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forerunner569

.MAP
Custom Armor Pieces (permutations and colours)

14 posts in this topic

NOTE: Due to plugin changes, "flair" in this tutorial will be "instance" in Assembly. Take this into account when reading.

 

Custom Permutations:
 
Use Adjutant to find to parts that you want to use in your armor piece. Make notes of the names for later.
 
post-10080-0-76239400-1415999160_thumb.j
 
Find a permutation that you are going to replace or add to. I am using “flair_chest_a”-“Player_skull” because the skull chest is used in my armor piece.
 
post-10080-0-18873800-1415999189_thumb.j
 
Find the indexes of the instance that you are going to use, use the notes you made earlier to use the string_id to find the correct parts.
 
post-10080-0-47135500-1415999201_thumb.j
 
Use these indexes to select the flair in the “instance flags” boxes in the permutation section you found earlier. Remove any that you do not need, note that boxes 103 onwards are always ticked, so you don’t need to null them.
 
post-10080-0-38349100-1415999235_thumb.j
 
Next ensure that the permutation you selected is referenced in the [pmcg] or the armor will not appear. I don’t know if you can add entries so I normally replace the ones I don’t use. I have replaced the grenadier UA.
 
post-10080-0-92917800-1415999301_thumb.j
 
Finished version: (sorry for bad quality image)
post-10080-0-85828900-1415999259_thumb.j

 
Custom colours and Forced colours:
To get custom colours for all your armor, go to the [matg] and search for the “player colors” reflexive, change the colour(s) to anything you want.
 
post-10080-0-24102700-1415999280_thumb.j
 
To get forced colours on certain armor pieces, you can null out the _cc [bitm] in an armor piece’s shader by replacing it with a _zbump or _normal.
 
post-10080-0-82207800-1415999366_thumb.j
 
 Then you can follow Krazy Pigeon’s changing shader colour tutorial (here: http://www.xboxchaos.com/topic/2720-how-to-change-the-colour-of-shaders-and-water/). Armor that uses this will never change colour, like emile’s security shoulder.
 
I am not taking credit for researching this, I am only giving a tutorial on what I think is a cool mod that uses the function Assembly has. I have used this at least once for each main character in my Machinima.
If I have missed anything or you know a better method please let me know.
 
Edit (30/12/2015): update to accommodate for mode plugin change from "flair" to "instance"

Edited by forerunner569
[Iconoclast], AMD, Teancum and 4 others like this

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Nice tut,

 

Is it also possible to use this for armor/colours of AI and I'm talking then about Halo 3 enemies.

Would like to create white Elites and Grunties like Halo 2 :)

 

Cheers

Edited by Halothreefan
forerunner569 likes this

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Is it also possible to use this for armor/colours of AI

To change the colours of AI, find the [bipd] tag of the AI you want and search for the "Change colors" reflexive. change the colours for the variant that you want, there is normally around 4.

 

To change the armor of AI's open the [hlmt], the first reflexive you see handles the permutaions, you could make a custom permutation and then apply it using the [hlmt]

Edited by forerunner569

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How do you make this for Halo 3?

There are no Flair Flags for Halo 3 armour.

I'm trying to do this for Campaign and for cinematics.

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How do you make this for Halo 3?

There are no Flair Flags for Halo 3 armour.

I'm trying to do this for Campaign and for cinematics.

I don't mod halo 3, so I'm not sure. Remember the halo 3 customisation was so limited it is likely all in the permutations block. Make a new region in the mode tag, and make a new permutation using the model section index and count of the part you want, then enable this via hlmt to see it in game.

This is me guessing as I don't mod halo 3

MythicalRewards likes this

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In the video you posted in the topic you made, the Spartan should be able to be done my swapping the chief biped's [mode] with the multiplayer one (_mp I think). For that you would simply swap the tags and then apply the permutation (EG: hayabusa) within the variants block in the [hlmt] under the "Default" variant

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In the video you posted in the topic you made, the Spartan should be able to be done my swapping the chief biped's [mode] with the multiplayer one (_mp I think). For that you would simply swap the tags and then apply the permutation (EG: hayabusa) within the variants block in the [hlmt] under the "Default" variant

 

But what should I modify to apply the permutation?

And yes, I supposed I had to swap Master Chief's biped with the mp_masterchief. And it is actually the biped, according to a .map mod he made to make the level "The Covenant" for Forge.

However, nothing else seems modified, and the model in the cinematics of that mod is always an EOD Spartan with Hayabusa shoulders and Katana.

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Ok, found a proper way to do this.

Still need to test more as the Master Chief model wasn't fully replaced (just for cinematics).

There shouldn't be a problem since both models have the same boneset and propierties, just a different vertex and texture (i.e. damaged armour). But tests are always needed.

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But what should I modify to apply the permutation?

And yes, I supposed I had to swap Master Chief's biped with the mp_masterchief. And it is actually the biped, according to a .map mod he made to make the level "The Covenant" for Forge.

However, nothing else seems modified, and the model in the cinematics of that mod is always an EOD Spartan with Hayabusa shoulders and Katana.

The last sentence of my previous post is the answer

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The last sentence of my previous post is the answer

Just part of it (chest).

Helmet and others need to be edited in the [mode].

But well, that's what I did.

Haven't tried to edit other parts of the model in [hlmt].

I'll try it in another map as the one I modified works fine already (The Covenant).

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Finished version: (sorry for bad quality image)

Aurora can take screenshots. The default screenshot combos are Start, and the Back button (not B) on your controller. Then they are saved in your

Aurora/Plugins program files. Or if your using Freestyle they are in Freestyles/Plugins program files.

 

This is an absolutely astonishing tutorial though. Nice work once again!

forerunner569 likes this

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Aurora can take screenshots. The default screenshot combos are Start, and the Back button (not B) on your controller. Then they are saved in your

Aurora/Plugins program files. Or if your using Freestyle they are in Freestyles/Plugins program files.

 

This is an absolutely astonishing tutorial though. Nice work once again!

thanks, at the time I did this I hadn't install aurora. I may re-do the screenshots somewhen.

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