Bloodgulch is now a scenery object
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Re: Bloodgulch is now a scenery object
OMFG!
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Re: Bloodgulch is now a scenery object
You guys are smart; I like these ideas.
Moxus, I don't know if Pearl is causing the collision errors, but I don't seem to be able to find out why they occur in the same spot each time - to the front right of the red base. Those polys on the outside of the map area are part of the scenery. I had to make the map sealed to honor the sealed-world rules for the collision model. That meant connecting all the open edges of the tops of the walls around the map by bringing the walls down and around the bottom. The effect turned out to be something like Bloodgulch was ripped out of Halo, with metal walls all around and underneath. (Or you could think of it as a space station? But Halo would be more accurate to the game theme.)
The bases are smaller than normal, and I think the whole map might be smaller than normal. I should do a resize on the whole thing to enlarge it, easy fix. I've already smoothed the ground so it looks closer to normal.
Crazyshroom, for now if you fall, just switch teams to respawn if there are other ppl playing too.
Mota, you want just the regular ground as the model, but do you want me to keep the collsion model the same? Or do you want the bloodgulch ground to stay there and have it open-ended, like you can fall off the map and/or connect multiple gulches together smoothly like bricks?
Moxus, I don't know if Pearl is causing the collision errors, but I don't seem to be able to find out why they occur in the same spot each time - to the front right of the red base. Those polys on the outside of the map area are part of the scenery. I had to make the map sealed to honor the sealed-world rules for the collision model. That meant connecting all the open edges of the tops of the walls around the map by bringing the walls down and around the bottom. The effect turned out to be something like Bloodgulch was ripped out of Halo, with metal walls all around and underneath. (Or you could think of it as a space station? But Halo would be more accurate to the game theme.)
The bases are smaller than normal, and I think the whole map might be smaller than normal. I should do a resize on the whole thing to enlarge it, easy fix. I've already smoothed the ground so it looks closer to normal.
Crazyshroom, for now if you fall, just switch teams to respawn if there are other ppl playing too.
Mota, you want just the regular ground as the model, but do you want me to keep the collsion model the same? Or do you want the bloodgulch ground to stay there and have it open-ended, like you can fall off the map and/or connect multiple gulches together smoothly like bricks?
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Bloodgulch is now a scenery object
I think that's what he wantsSparky wrote:Or do you want the bloodgulch ground to stay there and have it open-ended, like you can fall off the map and/or connect multiple gulches together smoothly like bricks?
Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.
Re: Bloodgulch is now a scenery object
It's very possible. Pearl does not have a map-out of the regular collision tag, only the BSP and SCNR. Although I did everything I could to prevent errors in tag parsing that wasn't mapped, with a collision tag the size of bloodgulch, you'll probably get errors.Sparky wrote:Moxus, I don't know if Pearl is causing the collision errors, but I don't seem to be able to find out why they occur in the same spot each time - to the front right of the red base.
Re: Bloodgulch is now a scenery object
Looks cool. I'm thinking of an upside down gulch. With the walk on walls thing. That would be interesting.
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Visiting this website is filled with nostalgia. Its like going to an old home.
Thank you for all the memories. Never change.
Re: Bloodgulch is now a scenery object
If we remember back to M Gulch (that one Tyler777 did), it too had collision issues, and it too was a map-sized scenery piece. Could it be that Halo has inherent problems dealing with extremely large scenery pieces?
-=Moxus=-
-=Moxus=-
Re: Bloodgulch is now a scenery object
Ahh M gulch, that was a fun map, glitchy but very fun. first mod i played that was something other than ROcket Pistols and the such.Moxus wrote:If we remember back to M Gulch (that one Tyler777 did), it too had collision issues, and it too was a map-sized scenery piece. Could it be that Halo has inherent problems dealing with extremely large scenery pieces?
-=Moxus=-

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wernarner84
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Re: Bloodgulch is now a scenery object
I think I still have M Gulch in my mod library, let me check...
EDIT EDIT: I found it, but the name was Cyclone |M| Gulch.
Bloodgulch Mod Library:

Silent Cartographer Mod Library:

EDIT EDIT: I found it, but the name was Cyclone |M| Gulch.
Bloodgulch Mod Library:

Silent Cartographer Mod Library:

Last edited by wernarner84 on Sat Feb 20, 2010 8:22 am, edited 1 time in total.
TaxiService wrote: Not the mod, but the fact that you did actually learn how to do some basic things! 0_0
I am very happy for you, Human! i hope to see more of you!
Re: Bloodgulch is now a scenery object
Sparky wrote: Mota, you want just the regular ground as the model, but do you want me to keep the collsion model the same? Or do you want the bloodgulch ground to stay there and have it open-ended, like you can fall off the map and/or connect multiple gulches together smoothly like bricks?
Open ended. I have some cool ideas. Also if its not to much could you make it blend well into water? If not then thats cool.
@M Gulch things.
Yeah i got that map it had the same problem except I'm pretty sure tyler didn't convert it. Also correct my if i'm wrong but I thought HEK or Sapien converted bsps to scenery.
Stupid tinypic removing my images
Re: Bloodgulch is now a scenery object
Animated Scenery: have the entire map slowly turn, with each wall being the bloodgulch ground map.Fortune wrote:Looks cool. I'm thinking of an upside down gulch. With the walk on walls thing. That would be interesting.
Another idea is to have all players start on small platforms, have ladders lead from each platform up to the upside-down bloodgulch map... totally sweet!
Either you are groping for answers, or you are asking God and listening to Jesus.
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R{Caboose}B
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Re: Bloodgulch is now a scenery object
lol could you walk on the ceiling? XD
Re: Bloodgulch is now a scenery object
The "Walks on walls" flag in the bipd tag enables walking on the ceiling of the map, which is the sky box, too.R{Caboose}B wrote:lol could you walk on the ceiling? XD
Either you are groping for answers, or you are asking God and listening to Jesus.
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R{Caboose}B
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Re: Bloodgulch is now a scenery object
ya i kno. you should put something on the ceiling like another floor so it will be like a boxSparky wrote:The "Walks on walls" flag in the bipd tag enables walking on the ceiling of the map, which is the sky box, too.R{Caboose}B wrote:lol could you walk on the ceiling? XD
Re: Bloodgulch is now a scenery object
Converting and importing will come up with the same issues. It's the reflexive-finding code in both processes that can kill collision. If Sparky exported/imported the tag using Eschaton (or HHK like Tyler used) right from the original CE map, it'd have the same issues.Moxus wrote:If we remember back to M Gulch (that one Tyler777 did), it too had collision issues, and it too was a map-sized scenery piece. Could it be that Halo has inherent problems dealing with extremely large scenery pieces?
-=Moxus=-
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sparkya
Re: Bloodgulch is now a scenery object
done, testing now. also, that's a shame to hear modzy, but i'll let you know how it works out, cause that's what i did.
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