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Author Topic: quick question (7 messages, Page 1 of 1)
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Sargent 0
Joined: Nov 21, 2017

sotark


Posted: Jan 17, 2018 02:50 AM    Msg. 1 of 7       
ok so i spent all day looking for a map with elites that have halo 2 ai. I found project dreamweb and i successfully placed h2a elite bipeds and actors. what i want to do is transfer that halo 2 elite ai to other elite bipeds with halo ce elite ai. how would i do this. Kind of hard to explain.

I want elite with this kind of ai (https://www.youtube.com/watch?v=rjocEgJkL1M) rather than this elite ai (https://www.youtube.com/watch?v=GC7D-6904qY)


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jan 17, 2018 04:01 AM    Msg. 2 of 7       
Quote: --- Original message by: Sargent 0
Kind of hard to explain.




You did a terrible job explaining. Have no idea what you need.


What do you want in the end? Elites that start off with Plasma Rifles and pull out swords when they get hurt? Elites that have better looking models and visuals?

If I guessed, I think you want other Halo Custom Edition bipeds (like one you've downloaded) to use the same AI as the one in the video, where they pull out a secondary weapon after taking damage.


You can't. Well, you can of course; Using Guerilla you have to create separate Actor and Actor Variant tags for the two different weapons your AI will have. Then using the OpenSauce Guerilla, you need to create actor_variant_transform_collection tags, which will need a actor_variant_transform_out and actor_variant_transform_in tag. Those two tags determine the criteria that need to be met before the actor transforms, and what actor they transform into, respectively.

Then you need to create a .project_yellow_globals file so that you can reference your actor_variant_transform_collection tag, and then reference your project_yellow_globals in your scenario tag.


That's it, then you simply repeat the same steps for each biped that you want to do this for.


Sargent 0
Joined: Nov 21, 2017

sotark


Posted: Jan 17, 2018 07:39 AM    Msg. 3 of 7       
no i meant something else. See these elite bipeds(http://hce.halomaps.org/index.cfm?fid=6854). I want these elites to have the same elite animations as the ones in halo 2. Thats why i was looking for a map including an elite with halo 2 ai. (https://www.youtube.com/watch?v=Mh5wQR3ugr4) see how these elites act and function like the ones in halo 2. I shouldve picked better videos.
EDIT: I think i found dreamwebs halo 2 elite animations in elite.model_animations
Edited by Sargent 0 on Jan 17, 2018 at 07:50 AM
Edited by Sargent 0 on Jan 17, 2018 at 07:52 AM


Sargent 0
Joined: Nov 21, 2017

sotark


Posted: Jan 17, 2018 07:39 AM    Msg. 4 of 7       

Edited by Sargent 0 on Jan 17, 2018 at 07:51 AM


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jan 17, 2018 08:07 AM    Msg. 5 of 7       
Quote: --- Original message by: Sargent 0
no i meant something else. See these elite bipeds(http://hce.halomaps.org/index.cfm?fid=6854). I want these elites to have the same ai as the ones in halo 2. Thats why i was looking for a map including an elite with halo 2 ai. (https://www.youtube.com/watch?v=Mh5wQR3ugr4) see how these elites act and function like the ones in halo 2.



Ehh, you don't really know what it is you're looking at.

What you see is animations playing. There are elite animations from Halo 2. There are animations for how they walk, how they carry the weapons, how they fire. These were ripped and ported into the game, or possibly from later games.

What we call AI is a tagpair that determines when they dive from grenades, how often they look for cover, when they go berserk and charge or when they're afraid of their teammates dying and retreat.

Then there's the ingame AI engine, which takes all that data and uses it to control a biped. This is in the executable file itself. Completely untouchable. You can't port the logic code from Halo 2 into Halo 1.


Again, what you're seeing in that video is just updated models and animations. Same AI.


Sargent 0
Joined: Nov 21, 2017

sotark


Posted: Jan 17, 2018 08:28 AM    Msg. 6 of 7       
Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Sargent 0
no i meant something else. See these elite bipeds(http://hce.halomaps.org/index.cfm?fid=6854). I want these elites to have the same ai as the ones in halo 2. Thats why i was looking for a map including an elite with halo 2 ai. (https://www.youtube.com/watch?v=Mh5wQR3ugr4) see how these elites act and function like the ones in halo 2.



Ehh, you don't really know what it is you're looking at.

What you see is animations playing. There are elite animations from Halo 2. There are animations for how they walk, how they carry the weapons, how they fire. These were ripped and ported into the game, or possibly from later games.

What we call AI is a tagpair that determines when they dive from grenades, how often they look for cover, when they go berserk and charge or when they're afraid of their teammates dying and retreat.

Then there's the ingame AI engine, which takes all that data and uses it to control a biped. This is in the executable file itself. Completely untouchable. You can't port the logic code from Halo 2 into Halo 1.


Again, what you're seeing in that video is just updated models and animations. Same AI.


oh ok. So how would I update this elite bipeds model and animations(http://hce.halomaps.org/index.cfm?fid=6854) can I just replace its model_collision geomotry and model_animations or theres more to it. I tried doing it and this is what I get in my debug

>
Biped halo3\objects\characters\elite\elite's animation node 1 isn't set up for limp body physics
the model 'halo3\objects\characters\elite\elite' and the animation graph 'halo3\objects\characters\elite\elite' don't match
the object 'halo3\objects\characters\elite\elite' will not animate
the model 'halo3\objects\characters\elite\elite' and the collision model 'halo3\objects\characters\elite\elite' don't match (node counts don't match)
<
Edited by Sargent 0 on Jan 17, 2018 at 08:29 AM


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jan 17, 2018 09:04 AM    Msg. 7 of 7       
Bipeds are built as a mesh connected to bones, just like a real body.


The mesh is the 3 dimensional model. Bones are structures that each vert is grouped onto, and mimics the bone structure of the creature you're emulating. The master chief is a jumbo sized human; the elites have an extra joint in their feet similar to a horse's.

The collision model is a low-poly version of the regular model. Calculating when objects collide (my bullet and your left hand) can be complex when done with high poly models. Using a low poly model that gives a rough shape makes the calculations far simpler.

When a biped is created, it's "rigged" to the bones, and then exported in game. This makes animating simpler and more realistic; just as our muscles move our bones and our groups (arms/legs/torso/head) stay together, warping at the connecting points (shoulders/hips/neck)

The animations don't move individual vertices, they move the bones. The vertices are "rigged" to the bones, so when the bones move the vertices do too. This is how an animation is done; biped rigged to a bone, the bones move. The collision model is also separated into sections and rigged to the appropriate bones. Now if my character raises his gun, and you shoot my hand, the collision model will be in the same place as the regular model and the shot will register. Everything works perfectly!




But, what happens when an animation for the Elite, with his horse feet, is used alongside the model of the master chief? The bones don't match; I tell the chief to move left_hoof but he doesn't have that bone. The game throws an error message saying that the animation graph doesn't match. It also throws an error message that the collision doesn't match, because it won't be able to animate that either.



So, how does all this apply to you?

Your using an updated animation graph with a different model. If the updated animations were based on the same boneset as your updated, this would be fine. But because in later games they added extra bones (for mouth movements, eyes, fingers gripping etc.), they no longer match the original Halo 1 bone structures. Also, uncheck "limp body physics" in the biped's tag as the animations are not properly setup for this feature.





To properly place an AI in your map, download the tags and then open your biped. Swap the GBX Model, Collision Model and Animation Graph that your biped has to the ones you downloaded. If all 3 of these match have the same bone structure you won't run into any of the issues you posted above.

 

 
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