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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Dynamic Effects Possibly

Author Topic: Dynamic Effects Possibly (6 messages, Page 1 of 1)
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ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Jun 8, 2014 08:15 PM    Msg. 1 of 6       
While searching around the interwebs, I stumbled upon a forum post that shows how to make dynamic effects for Halo PC. I'm not sure if it would be possible in CE, but it would be cool if it did. Anyway here is the post:I've barely touched HEK so I don't know if any of this would work so yeah...

Quote:

If you follow this tutorial correctly your dynamic blood will only be triggered by explosions that get past shields or death by vehicles. Your blood will flow freely around BSP features, scenery, even vehicles dynamically and when reaching a certain point in its life it will vein out into smaller streams before dying.


Firstly, you're going to want to build this effect in the map you want it in. Do not PMI this effect and expect it to still work. Eschaton's rebuilding process breaks it. This is fixable of course but I won't be covering that.

Open your map up in Eschaton, find the effect called 'effects\blood aoe human' and duplicate it non-recursively as well as duplicate the particle 'effects\particles\solid\blood h decal causing' recursively.

Go to your original 'effects\blood aoe human' effect tag and in the Meta Editor under 'particles 2' 'floats' change 'distribution radius' to 0.2 and 'distribution radius - to' to 0.7, then change both 'velocity' and 'velocity - to' to 0. Under 'particles 2' 'Int16s' change 'count' to 3 and 'count - to' to 5.

Go to your original 'effects\particles\solid\blood h decal causing' particle and in the Meta Editor uncheck the flag 'dies at rest' and change 'lifespan' to 2 and 'lifespan - to' to 3. Then move to the Reference Swapper and swap the sole bitmap reference to 'levels\a10\bitmaps\cryo glass', swap the one point physics reference to your duplicated 'effects\point physics\stones' tag, and then swap the second effect reference (which should initially be nulled out), to your duplicated effect; 'effects\blood aoe human'.

Go to your duplicated effect called 'effects\blood aoe human' and in the Meta Editor under 'particles 2' 'floats' change 'distribution radius' and 'distribution radius - to' to 0, then change 'velocity' to 1 and 'velocity - to' to 0.5, change 'velocity cone angle' to 3.14. Under 'particles 2' 'Int16s' change 'count' to 2 and 'count - to' to 3. Next under the Reference Swapper; null all references except the second of three particle references, swap that reference to your duplicated 'effects\particles\solid\blood h decal causing' particle.

Go to your duplicated 'effects\particles\solid\blood h decal causing' particle and in the Meta Editor uncheck the flag 'dies at rest' and change 'lifespan' to 2 and 'lifespan - to' to 3.5. Then Move to the Reference Swapper and swap the one bitmap reference to 'levels\a10\bitmaps\cryo glass'.

Go to your stock small blood splat decal 'effects\decals\blood splats\blood splat small' and while using HMT plugins for Eschaton in the Meta Editor go to 'Floats' and change 'lifetime' and 'lifetime - to' to 20.

Go to your duplicated small blood splat decal 'effects\decals\blood splats\blood splat small' which you have as a result of your recursive tag duplication. While using HMT plugins for Eschaton in your Meta Editor, go to 'Floats' and change both 'radius' and 'radius - to' to 0.03 then change 'lifetime' and 'lifetime - to' to 20.

Go to your duplicated point physics tag 'effects\point physics\stones' and in the Meta Editor go to 'floats' and change 'density' to 0.6, 'air friction' to 750, 'surface friction' to 0.15 and 'elasticity' to 0.


Sources: http://www.xboxchaos.com/topic/3345-dynamic-blood-effect/

Just something I found interesting and seemed decent enough to share.


Tucker933
Joined: May 27, 2010

loliporn.net


Posted: Jun 8, 2014 08:29 PM    Msg. 2 of 6       
The same principles apply, it's just with different tools, so it's certainly doable. NeX has had success reproducing this in CE for his "Revolution" project, for example.

Additionally, that tutorial is outdated. You can find an improved and slightly simplified version, here.
Edited by Tucker933 on Jun 8, 2014 at 08:33 PM


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Jun 8, 2014 10:16 PM    Msg. 3 of 6       
Some materials have pieces that fly off when you shoot it, the bloodlines are pieces wich have been sliding over the ground (bouncing) and have created decals by doing that.


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Jun 9, 2014 10:23 AM    Msg. 4 of 6       
dat blood D:

creepypasta


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jun 9, 2014 11:56 AM    Msg. 5 of 6       
That's really easy, you make a particle bouncing and that creates bloods splats on each bounce.

The heavy downside is that you generate a crapload of decals and particles, ruining the counts and ruining the performances.
Edited by bourrin33 on Jun 9, 2014 at 11:57 AM


Tucker933
Joined: May 27, 2010

loliporn.net


Posted: Jun 9, 2014 06:29 PM    Msg. 6 of 6       
Quote: --- Original message by: bourrin33

That's really easy, you make a particle bouncing and that creates bloods splats on each bounce.

The heavy downside is that you generate a crapload of decals and particles, ruining the counts and ruining the performances.


Nothing bounces (elasticity set to 0), and there's only one particle per stream (till the stream stops moving) which is altogether less than the pistol generates when fired. It does generate a lot of decals, but that's why the tutorial instructs you to set a low lifespan for them.
It's no issue on the largest scale matches that you can encounter in Halo.
Edited by Tucker933 on Jun 9, 2014 at 07:01 PM

 

 
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