Warthog Madness...

im sure u have all seen the warthog jump, and guess what, i kno its old, and everyone has learned to do it.
but recently, i saw on halo.bungie.org a new event,
can ne1 please tell me how to jump high off the warthog in motion?
and any other cool vehicle tricks?
thanx

How did that happen?

im sure u all have seen in level 343 guilty sparks not only a downed pelican, but also a downed dropship. i thought that the flood had just been released, so y would there be both dropships destroyed? and if it was that the flood got to them both, wasnt there 2 pelicans in the area? then what happened to the other one?

February 6, 2004. Originally at Battleground: Halo.

Frankie's picture
It has been a busy week. We're going bananas building and designing the new website (more on that in the coming weeks) and generally having a ball seeing the game come together. Animation, sound, environment and gameplay are all frantically combining into a delicious soup. The Cananimators have also been working on very subtle transitions between walking, running and sprinting, so that the movements look fluid and natural. More impressive, bizarrely, is the animation for stopping and turning. The trick is going to be finding a balance between its usefulness and playability which is true of almost any game feature. Joe Staten and CJ Cowan have been very busy bees. Yes, the same kind of bees that Homer's nightmare dog spits out. They've been working diligently on game-engine cutscenes and transitions between levels. Using the game engine helps keep the player anchored more firmly in the game world. There have been some tweaks and modifications however, so the cutscenes will look sharper, thanks in large part to the use of the new graphic engine's features. Specular highlighting, mad bump-mapping etc. The cutscene I watched had been put together fairly recently, and was for timing and positioning of cameras, but looked pretty finished. The only way to know it wasn't done was the fact that none of the characters had walking animations, they just kind of glided around. None of the actor voices (unless you count Joes Staten yelling, "I'm fighting!" in a high-pitched voice) are attached to the cutscenes at this point more on that next week, hopefully. The cutscene in question is actually a tremendously important one. Email me months from now and ask me which of the many shockers it was and I'll tell you. "He got the POOPS working!" You'll be relieved to know that "POOPS" is not an acronym, rather just a term Chucky, one of the programmers, uses for "instance geometry." Instance geometry is a term that covers what Chucky describes as "low level" stuff. You might describe it as bits of the Halo world. Instance geometry "objects" aren't strictly objects at all, at least as far as we define them. They're things like columns, planters, basic world objects. As far as getting the POOPS working, Chucky simply got them all to behave the way they should in terms of AI reaction, shot ricochets, player collisions all that kind of stuff. The beauty of instance geometries is that while they're textured, lightmapped, bump-mapped the whole nine yards they seldom involve much work for the level and environment guys. Often they can simply be placed in the right spot and left to do their business. Normal objects have to be sealed and carefully implemented into geometry instance geometry is a whole lot easier to deal with. Normally these things are pretty ho-hum, but anyone who's been in a campaign firefight, or a game of rockets on Hang 'Em High knows that POOPS are pure gameplay. They're places to run, hide, dodge and take cover, and they often breathe life into a level.

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