
Danger_zone_98
Joined: Nov 26, 2012
|
Posted: Jan 8, 2015 08:43 PM
Msg. 1 of 11
I think that's hard coded into the game and can't be changed without the source code.
|
|
|

Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
|
Posted: Jan 8, 2015 08:47 PM
Msg. 2 of 11
Pretty sure that it's hard coded into the game that ragdolls won't work.
|
|
|

sshers4
Joined: Apr 28, 2013
|
Posted: Jan 8, 2015 08:58 PM
Msg. 3 of 11
Quote: --- Original message by: Joker Hay guys you know in the future will open sause able to have halo 3 ragdoll or never. It will never come. EVER. But there is one condition, porting halo 1 into a new engine and boom done. But remember porting is complex so you need more people with professional skills.
|
|
|

MEGA_VKNG
Joined: Dec 23, 2013
|
Posted: Jan 8, 2015 09:46 PM
Msg. 4 of 11
Quote: --- Original message by: sshers4Quote: --- Original message by: Joker Hay guys you know in the future will open sause able to have halo 3 ragdoll or never. It will never come. EVER. But there is one condition, porting halo 1 into a new engine and boom done. But remember porting is complex so you need more people with professional skills. That won't ever come either. EVER. but there is one condition, dealing with it or just animating fake ragdolls.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: Jan 10, 2015 09:17 AM
Msg. 5 of 11
I concur with Sean.
Ragdoll Physic elements are scripted within the game engine and can't be applied via a circumvention addition method.
(Like how kornmann doesn't tweak halo's engine itself he adds stuff to it)
|
|
|

killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
|
Posted: Jan 10, 2015 09:52 AM
Msg. 6 of 11
opensauce edits only edits and adds tag types. it does not in any way change halo ce's code. that is sadly lost and there is no way to get it. physics are hard coded into the engine itself (if we had halo ce's sourcecode some coders could add in the havok physics librarys into the game pretty easily) Quote: --- Original message by: sshers4 But there is one condition, porting halo 1 into a new engine and boom done. But remember porting is complex so you need more people with professional skills. XD noone is going to spend the time doing that. lets face it this is a pretty much forgotten game. the creative community has been shrinking around here pretty rapidly, not many pre 2010 members are left here and we have a lot of newbies coming in and trashing the site because they cant behave themselves (i swear if dennis didn't have language filters and wasn't so strict about images and being on topic this place would be worse than 4chan.....)
|
|
|

sshers4
Joined: Apr 28, 2013
|
Posted: Jan 10, 2015 10:56 AM
Msg. 7 of 11
Quote: --- Original message by: killzone64opensauce edits only edits and adds tag types. it does not in any way change halo ce's code. that is sadly lost and there is no way to get it. physics are hard coded into the engine itself (if we had halo ce's sourcecode some coders could add in the havok physics librarys into the game pretty easily) Quote: --- Original message by: sshers4 But there is one condition, porting halo 1 into a new engine and boom done. But remember porting is complex so you need more people with professional skills. XD noone is going to spend the time doing that. lets face it this is a pretty much forgotten game. the creative community has been shrinking around here pretty rapidly, not many pre 2010 members are left here and we have a lot of newbies coming in and trashing the site because they cant behave themselves (i swear if dennis didn't have language filters and wasn't so strict about images and being on topic this place would be worse than 4chan.....) Maybe. It would be good if we get a new engine but obviously the gameplay should stay the same.
|
|
|

killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
|
Posted: Jan 10, 2015 11:01 AM
Msg. 8 of 11
Quote: --- Original message by: sshers4 Maybe. It would be good if we get a new engine but obviously the gameplay should stay the same. not going to happen unless 343 plops a working halo 3 pc with a proper editing kit in this communitys lap...
|
|
|

killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
|
Posted: Jan 10, 2015 11:10 AM
Msg. 9 of 11
glad to know we still agree on things frosty 
|
|
|

Tnnaas
Joined: Jan 3, 2015
Venez voir maman. Avatar credit: kevinsano
|
Posted: Jan 10, 2015 12:49 PM
Msg. 10 of 11
I wanted to try, I just wanted to see if there were some magic smoke-and-mirrors rabbit-out-of-a-hat trick that could be used to fake ragdolls in Halo.
I looked at the flood carrier form for inspiration. Upon death, the carrier form spews new actors. So the question becomes: what if I made a dumb actor vehicle spawn from the biped when destroyed?
A vehicle?! Yes. Suspension animations, such as those used by the warthogs and the tank, could perhaps be used to manipulate our biped's limbs in a manner controlled by Halo's physics. It won't be perfect Havok simulation, but it would no doubt be both interesting and fun.
I tried using non-AI bipeds to perhaps enable actor chainspawning. No such luck. Unfortunately, chainspawning requires AI to work. Delving deeper into that, Sapien made no attempts to hide errors from me. "WARNING: cannot create actor to be spawned from unit." I was referencing a custom actor variant that made use of a vehicle rather than a biped.
In conclusion, it seems that even with the most faked, non-ragdoll version of ragdolling, it won't be possible in this Halo. It seems that only AI allow it and I'm sure no player can be an AI. Still, worth the try even in failure for curiosity's sake. Perhaps a future version of Open Sauce can allow vehicle-based actors to be chainspawned from bipeds alone if Kornman has the time.
Just to clarify: No, I don't think we will actually be able to get ragdolls working using this method. Edited by Tnnaas on Jul 9, 2015 at 10:53 PM
|
|
|

Vergil
Joined: Jun 13, 2011
you're just mad cuz you're angry
|
Posted: Jan 10, 2015 01:07 PM
Msg. 11 of 11
Quote: --- Original message by: Tnnaas I wanted to try, I just wanted to see if there were some magic smoke-and-mirrors rabbit-out-of-a-hat trick that could be used to fake ragdolls in Halo.
I looked at the flood carrier form for inspiration. Upon death, the carrier form spews new actors. So the question becomes: what if I made a dumb actor vehicle spawn from the biped when destroyed?
A vehicle?! Yes. Suspension animations, such as those used by the warthogs and the tank, could perhaps be used to manipulate our biped's limbs in a manner controlled by Halo's physics. It won't be perfect Havok simulation, but it would no doubt be both interesting and fun.
I tried using non-AI bipeds to perhaps enable actor chainspawning. No such luck. Unfortunately, chainspawning requires AI to work. Delving deeper into that, Sapien made no attempts to hide errors from me. "WARNING: cannot create actor to be spawned from unit." I was referencing a custom actor variant that made use of a vehicle rather than a biped.
In conclusion, it seems that even with the most faked, non-ragdoll version of ragdolling, it won't be possible in this Halo. It seems that only AI allow it and I'm sure no player can be an AI. Still, worth the try even in failure for curiosity's sake. Perhaps a future version of Open Sauce can allow vehicle-based actors to be chainspawned from bipeds alone if Kornman has the time. this man is a genius. i really like this person he should post more
|
|
|