simple coll editing perhaps

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
Post Reply
User avatar
bumlove




Literarian 250

Posts: 305
Joined: Tue May 29, 2007 1:17 pm
Location: Islamic fundamentlist capital of europe, seriously my home town is a hole

simple coll editing perhaps

Post by bumlove »

I'm working on this trip mine all it is is a plasma nade that bounces up and down between 2 frag grenades but some times you can walk right thru it (not very good) I've tried laying like 5 all next to each other but still sometimes at full walking speed you can get thru it and it starts showing signs of lag so that isnt the way to fix it
I've had a thought about if I could get the needlers homing properties on to the plasma that could do it (im sure the needler proj must have some homing beyond what the weap dictates)
Or just making the plasmas coll bigger but am abit lost on how to get the enlarged model back in any pointers to the "big collision tut" although detox's tool keeps telling me I added a vert when all ~I think I have done is stretch the original verts out a bit
or perhaps you could see another way "why not do it the simple way by doing this you idiot"
I'll take any advice/abuse thrown at me
never underestimate the predictability of stupidity
User avatar
grimdoomer




System Engineer

Posts: 1440
Joined: Mon Oct 09, 2006 4:36 pm

Post by grimdoomer »

coll - bullet collision
phom - player collision

if you make the coll bigger you will still be able to walk through it, you need to make the phom bigger but you need to recalculate havok and no one knows how to do that. If all you want is for the player to not be able to walk through it then just swap its phom for that of the assult bomb, or a fusion coil.
Image
AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
User avatar
bumlove




Literarian 250

Posts: 305
Joined: Tue May 29, 2007 1:17 pm
Location: Islamic fundamentlist capital of europe, seriously my home town is a hole

Post by bumlove »

plasma grenades don't have a physics model..
It seems as though the grenade has to hit you to stick and not you hitting the grenade this would explain the sometimes factor, here's my thought if I can make the coll bigger on the placers (the stationary nades) I can increase the speed the active grenade bounces without fear of coll errors breaking the whole thing down I can the expand the gap between placers so it goes below the knee and just above the head so the grenade hits you and not you hitting the grenade.
I just don't understand where I'm getting this extra vert from,

If you understand these coll resizing programs please just double the size of the frag grenades coll obj and pm me
never underestimate the predictability of stupidity
User avatar
CaptainPoopface




Artisan Advisor Literarian 250

Posts: 408
Joined: Mon Jul 23, 2007 7:56 am

Post by CaptainPoopface »

I have enlarged the grenade coll by 2X, 5X, 10X, and 100X and can't get any change in the collision. I think there is something about projectiles that makes the game treat them as point-like particles, not 3-dimensional models. It doesn't make sense, based on the collision models and the collision radius field in the proj tag. But that's what I've surmised.

To get a larger collision surface for your grenade to bounce against, you could also try using flat machs or blocs as projectiles.

I think the homing is dictated by the weapon. The game has to know who fired the projectile and who the target is. If you spawn an overcharged plasma bolt or a needler shard from an effect, you'll notice they don't home in on anything. There's also no difference between the regular rocket and the homing rocket, except for settings in the weap tag.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
User avatar
grimdoomer




System Engineer

Posts: 1440
Joined: Mon Oct 09, 2006 4:36 pm

Post by grimdoomer »

coll - is bullets this is the one you are editing, the reason it doesent work is because this is for bullets only
phom player collision wich you need to edit but you cant.

if the grenades dont have physiscs collision then you cant do anything about that.
Image
AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
OwnZ joO




Articulatist 500

Posts: 980
Joined: Thu Nov 10, 2005 4:24 pm

Post by OwnZ joO »

No, he wants to edit the coll like he's trying to do. phmo has to do with the player touching other phmo's. coll has to do with the players coll touching other coll's such as bullets.
User avatar
grimdoomer




System Engineer

Posts: 1440
Joined: Mon Oct 09, 2006 4:36 pm

Post by grimdoomer »

so then just extract the coll with entity then open it up in 3ds max or w/e and move the vertsice.
Image
AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
User avatar
CaptainPoopface




Artisan Advisor Literarian 250

Posts: 408
Joined: Mon Jul 23, 2007 7:56 am

Post by CaptainPoopface »

CaptainPoopface wrote:I have enlarged the grenade coll by 2X, 5X, 10X, and 100X and can't get any change in the collision.
The knowledgable active members have already weighed in on this in a thread I started about it last week.

I don't think it's possible.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
User avatar
bumlove




Literarian 250

Posts: 305
Joined: Tue May 29, 2007 1:17 pm
Location: Islamic fundamentlist capital of europe, seriously my home town is a hole

Post by bumlove »

grimdoomer wrote:so then just extract the coll with entity then open it up in 3ds max or w/e and move the vertsice.
Oh yeah why don't I just do that (I wish there was an internet symbol for indicating sarcasm)
I realized my earlier model for this trip mine was too exact (meaning the active grenade was too slow) I can move the boundries of the top (yet still be able to jump over it) and the bottom of the placers thus I can double the speed and using only plasmas thru out I have a more predictable collison and I can increase the speed further and then if need be I can trial and error and error and error until I have figured (guessed) the cone angle and such so that I have an inverted pyramid of plasmas all bouncing off the lower placer
It will almost be a shame to make it all invisible once working
never underestimate the predictability of stupidity
User avatar
grimdoomer




System Engineer

Posts: 1440
Joined: Mon Oct 09, 2006 4:36 pm

Post by grimdoomer »

please use periods, example - I walk the dog.
Image
AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
User avatar
bumlove




Literarian 250

Posts: 305
Joined: Tue May 29, 2007 1:17 pm
Location: Islamic fundamentlist capital of europe, seriously my home town is a hole

Post by bumlove »

grimdoomer wrote:I walk the dog.
yeah I think I recognize that one isn't it out of Shakespeare or perhaps the peter and jane book
never underestimate the predictability of stupidity
User avatar
grimdoomer




System Engineer

Posts: 1440
Joined: Mon Oct 09, 2006 4:36 pm

Post by grimdoomer »

srry i couldent resist any way what problems are you having when trying to move the vertacise apart?
Image
AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
User avatar
bumlove




Literarian 250

Posts: 305
Joined: Tue May 29, 2007 1:17 pm
Location: Islamic fundamentlist capital of europe, seriously my home town is a hole

Post by bumlove »

not to worry I rose to the bait also I think I may have it with trip grenade mk 2 but im allitle tired of ftping loading and then running in to mines so I'll rest for 24
never underestimate the predictability of stupidity
Post Reply