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Author Topic: need some help with some shaders and lights (3 messages, Page 1 of 1)
Moderators: Dennis

SiMuLaCrUm
Joined: Oct 25, 2006

too digital


Posted: Jan 13, 2009 06:06 PM    Msg. 1 of 3       
1. Is there any way to make scenery attachments (dynamic_lights and sound_loopings) "go away" once the scenery changes to the "~damaged" permutation? (Without scripting, of coarse.)

2. How would I go about setting up a syncing, constantly moving, device_machine elevator? Right now I have it working as non-syncing animated scenery. A link to a tutorial would even be nice. I just can't find ANY help on this.

3. A piece of scenery I have has a "shader_transerent_chicago" decal on it, but it won't render properly in game. It fades into an unrecognizably blurry view when you step very far away, and when you approach it, it fades to pure transparency. I've tried swapping the shaders with some of Bungie's, and the same bug still persists. I, personally, don't understand this phenomenon.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Jan 14, 2009 10:10 AM    Msg. 2 of 3       
Quote: --- Original message by: SiMuLaCrUm
2. How would I go about setting up a syncing, constantly moving, device_machine elevator?
Halo CE does not have the facility to send position and status information of a device machine between client and server. Device machines and AI run on the local computer at the speed dictated by the local computer and do not get updated across the network. The scripts that some people have written, biped kill script, can send an on-off status for things like lights or doors however it cannot send continously updating positioning information of an elevator.


SiMuLaCrUm
Joined: Oct 25, 2006

too digital


Posted: Jan 15, 2009 07:48 PM    Msg. 3 of 3       
Kinda figured the biped device script wouldn't sync.

 

 
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