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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »FootSteps Decal

Author Topic: FootSteps Decal (3 messages, Page 1 of 1)
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EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Nov 13, 2015 09:22 AM    Msg. 1 of 3       
Hey, well i was wondering how to make a biped to spawn a decal. Dont tell me its imposible because i saw this in swamp creek. The thing is in h5 the flor iluminates every time you step on it
Does anybody know hot yo do this?


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Nov 14, 2015 10:36 AM    Msg. 2 of 3       
Quote: --- Original message by: sparky

I've done this before, but the issue I encountered through a simple effe tag approach is that the footsteps appear in a random rotation on the ground. Also, the simple approach uses only one footprint bitmap image, so you would need to have a kind of makeshift weight system with the right foot at 0.5 and the left foot at 0.5.

Investigate the "material effects" tag type (whose tag class is "foot", by the way). So you would use cyborg.material_effects and for the specific material you want, assign an effe that is tailored to display decal tags appropriately. You will need to do some serious finagling to get it to work like I said. The vehicle material effects tag for the snow material is an example that uses a single image to leave a repeating track print on snow material senv shader types
Edited by sparky on Nov 14, 2015 at 02:57 AM

AKA is impossible


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Nov 14, 2015 02:51 PM    Msg. 3 of 3       
Quote: --- Original message by: sparky

I've done this before, but the issue I encountered through a simple effe tag approach is that the footsteps appear in a random rotation on the ground. Also, the simple approach uses only one footprint bitmap image, so you would need to have a kind of makeshift weight system with the right foot at 0.5 and the left foot at 0.5.

Investigate the "material effects" tag type (whose tag class is "foot", by the way). So you would use cyborg.material_effects and for the specific material you want, assign an effe that is tailored to display decal tags appropriately. You will need to do some serious finagling to get it to work like I said. The vehicle material effects tag for the snow material is an example that uses a single image to leave a repeating track print on snow material senv shader types.
Edited by sparky on Nov 14, 2015 at 02:57 AM



Sorry, i already done this yesterday. Yes, the only problem is the bitmaps rotation, but it inst very important. I also add a chain decal, 3 to be exact.
Maybe we will see this in Hex Zone final version, hope it inst a failure.

 

 
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