Height Barrier Removal
Height Barrier Removal
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?
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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

http://www.halomods.com/forums/viewtopic.php?t=1625
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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...
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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.
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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
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

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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?
Perhaps if the mesh for one of the maps was exported, this barrier would become visible?