Section Rules - Halo 3 Modding Q&A
I finally dipped my feet into halo 3's rendering structure today (veegie's image posting fueled some curiosity), and I see that the general idea hasn't changed much at all from halo 2. As far as definitions go, things have just been moved into their own tag groups (render_method_option, which has 48 different external sources, some unused, it can modify) instead of being in a tag block in a single tag (ie, parameters in the shader_template). Knowing how string ids are generated in this iteration helps a bunch...
To Veegie, or someone else with aload of knowledge- On Shrine.map (Sandtrap) in the Object Hierarchy there under the devi tab in 'mach' there is something called 'editor gizmo'? its stated for the Ui, but i dont see why it would only be on this map?
Any chance you could take a look see?
Only reason it caught my attention as usually to my knowledge things that are within the 'mach' section are like switches, and doors etc...
Thanks
J.w
Any chance you could take a look see?
Only reason it caught my attention as usually to my knowledge things that are within the 'mach' section are like switches, and doors etc...
Thanks

J.w
- JRCougar17
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I'm so happy to be here when Halo 3 modding evolves, I only got to Halo 2 modding 3 years after it began, and thats when so much was known about it. Just imagine 2011 we may just be modeling and skinning and so much more with Halo 3 modding!
I have another question, will there at any point be a non death barrier mod. On the map Valhalla you know the giant bridge, its been a dream of mine to see someone get up there, or for me to do it myself
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Also on a map say Epitah or Foundry, would it be possible to import elephants? And on the elephant note on Sandtrap could you make a Plasma Pistol shoot elephants.
Last question is would it be possible to make the end of the Grav Hammer flaming, or the Sword flaming? And will a floating mod, where you can make anything float in mid-air without stacking crates and what not be possible not on the new maps?
I have another question, will there at any point be a non death barrier mod. On the map Valhalla you know the giant bridge, its been a dream of mine to see someone get up there, or for me to do it myself

Also on a map say Epitah or Foundry, would it be possible to import elephants? And on the elephant note on Sandtrap could you make a Plasma Pistol shoot elephants.
Last question is would it be possible to make the end of the Grav Hammer flaming, or the Sword flaming? And will a floating mod, where you can make anything float in mid-air without stacking crates and what not be possible not on the new maps?
Tural will delete this.
Don't know. I'll let them answer.JRCougar17 wrote:I have another question, will there at any point be a non death barrier mod. On the map Valhalla you know the giant bridge, its been a dream of mine to see someone get up there, or for me to do it myself.
Also on a map say Epitah or Foundry, would it be possible to import elephants? And on the elephant note on Sandtrap could you make a Plasma Pistol shoot elephants.
Last question is would it be possible to make the end of the Grav Hammer flaming, or the Sword flaming? And will a floating mod, where you can make anything float in mid-air without stacking crates and what not be possible not on the new maps?
Not right now; yes.
Don't know; they moved invisible barriers, they weren't floating.
would shooting hogs out of a pistol durring forge effect the forge save or would they just be ignored?

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- latinomodder
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Is there a difference between spawning something in forge vs. pp if so what, would it lag the same way or not?
Last edited by loveandhatejw on Fri Apr 18, 2008 2:04 pm, edited 1 time in total.
Do you know exactly why that is?kornman00 wrote:if you play it back on a map that is clean of mods, the film will error at the point of the shotturk645 wrote:would shooting hogs out of a pistol durring forge effect the forge save or would they just be ignored?
My presumption was that the film data works on an object-by-object basis, so it wouldn't matter what spawned something, or cause something, just if it happened or not.
But from what you said, there's obviously more to that.
It's because the game validates the replication state for inconsistencies (both when playing the game and when watching films). Even if you change the shader of an object midgame and have that object appear naturally it will cause an error in a clean map when you get to that point in the film. In Co-op its even MORE strict on things during runtime, not just film playback.
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I'm curious, will it give an error only to the people viewing that object being created or to everyone viewing the film?kornman00 wrote:It's because the game validates the replication state for inconsistencies (both when playing the game and when watching films). Even if you change the shader of an object midgame and have that object appear naturally it will cause an error in a clean map when you get to that point in the film. In Co-op its even MORE strict on things during runtime, not just film playback.

If you have a client in a game, and their box is running an unmodded map, but you've (the host) changed things, to say shoot an elephant out of a pistol, they'll see the affects of it, but won't actually see the elephant spawn. Like, I can shoot one out into the air, have it fall on me (with deathless player on) and have it shoot me across the map due to the force of it on my player's biped. I have both the films of the host and the client of this kind of thing happening, if I get a chance I'll upload the client film to my share to show you how crazy it looks.LuxuriousMeat wrote: I'm curious, will it give an error only to the people viewing that object being created or to everyone viewing the film?