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»Forums Index »Halo 2 Vista Forum (Bungie/Microsoft) »Halo 2 Vista Map Design / Technical »Halo 2 maps

Author Topic: Halo 2 maps (27 messages, Page 1 of 1)
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Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 1, 2010 05:34 PM    Msg. 1 of 27       
how come unlike halo ce, pelicans and phantoms cant be added into maps for halo 2 vista?


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Jun 1, 2010 05:44 PM    Msg. 2 of 27       
They can be added as static (no-moving) models, but not as vehicles.

This is because in H2V, the vehicles and bipeds are locked down in a shared.map file. Even if we could edit the contents of that file the changes would not reflect on other users.


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: Jun 3, 2010 05:19 AM    Msg. 3 of 27       
Quote: --- Original message by: Kills_Alone
They can be added as static (no-moving) models, but not as vehicles.

This is because in H2V, the vehicles and bipeds are locked down in a shared.map file. Even if we could edit the contents of that file the changes would not reflect on other users.
you mean sbsp scenery...


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 3, 2010 04:32 PM    Msg. 4 of 27       
People were able to make it driveble on xbox version though.

Example:
http://www.youtube.com/watch?v=KlZGEgcpFYs
Edited by Sergeant 1337 on Jun 3, 2010 at 04:32 PM


beazt
Joined: May 12, 2010


Posted: Jun 4, 2010 07:37 AM    Msg. 5 of 27       
that is single player, and I might be wrong but there was mod with driveable pelican on metropolis level for halo 2 pc.
with multiplayer things are a bit different


FtDSpartn
Joined: May 1, 2009

Verified AI.


Posted: Jun 4, 2010 05:25 PM    Msg. 6 of 27       
Actually,its multi player. Notice the different huds (elite and spartan) and notice the score bars in the bottom right hand corner.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 4, 2010 06:39 PM    Msg. 7 of 27       
ya. ever hear of the killtrocity map pack?


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Jun 4, 2010 07:04 PM    Msg. 8 of 27       
Guess I have to quote myself:

"This is because in H2V, the vehicles and bipeds are locked down in a shared.map file."

We are not talking about H2 Xbox.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 4, 2010 07:05 PM    Msg. 9 of 27       
Yes. But i dont understand how people did it for the xbox but cant for pc.


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: Jun 5, 2010 07:58 AM    Msg. 10 of 27       
Because they f'ed up H2V bad style.
Every Object you see is loaded in memory, these objects are not even inside the maps.
example.
Warthog on Coagulation, is not truly in the map itself, it is in shared.map and loaded into memory to bring it to coagulation.
modding shared.map will mess everything up in all maps that use it, also there is some sort of crypto checks on it too.

The campaign maps are similar to halo 2 Xbox maps, they can be modded with ease.

but as of now, there is no good modding program.
Edited by Shock120 on Jun 5, 2010 at 07:59 AM
Edited by Shock120 on Jun 5, 2010 at 08:01 AM


Twinreaper
Joined: Jun 5, 2010


Posted: Jun 5, 2010 10:38 AM    Msg. 11 of 27       
Hey Shock..... Long time no see. I have been looking into the Vista port for a while now. From what I can gather, it should be possible to add custom vehicles, weapons and crates to maps thru Guerilla. With the unlocked version, we should be in theory able to create the new tags, and using previous modding knowledge and some values and requirements taken from xbox version tags, I should be able to compile these tags to be used properly. Also, from what i can tell, anything placed in Sapien, that is not native or pre-loaded into the shared map, the game itself shouldn't try to update the shared resource map to include the custom tags. This is of coarse just theory, and I am in the process of testing and compiling my changes. I don't see why this wouldn't work. Even though Hired Gun did a poor job of porting this, and Bungie giving us limited tools, it is highly likely that us old school Xbox Halo 2 modders should be able to pull a few things off. This experience coupled with source Mutation, and some high ranking friends in low places should result in a few surprises. I'll keep you guys updated!


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 5, 2010 04:55 PM    Msg. 12 of 27       
Thanks. I would be very happy if this pulls through.


Twinreaper
Joined: Jun 5, 2010


Posted: Jun 5, 2010 05:59 PM    Msg. 13 of 27       
No problem. On a side note, I should be ready to release my updated texture version of an old Halo classic that I believe no H2Vista experience should be without.....ICE FIELDS! I am also half way done with Infinity, only thing missing is the custom shaders and a few more uvw'ing spots. I just love that map for Swat and CTF.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 5, 2010 06:30 PM    Msg. 14 of 27       
Cool. Sounds like it's gonna be awesome. :)


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Jun 6, 2010 07:40 PM    Msg. 15 of 27       
When you attempt to compile a new vehicle the map will not appear in the custom map list.

Even if it did, Tool does not compile collision.


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: Jun 7, 2010 05:17 AM    Msg. 16 of 27       
if it doesn't give me teh compiled map.

The Unlocked version is as much fail as the locked version, except Kills Alone =D

Grimdoomer has stated many times he will not support Halo 2 Vista's Campaign and Multiplayer format. ='(

Everyone has this "hate" of H2V and they never explain it, normally by saying they won't support it.
Edited by Shock120 on Jun 7, 2010 at 05:20 AM
Edited by Shock120 on Jun 7, 2010 at 05:25 AM
Edited by Shock120 on Jun 7, 2010 at 05:26 AM


Twinreaper
Joined: Jun 5, 2010


Posted: Jun 7, 2010 11:56 AM    Msg. 17 of 27       
I am well aware about no collision. I have been modding Halo 2 for xbox for a long time, and we have no collision generation for that. Do you know for a fact that the map with custom vehicles wont load or list correctly? Also if you look in-depth into the xbox tags, the vehics and bipeds and crap are also located in the shared.map file, and that didn't stop us. I am assuming however, that the shared map will not update itself to include new vehicles or whatever....but I may be wrong. All I plan to do is inject new mesh over existing vehics, move a few nodes and markers here and there....not terribly hard things. This shouldn't be too hard, seeing as how the tags are present in the tags directory with the editor, which leads me to believe, that the shared.map is only used for the sp and pre-existing mp maps...otherwise, they wouldn't have the tags in a working directory, instead they would have a placeholder system for us to use in Sapien for choosing spawning.


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: Jun 7, 2010 01:45 PM    Msg. 18 of 27       
ok...but why the sudden interest in Halo 2 Vista?


Twinreaper
Joined: Jun 5, 2010


Posted: Jun 7, 2010 02:21 PM    Msg. 19 of 27       
It's more of a dedicated interest at this point. I have been playin this for a while now...a pirated copy mind you...and I will be getting my actual paid for copy next week. My xbox took a dump, if you remember, hence my end of xbox modding releases, and dedicated bsp conversion services being offered. Although I really don't have much interest in custom weapons or anything else. I like the gameplay as is, and most of the time, new things tend to ruin the multiplayer experience. Don't get me wrong, it's nice to see H3, ODST, Reach, etc....style weapons and vehicles, but they feel out of play with the game mechanics. I'm just interested now in releasing good ports of classics, and some new stuff bsp related. I am continuing work on the H2V aspect of Mutation, and will more than likely have my good friend Troy Mac1ure assisting with figuring out the dreaded bsp padding issue with H2V>H2X bsp conversions. I'm hoping to gain enough headway, to have a semi playable bsp conversion in the winter. Time is limited for all things modding now or days, so things tend to go slow.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 7, 2010 04:49 PM    Msg. 20 of 27       
Yes gameplay is good, but i think the halo 3, odst, reach stuff makes the game more fun. I hate the normal halo1 stuff. Im sure a lot of people like pelicans in game too. But im not crazy about the halo 1 peli either.


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Jun 7, 2010 08:44 PM    Msg. 21 of 27       
Good luck with vehicles. I've tried messing with those tags quite a bit.

The H2x to H2V converter would be awesome, that guy rocks BTW, releasing a new Entity that can export to a single .OBJ file will certainly save me time.


Twinreaper
Joined: Jun 5, 2010


Posted: Jun 7, 2010 09:11 PM    Msg. 22 of 27       
Yeah we still don't know if the single obj export/import is working 100% though. Troy is sending me over a personal build to play with that includes some personal not yet public fixes. I'll update you about that personally if you want?


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 7, 2010 09:14 PM    Msg. 23 of 27       
Update me or kills alone?


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Jun 8, 2010 05:01 AM    Msg. 24 of 27       
He could tell us both here, let us know. And thank Troy.

I'd like to do some H2 SP rips but without the UVs its a lot of work.


Twinreaper
Joined: Jun 5, 2010


Posted: Jun 8, 2010 12:45 PM    Msg. 25 of 27       
UVW'ing does not have to be done if you rip H2 models for BSP's. When you import each obj, or rip the model to single obj, specify to use a material file when importing. The model will then be imported with textures applied and uvw'ing as the original has


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: Jun 9, 2010 05:03 AM    Msg. 26 of 27       
I would like it if, someone can rip H2V campaign bsps, and port them into MP,
because H2V campaign maps have higher/better textures than H2X campaign.


Twinreaper
Joined: Jun 5, 2010


Posted: Jun 9, 2010 08:10 PM    Msg. 27 of 27       
I agree with you there. The bitmaps are for sure, a higher quality. Couldn't you just do some re-sampling in Photoshop to touch them up? I usually like to take sp parts, and convert them over with a whole new set of bitmaps. Something about the basic bitmaps they use over and over just urk me. I like to keep things a little fresher....especially when doing straight ports of maps. For instance, my icefields map looks ok, with the bitmaps from the CE one, but I may completely overhaul the map and give it a more realistic feel with some custom bumps and such.

 

 
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