc, I'll be on aim later today.
it never going to be that simple, but you did give me an idea...sort of

anyway what ive found is that when you choose your biped the names(options) Spartan and Covenant Elite are in the string table (along with "hold x to pick up...") which means you would need to use another of the strings for the name of your biped...but its not that simple...the problem is finding out how the names are refered to by the game as being on the list
of course this may well be in the xbe :? so i thought of a work-around...the map menu has slots right? so if you could link the biped list with a list in the sncr(maybe one the menu doesnt use, with chunks added)
then all you need to do is find out how the game recoqnises the choosen biped and your done :D :lol:
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Post by Kamatzu »

I added it to biped palette, maybe it needs to be added to biped placement as well? I dont know how that would add it to the list though, we still need him on the list...
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Post by DeviousDave »

Have we done infinant granades yet?

If so could someone explain how?
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Post by SS-kojak »

DeviousDave wrote:Have we done infinant granades yet?

If so could someone explain how?
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Post by DeviousDave »

wtf is a trainer?
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Post by [users]MrBalll »

There like powerups without mods, or in xbox7887's case a kickass camera trainer. Anyways get back on topic.
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