Section Rules - Halo 3 Modding Q&A

Discussion about modding Halo 3.
Patrickssj6




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Post by Patrickssj6 »

How about vectors :wink:
xbox7887 wrote: Halo 2 Vista Camera Addressing
-------------------------------------
0x8BD600 x camera coord
0x8BD604 y camera coord
0x8BD608 z camera coord
0x8BD60C x camera shift (forward/back)
0x8BD610 y camera shift (left/right)
0x8BD614 z camera shift (up/down)
0x8BD618 horizontal look shift (+counterclockwise -clockwise)
0x8BD61C vertical look shift (+up -down)
0x8BD620 camera depth
0x8BD624 field of view
0x8BD628 i forward look vector- cos(h)*cos(v)
0x8BD62C j forward look vector- sin(h)*cos(v)
0x8BD630 k forward look vector- sin(v)
0x8BD634 i up look vector- negative(cos(h)*sin(v))
0x8BD638 j up look vector- negative(sin(h)*sin(v))
0x8BD63C k up look vector- cos(v)
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mxrider108




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Post by mxrider108 »

What good would that have for rotations though? (I'm serious, if you can, please elaborate)
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uralllame




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Post by uralllame »

I can't see any of that unknown rubbish in Sandbox... Is it only visible for certain objects? I would also like to know how vectors affect spawn rotation stuff.
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Post by Patrickssj6 »

mxrider108 wrote:What good would that have for rotations though? (I'm serious, if you can, please elaborate)
With vectors you can calculate what direction an object is pointing/looking at. Furthermore you can calculate if two objects are looking at each other.
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mxrider108




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Post by mxrider108 »

uralllame wrote:I can't see any of that unknown rubbish in Sandbox... Is it only visible for certain objects?
That's because those values aren't editable in Sandbox. What I do now is try it just with y, p, and r, but if that doesn't work I open up a hex editor and get the unknown rotations as well. I spoke with shade45 yesterday and this is what he said:

(3:43:34) me: maybe it would be good to have those values be editable in Sandbox too
(3:44:13) Shade45: Yeah I can add them
(3:44:49) Shade45: I wish i could label them properly though lol
(3:45:10) me: I know, it would probably be confusing for beginners
(3:45:41) me: maybe you could have them hidden by default, but show them when you click something like "show advanced options" or something
(3:46:33) Shade45: ah yeah I should do sumthing like that. then ill make every unknown editable in advanced mode
(3:47:27) me: that could be good, but i cant think of the purpose for any of them besides those three...
(3:47:41) Shade45: yeah true lol
Patrickssj6 wrote:
mxrider108 wrote:What good would that have for rotations though? (I'm serious, if you can, please elaborate)
With vectors you can calculate what direction an object is pointing/looking at. Furthermore you can calculate if two objects are looking at each other.
Interesting. Would you have a way to test this theory? I'd be glad to help if I can.
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uralllame




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Post by uralllame »

Where would I find these unkown rotations in the hex? Also, why do you need the vectors to determine the direction? Surely y,p and r is enough?
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mxrider108




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Post by mxrider108 »

uralllame wrote:Where would I find these unkown rotations in the hex?
They are the 7th, 8th, and 9th floats in a position block; beginning 40 bytes into the position block. If you need more assistance, check Shade's whitepaper or IM me or something.
uralllame wrote:Also, why do you need the vectors to determine the direction? Surely y,p and r is enough?
That's what I thought. It *is* enough for most objects in H3, but for some reason some require these unknowns too. I'd like to test this vector theory.
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Post by Patrickssj6 »

mxrider108 wrote: Interesting. Would you have a way to test this theory? I'd be glad to help if I can.
It's not a theory. This way of calculating the 3D orientation is being used in almost every game out there.

Just Google. You should have had this in school.
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mxrider108




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Post by mxrider108 »

Patrickssj6 wrote:
mxrider108 wrote: Interesting. Would you have a way to test this theory? I'd be glad to help if I can.
It's not a theory. This way of calculating the 3D orientation is being used in almost every game out there.

Just Google. You should have had this in school.
Wow, ok, I did learn vectors in school. I was saying that you still only have a *theory* that those three floats are vectors; not that vectors are only theoretical.
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Post by Patrickssj6 »

mxrider108 wrote:
Patrickssj6 wrote:
mxrider108 wrote: Interesting. Would you have a way to test this theory? I'd be glad to help if I can.
It's not a theory. This way of calculating the 3D orientation is being used in almost every game out there.

Just Google. You should have had this in school.
Wow, ok, I did learn vectors in school. I was saying that you still only have a *theory* that those three floats are vectors; not that vectors are only theoretical.
Oh sorry my bad :D
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Post by M715ForLife »

Why when you look at the tags, they have different names than the ones from the game?

IE, the Spiker is the Excavator.
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Post by unknownv2 »

M715ForLife wrote:Why when you look at the tags, they have different names than the ones from the game?

IE, the Spiker is the Excavator.


The spiker is called spike_rifle...

The excavator is the mauler...

Things have different names because maybe those were the development names? They don't label them like the normal names because they probably don't expect you to be looking at them in the first place.
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Post by M715ForLife »

unknownv2 wrote:
M715ForLife wrote:Why when you look at the tags, they have different names than the ones from the game?

IE, the Spiker is the Excavator.


The spiker is called spike_rifle...

The excavator is the mauler...

Things have different names because maybe those were the development names? They don't label them like the normal names because they probably don't expect you to be looking at them in the first place.
Oh, ok. Thank you!
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Post by bibbit »

I know this has been asked before, but I'd just like to be very clear on this. What should I avoid doing to avoid being banned when I have mods on my box? All I know right now is that I shouldn't put any modded stuff on my fileshare. Anything else I should know? Thanks in adv.
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Post by Eaton »

bibbit wrote:I know this has been asked before, but I'd just like to be very clear on this. What should I avoid doing to avoid being banned when I have mods on my box? All I know right now is that I shouldn't put any modded stuff on my fileshare. Anything else I should know? Thanks in adv.
Just don't put any modified content on your File Share and you should not get banned. You can play them on Xbox Live without getting banned.
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M715ForLife





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Post by M715ForLife »

Would it be possible to spawn This crowbar?
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Post by Tural »

Is the object listed in the map file, or is it part of the BSP/Scenery BSP?
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Post by TheEazyB »

Yes you can spawn the crowbar, I remember before the signers were released it was cool when we played that map in forge. Its in the bloc tag.
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CompKronos




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Post by CompKronos »

wierd one why is the camera on the pit a vehicle?
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kornman00




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Post by kornman00 »

why not Image
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