(mod/Tut] Trees with collision and tut (TeamDefiance)
- TunesRus90
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- Joined: Tue Aug 23, 2005 1:27 pm
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here ya goDoorM4n wrote: would you mind sharin that plugin with us man?
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The trees I spwawned arnt scenery. They are machines with swaped hlmt.mrhyperpenguin wrote:duplicating scenerny and placing them around the map is easy, you just have to duplicate the chunks in the scenario. the real challange is scenery from other maps to have perfect collision models. for some reason that is more diffacult then it should be.high6 wrote:these are trees added normal added scenery only have collision to bullets but he made them have collision to everthing(except the top of the trees for some reason)
This method could be used for scenery you add to the map since bungie makes collision for the scenery. Using this method it would be posible to make some pretty cool campaign mods since anything bungie made collision for (scenery) can be spawned with collision.
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Damn, I thought you really had them spawned correctly. I have also wasted away too much of my life (along with mrhyperpenguin) trying to figure this crap out. Here's what I know:
You can swap the mach hlmt like this but it's not proper, more interactive scenery won't have all its effects and attributes that exist within its scnery tag. It's fine for most scenery though.
You can also swap the hlmt in a bloc. It will have coll, but you'll be able to kick it around. Stupid and pointless for most scenery.
You can spawn any scenery already in the map from the scenery placement chunks, but they won't have their coll. You can spawn scenery injected from other maps, but it won't have the coll, and non-hosts will not see the scenery for any scenery spawned from duplicated chunks.
You can't use the flag base scenery placement chunks because they only appear in ctf. This is a value within the scenery placement chunk, not the scenery itself. The way around this is by hex editing. Copy the hex meta of a scenery placement chunk that always spawns in another map, like the scenery placement chunk for "bramble" in Containment. Then find the chunk to overwrite in your map (in the scnr tag, usually offset 84, and the chunks are 92 bytes). You can duplicate this edited chunk so all your duplicated chunks always spawn your scenery, but the same stupid rules apply to these chunks as well.
I have come to the conclusion that there is another way that bungie spawns scenery that we haven't found yet. It is either part of the bsp or the scnr, or more likely a combination of the 2. Take Collossus for example. There is no scenery placement for the bridge that goes across the bases. It only appears in some games (like the flag bases in ctf games), so the scenario must control it. Then look at Lockout. There are antennaes around the map if you look up. These are scenery - you will find their scen tags in the map, but no scenery placement for them, and their coll is perfect. Look at Foundation. You view the map in an editor and you don't see the torsos up on top of one of the rooms (torsos are scenery). Which means that these are pieces of scenery and not part of the bsp, so they are being spawned somewhere else. And they have perfect coll.
So if somebody smarter than me wants to dive deeper, please use this info and expand on it. I'm sick of wasting my time trying to figure it out.
You can swap the mach hlmt like this but it's not proper, more interactive scenery won't have all its effects and attributes that exist within its scnery tag. It's fine for most scenery though.
You can also swap the hlmt in a bloc. It will have coll, but you'll be able to kick it around. Stupid and pointless for most scenery.
You can spawn any scenery already in the map from the scenery placement chunks, but they won't have their coll. You can spawn scenery injected from other maps, but it won't have the coll, and non-hosts will not see the scenery for any scenery spawned from duplicated chunks.
You can't use the flag base scenery placement chunks because they only appear in ctf. This is a value within the scenery placement chunk, not the scenery itself. The way around this is by hex editing. Copy the hex meta of a scenery placement chunk that always spawns in another map, like the scenery placement chunk for "bramble" in Containment. Then find the chunk to overwrite in your map (in the scnr tag, usually offset 84, and the chunks are 92 bytes). You can duplicate this edited chunk so all your duplicated chunks always spawn your scenery, but the same stupid rules apply to these chunks as well.
I have come to the conclusion that there is another way that bungie spawns scenery that we haven't found yet. It is either part of the bsp or the scnr, or more likely a combination of the 2. Take Collossus for example. There is no scenery placement for the bridge that goes across the bases. It only appears in some games (like the flag bases in ctf games), so the scenario must control it. Then look at Lockout. There are antennaes around the map if you look up. These are scenery - you will find their scen tags in the map, but no scenery placement for them, and their coll is perfect. Look at Foundation. You view the map in an editor and you don't see the torsos up on top of one of the rooms (torsos are scenery). Which means that these are pieces of scenery and not part of the bsp, so they are being spawned somewhere else. And they have perfect coll.
So if somebody smarter than me wants to dive deeper, please use this info and expand on it. I'm sick of wasting my time trying to figure it out.
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If you spawn them correctly using the original chunk then it will have the same attributes as the original chunk and will have collision. You just have to spawn things right, the way they were meant to be spawned. For instance the covenant watchtower. The lifts for it don't work unless you spawn it correctly through mach palette and mach placement in sncr.
yes as long as u spawn stuff correctly u can do sweet stuff like thislooknbarrel wrote:If you spawn them correctly using the original chunk then it will have the same attributes as the original chunk and will have collision. You just have to spawn things right, the way they were meant to be spawned. For instance the covenant watchtower. The lifts for it don't work unless you spawn it correctly through mach palette and mach placement in sncr.
- TheTyckoMan
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is that just 2 different mach chunks added to the scnr mach reflexive? or do you have to set it up somehow?
how about devices? can you set up new gates and what not (that work)?
how about devices? can you set up new gates and what not (that work)?
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Yea that would most likely work too and also teleporters and stuff like that just got to research how it works and you can have a map with like 10 teleporters kinda like Chrilon or whatever the hell it was called from halo 1. Yes it is because you have to spawn the bottom mach(the base) through mach and mach palette and mach placement so that the lift works and for the top part(the pod) if you dont spawn it through mach and mach placement it doesnt have working collisionTheTyckoMan wrote:is that just 2 different mach chunks added to the scnr mach reflexive? or do you have to set it up somehow?
how about devices? can you set up new gates and what not (that work)?
Last edited by looknbarrel on Fri Nov 04, 2005 9:59 am, edited 1 time in total.
Teleporters are netgame equipment if i remember correctly.looknbarrel wrote:Yea that would most likely work too and also teleporters and stuff like that just got to research how it works and you can have a map with like 10 teleporters kinda like Chrilon or whatever the hell it was called from halo 1TheTyckoMan wrote:is that just 2 different mach chunks added to the scnr mach reflexive? or do you have to set it up somehow?
how about devices? can you set up new gates and what not (that work)?
looknbarrel wrote:If you spawn them correctly using the original chunk then it will have the same attributes as the original chunk and will have collision. You just have to spawn things right, the way they were meant to be spawned. For instance the covenant watchtower. The lifts for it don't work unless you spawn it correctly through mach palette and mach placement in sncr.
YEDIT
It's easy to spawn mach. It's also easy to spawn scen by hacking it, but it would be good to find out how bungie spawned the scen to have coll.
Level scenery with no collision is spawned through the scenery placement chunks. Level scenery with collision is spawned differently, somewhere else in the bsp or scnr. It'd be cool to find out where.
Last edited by swese44 on Fri Nov 04, 2005 2:29 pm, edited 1 time in total.
yeah first u add two chunks to the mach pallette(one for the base and one for the pod).. then u add two chunks to the machines reflexand spawn the base and the pod at the exact same co-ords but for the pod set its z cord .504 higher than the basesTheTyckoMan wrote:is that just 2 different mach chunks added to the scnr mach reflexive? or do you have to set it up somehow?
how about devices? can you set up new gates and what not (that work)?

- TheTyckoMan
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should be....the only thing I've ran into that doesn't like system link is adding more itmc tags, adding reflexive meta as new tags and linking the reflexive to point to it doesn't mess up system-link (note you do have to add it as a new tag or it will mess up) you can follow this tutorial to add reflexives to any tagdec1234 wrote:no i9 mean if u add the mach thingy above that shade did
edit:btw, I heard from some people that the scenery that has collision is that it is spawned through string id's in the sbsp somewhere (I never looked though)
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