show cyborg shield
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show cyborg shield
How can I make the cyborg appear even when not damaged. Also how do I make it appear in FP view too?
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Re: show cyborg shield
Hmmm… I am not sure.
In fp you'll need to either set up an apposite model or somehow apply the plasma shader to it. If you notice, some tags have a nulled out shdr tag in their reference swapper. Now, shdr is not an existing type of tag in the ported Halo for PC, but it can be swapped with something else; like a spla for instance.
I once made a weapon that had a plasma shader around it (that would only show in third person though) by just putting the spla i created in place of that nulled out shdr tag.
In the meta editor (using spakry's plugins) the dependency will appear as "modifier shader".
anyhow, about making the shield appear always without using this shdr thing: i guess you'd have to edit some of the cyborg bipd's functions. Using the meta editor you should look in its functions (under reflexives usually), find the one controlling the shield and figure out how to make it not fade when off, or keep it always on..! I don't know, i'm just guessing though.
In fp you'll need to either set up an apposite model or somehow apply the plasma shader to it. If you notice, some tags have a nulled out shdr tag in their reference swapper. Now, shdr is not an existing type of tag in the ported Halo for PC, but it can be swapped with something else; like a spla for instance.
I once made a weapon that had a plasma shader around it (that would only show in third person though) by just putting the spla i created in place of that nulled out shdr tag.
In the meta editor (using spakry's plugins) the dependency will appear as "modifier shader".
anyhow, about making the shield appear always without using this shdr thing: i guess you'd have to edit some of the cyborg bipd's functions. Using the meta editor you should look in its functions (under reflexives usually), find the one controlling the shield and figure out how to make it not fade when off, or keep it always on..! I don't know, i'm just guessing though.
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Re: show cyborg shield
PM Sparky, he did something like this for an over shield in the bipd competition.
TaxiService wrote:Roses are red
Violets are blue
What a shitty thread
Fuck all of you.
Re: show cyborg shield
I basically did what Taxi described with the spla referenced in place of the shdr nulled reference slot in the bipd tag.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: show cyborg shield
Sorry for double posting.
I tried it with the marine bipd in the original b30.map but it only makes the shielding appear for a split second then disappear then appear......
I tried it with the marine bipd in the original b30.map but it only makes the shielding appear for a split second then disappear then appear......
Re: show cyborg shield
http://www.halodemomods.com/wiki/File:C ... liance.zip
this should have what your looking for.
this should have what your looking for.
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Re: show cyborg shield
That is not a cyborg_mp bipd.
TaxiService wrote:Roses are red
Violets are blue
What a shitty thread
Fuck all of you.
Re: show cyborg shield
just change Marine bipd to Cyborg MP biped.
it still will have all the thing the marine has..
it still will have all the thing the marine has..
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Re: show cyborg shield
If you edit a bipd... then swap the bipd for a different bipd... then you don't get the edited effects of the modified bipd...
Example for non-comprehensible words:
If I have bipd A and bipd B, and currently I am using bipd A, and I make change X to bipd A, then when I switch bipd B in place of bipd A so bipd B is now the one I'm using, I know long have change X.
(not much more understandable, sorry)
Example for non-comprehensible words:
If I have bipd A and bipd B, and currently I am using bipd A, and I make change X to bipd A, then when I switch bipd B in place of bipd A so bipd B is now the one I'm using, I know long have change X.
(not much more understandable, sorry)
TaxiService wrote:Roses are red
Violets are blue
What a shitty thread
Fuck all of you.
Re: show cyborg shield
Alright, it's time to put an end to this madness.
The Cyborg_mp bipd tag already has an spla Modifier Shader applied to it.
The shader is attached to Function 2.
Function 2 is scaled by A in.
If you want a quick change, go under Bipd -> cyborg_mp -> Reflexives -> Functions 2 -> Bitmask32s -> Flags, and experiment with Invert and Always Active (flags 1 and 3)
If you want a more dynamic change, then go under Bipd -> cyborg_mp -> Enum16s, and change "Export to Functions: A in" from "recent shield damage" to "alive".
The Cyborg_mp bipd tag already has an spla Modifier Shader applied to it.
The shader is attached to Function 2.
Function 2 is scaled by A in.
If you want a quick change, go under Bipd -> cyborg_mp -> Reflexives -> Functions 2 -> Bitmask32s -> Flags, and experiment with Invert and Always Active (flags 1 and 3)
If you want a more dynamic change, then go under Bipd -> cyborg_mp -> Enum16s, and change "Export to Functions: A in" from "recent shield damage" to "alive".
Either you are groping for answers, or you are asking God and listening to Jesus.
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Re: show cyborg shield
Yeah, ^that's what i tried to say in the second part of my post. XD
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Re: show cyborg shield
But in first person that would seriously obstruct the view of the player. And if you look closely the shield is different depending on where you are hit, so you'll have to decide which shader you'll use.
Re: show cyborg shield
Check out the shader used by the teleporter exit scen's mod2.
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Re: show cyborg shield
Check out my homunculus revamp mod, I perfected(sort of) this. it don't show in first person. i used elites. Function A I set as shield vitality so when the sheild dies it disappears.
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