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MapPack Halo UNLEASHED

Posted: Mon Aug 13, 2007 7:36 am
by AFuzySquirrel
ok so before i work on the daring feat i would like to know if its possible.

can i do a bsp conversion from halo 1 to halo 2. that way i can have all halo SP and MP maps in 1 game

Re: MapPack Halo UNLEASHED

Posted: Mon Aug 13, 2007 7:54 am
by killarzachary
AFuzySquirrel wrote:ok so before i work on the daring feat i would like to know if its possible.

can i do a bsp conversion from halo 1 to halo 2. that way i can have all halo SP and MP maps in 1 game
No.

Posted: Mon Aug 13, 2007 8:00 am
by AFuzySquirrel
dang. it seem possible. is it beacaus of shaders and dependencies that halo 1 needs halo2 doesnt have

Posted: Mon Aug 13, 2007 8:05 am
by DoorM4n
No, its because halo 1 is not Halo 2. As well as Farcry is not Socom. You can't just transfer bsps from games. UNLESS you want to put in the extra work and hex edit everything! :)

Posted: Mon Aug 13, 2007 8:52 am
by AFuzySquirrel
how much work in a hex edit. i would do it if it doesnt take 5 days per map lol.

and i know the halo 1 PC engine is different than the xbox halo 1 engine.

so what about a halo pc map?

Posted: Mon Aug 13, 2007 10:07 am
by Zone 117
No it's not possible right now, and probably never will be.

Posted: Mon Aug 13, 2007 10:24 am
by Prey
DoorM4n wrote:No, its because halo 1 is not Halo 2. As well as Farcry is not Socom.
Halo 1 and 2 were both made by Bungie. Halo 2 is the successor of Halo 1. Thus it stands to reason that Halo 2 is going to be like Halo 1. Farcry and Socom on the other hand are 2 completely different games. But Halo 1 and 2 are very obviously not. The point I'm trying to make is that Halo 2 just uses an upgraded engine than that that was used for Halo 1. Therefore such a conversion is very possible.

It's interesting how so many people here have very closed minds. The .map file is just a container in which geometry, models, sounds, weap. properties etc are all stored. The eventual result once the data is read and displayed on screen is containment, lockout etc.

I find it funny that people think something is impossible because entity can't do it, or dothalo, or whatever other app. Both halo 1 and 2 use the .map container. True the structures differ, but the fundamentals are still near-same. So why could one not take the contents of one, and put it in the other?

Answer: they could. The impossible is the limits of the engine. If the engine can't handle then no it is definitely not going to happen. One example is a reflexive can't contain more than 99 chunks, I think that's right - Whether it is or not doesn't matter, the point is that there is a limit, and your not getting past it because that's what the engine is restricted to.

The great thing about the Blam engine is there's so much tweakables that near everything is possible, which is of course great for us.

The question that should really be being asked here is 'have we as modder's done enough research into both .map formats, that we understand how to transfer one to another.'

The answer to that is both yes and no. We can transfer models, sounds, edit most properties of most objects. But there are still many things that we have not done enough research on to fully understand. So a full conversion is something that isn't going to happen with today's applications.

Note that I speak on our progress as a whole. Not for such teams as that developing prometheus, who feel the need to keep everything they find a secret, so to promote their own application :?

Posted: Mon Aug 13, 2007 10:28 am
by AFuzySquirrel
well if custom bsp's get working wont the halo 1 bsp's be possible?
or with some tweaking

another problem is physics. halo 1 didnt use havok as far as i recal

Posted: Mon Aug 13, 2007 10:44 am
by Zone 117
AFuzySquirrel wrote:well if custom bsp's get working wont the halo 1 bsp's be possible?
or with some tweaking

another problem is physics. halo 1 didnt use havok as far as i recal
If we get custom BSP working, it will most likely be through H2V. So it might be possible to use an H1 bsp model for an H2V map.

Posted: Mon Aug 13, 2007 11:49 am
by newbymodder
well um remember that halo 1 pc maps were converged for halo 1 xbox so technically as prey said with alot of hard work you ought to be able to add halo 1 maps to halo 2 because its just upgraded stuff now if you wanted to reverse the effect as in halo 2 maps in halo 1 you would need halo pc lol because i think that would be entirely impossible. sry for the off topicness good luck on this i hope you get it working the more new stuff the better

Posted: Mon Aug 13, 2007 11:55 am
by AFuzySquirrel
what knda hard work is the question

Posted: Mon Aug 13, 2007 9:23 pm
by -Legendary-
Real Talk hard work.

Posted: Tue Aug 14, 2007 6:51 am
by antszy101
Does anyone remember what Pyroman was working on? He somehow got Hang 'em High into Coagulation, but I don't think it was a custom bsp.

Posted: Tue Aug 14, 2007 6:59 am
by DarkShallFall
antszy101 wrote:Does anyone remember what Pyroman was working on? He somehow got Hang 'em High into Coagulation, but I don't think it was a custom bsp.
He spawned a model with a machine under it >_>.

Posted: Tue Aug 14, 2007 8:28 am
by AFuzySquirrel
ugh. if only we could figure out how to move havok physic meshes