Height Barrier Removal

Discuss general issues about modding HaloPC. Post ideas for mods here.
Runner





Posts: 60
Joined: Fri Dec 05, 2003 6:48 pm

Height Barrier Removal

Post 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?
Overseer





Posts: 360
Joined: Wed Dec 10, 2003 11:41 pm

Post by Overseer »

I don't think it's possible...yet...
Deadly_Shadow




Miner

Posts: 1375
Joined: Fri Oct 24, 2003 1:30 am
Location: Earth
Contact:

Post 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
CrimsonKnight





Posts: 384
Joined: Wed Dec 03, 2003 1:14 pm
Location: Obviously not where you are

Post by CrimsonKnight »

YES, HOW DID YOU DO THAT!?!?!?! geeze, eventually youll have to tell us.
A wise monkey knows not to monkey with another monkey's monkey...
Deadly_Shadow




Miner

Posts: 1375
Joined: Fri Oct 24, 2003 1:30 am
Location: Earth
Contact:

Post by Deadly_Shadow »

Uh... Knight. I told you already and guys, it's pretty obvious. Watch my movie and u'll see how.
CrimsonKnight





Posts: 384
Joined: Wed Dec 03, 2003 1:14 pm
Location: Obviously not where you are

Post 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.
A wise monkey knows not to monkey with another monkey's monkey...
Deadly_Shadow




Miner

Posts: 1375
Joined: Fri Oct 24, 2003 1:30 am
Location: Earth
Contact:

Post 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.
CrimsonKnight





Posts: 384
Joined: Wed Dec 03, 2003 1:14 pm
Location: Obviously not where you are

Post by CrimsonKnight »

oh it is just speed? interesting....
A wise monkey knows not to monkey with another monkey's monkey...
[VC]CaptainValor




Droplet Wordewatician 250

Posts: 449
Joined: Sun Nov 30, 2003 7:06 pm

Post 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.
CrimsonKnight





Posts: 384
Joined: Wed Dec 03, 2003 1:14 pm
Location: Obviously not where you are

Post 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)
A wise monkey knows not to monkey with another monkey's monkey...
[VC]CaptainValor




Droplet Wordewatician 250

Posts: 449
Joined: Sun Nov 30, 2003 7:06 pm

Post 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.
CrimsonKnight





Posts: 384
Joined: Wed Dec 03, 2003 1:14 pm
Location: Obviously not where you are

Post 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.
A wise monkey knows not to monkey with another monkey's monkey...
[VC]CaptainValor




Droplet Wordewatician 250

Posts: 449
Joined: Sun Nov 30, 2003 7:06 pm

Post 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.
CrimsonKnight





Posts: 384
Joined: Wed Dec 03, 2003 1:14 pm
Location: Obviously not where you are

Post 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.
A wise monkey knows not to monkey with another monkey's monkey...
seagoat




Articulatist 250

Posts: 314
Joined: Sat Nov 08, 2003 1:23 am

Post 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.
CrimsonKnight





Posts: 384
Joined: Wed Dec 03, 2003 1:14 pm
Location: Obviously not where you are

Post 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.
A wise monkey knows not to monkey with another monkey's monkey...
-=]-[EX=-





Posts: 444
Joined: Sun Nov 02, 2003 11:26 am
Location: Pa
Contact:

Post 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:
Signature exceeded 75KB.
CrimsonKnight





Posts: 384
Joined: Wed Dec 03, 2003 1:14 pm
Location: Obviously not where you are

Post by CrimsonKnight »

sky box? is that real? or are you just making it up.... :?: :!: :?:
A wise monkey knows not to monkey with another monkey's monkey...
-=]-[EX=-





Posts: 444
Joined: Sun Nov 02, 2003 11:26 am
Location: Pa
Contact:

Post by -=]-[EX=- »

its real.......
Signature exceeded 75KB.
[VC]CaptainValor




Droplet Wordewatician 250

Posts: 449
Joined: Sun Nov 30, 2003 7:06 pm

Post 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?
Post Reply