show cyborg shield

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noob

show cyborg shield

Post by noob » Wed Jul 20, 2011 1:30 am

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

Post by TaxiService » Wed Jul 20, 2011 4:16 am

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.
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Re: show cyborg shield

Post by Excend » Wed Jul 20, 2011 7:46 am

PM Sparky, he did something like this for an over shield in the bipd competition.
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Re: show cyborg shield

Post by Sparky » Sat Jul 23, 2011 12:15 pm

I basically did what Taxi described with the spla referenced in place of the shdr nulled reference slot in the bipd tag.
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noob

Re: show cyborg shield

Post by noob » Sat Jul 23, 2011 8:46 pm

cyborg bipd doesn't have shdr tag T.T

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Re: show cyborg shield

Post by Guest » Sat Jul 23, 2011 8:58 pm

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......

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Re: show cyborg shield

Post by {DKW}drk » Tue Jul 26, 2011 12:30 pm

http://www.halodemomods.com/wiki/File:C ... liance.zip
this should have what your looking for.

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Re: show cyborg shield

Post by Excend » Tue Jul 26, 2011 4:56 pm

That is not a cyborg_mp bipd.
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Re: show cyborg shield

Post by {DKW}drk » Wed Jul 27, 2011 7:24 pm

just change Marine bipd to Cyborg MP biped.
it still will have all the thing the marine has..

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Re: show cyborg shield

Post by Excend » Wed Jul 27, 2011 7:28 pm

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)
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Re: show cyborg shield

Post by Sparky » Fri Jul 29, 2011 11:34 am

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".
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Re: show cyborg shield

Post by TaxiService » Fri Jul 29, 2011 1:55 pm

Yeah, ^that's what i tried to say in the second part of my post. XD
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Re: show cyborg shield

Post by Vegerot » Mon Aug 01, 2011 10:26 am

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.
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Re: show cyborg shield

Post by Sparky » Mon Aug 01, 2011 3:51 pm

Check out the shader used by the teleporter exit scen's mod2.
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Re: show cyborg shield

Post by Mgalekgolo » Mon Aug 01, 2011 7:51 pm

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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