About this mod
A collection of multiple modded vehicles I have been working on over the past ~6 months, as featured in the 2022 VKMT Showcase. Most notably is the Infinite Pelican, perhaps the most detailed vehicle model yet seen in Halo 3. Also included is an updated version of my H3 Phantom Overhaul, and some bonus heavily W.I.P nuclear longswords!
- Requirements
- Permissions and credits
- Changelogs
By PepperMan
Please also be aware that this mod is intended as a modder's resource - you are completely free to use these vehicles in any mods you make, as long as you give credit to back to me and/or this page :)
Credits/Special Thanks:
- Thanks and credit to Kayhotic and The Halo Archive for releasing their rip of the Infinite Pelican, a great amount of work without which this would not have been possible.
- Huge thanks to TheChunkierBean and his Halo 3 PBR Shaders Guide, which helped to make the pelican look so much better.
Features:
Halo Infinite Pelican
Visuals:
- A total of 54 individual shaders, all of which use H3's PBR implementation to get the best look possible
- Nearly half a million tris
- Extremely detailed interior, especially in the cockpit
- Custom made thruster effects
- Option of automatic or manual landing gear (campaign variant uses manual, doors only version)
Physics/Collision Model:
- Entirely custom from-scratch physics model, that is highly detailed to minimize clipping.
- Fully walkable/interactable interior and exterior player collision, including in the cockpit! If you can see it, you can collide with it
- Two separate physics models, one for the campaign and one for the non-campaign variants, featuring tweaked models to improve AI compatibility
- Early-mover localised physics, meaning that you can walk around inside whilst the pelican is moving perfectly fine, with no fear of falling out (be careful of falling out the back door under large acceleration though!)
- Fixed original "phased" pelican physics for the multiplayer version. Not a hugely complex change, but the campaign pelican is unable to sit on the ground, as it phases/falls through the environment. This is an intended feature to avoid AI phantoms unintentionally colliding with environment geometry when flying through tight spaces.
- Completely custom from-scratch collision model. Projectiles should function fine within the entire interior and exterior
Weapon:
- Custom chin-gun weapon, operated by the pilot
- Uses default H3 sounds to avoid the need for a custom FSB file when using this mod
Seats:
- Pilot and Co-Pilot seats feature custom animations and hand markers so that players/AI hold the controls correctly
- Co-Pilot seat is in first-person
- Cargo bay features the usual 10 passenger seats - all 10 can be used by players and AI alike - entrance markers for these seats can be found on the left and right in front of the rear ramp
- AI troop dropoff functionality has been kept the 1:1 with the original H3 pelican
- Cargo seats remain mostly unchanged from the H3 pelican, so you can use warthog drop-off functionality just fine
+ perhaps hundreds of hours of work to get this beast of a model working in H3
P.S. extract-import-info won't work on this render model, as it is large enough to require the tool patch that strips import info to allow it to work
H3 Phantom Overhaul V2
Visual Changes:
- Highly reworked interior - added entirely new cockpit section, using an upscaled model from a Halo 2 cutscene, to the interior. Upgraded the cargo/troop bay to the ODST version, which has much greater detail and complex visual elements. Also, the rear door of the phantom has been swapped for an opening covered by a energy shield (that you can walk through!)
- Functional gravity lift for players - perhaps the first of its kind on any H3 modded vehicle, this took a lot of time to get working right. When the vehicle doors are open (campaign version) or the driver seat is occupied (multiplayer version), the gravity lift activates and can be used simply by walking underneath it. Players, AI or other objects will be seamlessly transported up and inside the phantom.
- Automatic doors that open/close based on the vehicle's distance from the ground - also included is another .animation_graph tag that uses the normal animation system for door opening/closing - recommended to use this for campaign, due to areas where the doors need to open way above solid ground!
- Rear energy shield will change colour from purple to green depending on the variant type (e.g. friendly green elite phantom vs enemy purple covenant phantom)
- Custom seat strings
Physics/Collision Model Changes (By far the biggest changes):
- Entirely custom from-scratch physics model. No more being able to phase through certain parts of the model!
- Fully walkable/interactable interior and exterior player collision, including in the cockpit! This took a lot of work, as the original bungie phantom's physics model is incredibly basic. This allows you to walk around the entire exterior much better, including on the open doors/turret platforms, tail fins and rear ramps!
- Removed/remade physics for the rear door section, allowing you to walk up the rear ramp and through the shield door, as the primary method of entry
- Early-mover localised physics, meaning that you can walk around inside whilst the phantom is moving perfectly fine, with no fear of falling out (be careful of falling out the back door under large acceleration though!)
- Fixed original "phased" phantom physics for the multiplayer version. Not a hugely complex change, but the campaign phantom is unable to sit on the ground, as it phases/falls through the environment. This is an intended feature to avoid AI phantoms unintentionally colliding with environment geometry when flying through tight spaces. Now it can sit on the ground just fine!
- Completely custom from-scratch collision model. Projectiles should function fine within the entire interior
Weapon Changes:
- Chin gun now has two modes of operation - either like the original, with an AI controlling the turret (for campaign), or with direct player control through the use of the co-pilot seat in the cockpit. Mode selection can be done through changing the vehicle variant (see the Variants Explanation)
- Custom camera + hud for the chin gun when operated directly, which the original chin gun is lacking
- No other changes to the weapon damage etc, to keep the phantom as close to the original balance as possible
Seat Changes:
- Pilot seat in the new cockpit, complete with custom seat animation
- Co-pilot seat in the new cockpit, also with custom seat animation
- Added 8 new crouching seats near the side doors for use by players, so you can sit and shoot out the sides without needing to worry about falling out
- Kept all original seats for AI, meaning that no AI troop dropoff functionality has been compromised from the original game
Variants Explanation (IMPORTANT!):
This phantom keeps all original variant types used in the campaign intact and with the same naming scheme. Any variant ending in "_mult" is designed for use in Multiplayer, and allows for player control of the chin gun by removing the turret AI. THIS SHOULD NOT BE USED IN CAMPAIGN unless you want to disable the phantom's weapon.
Variants are as follows:
- "default" - a purple phantom, with an AI controlled turret
- "default_mult" - a purple phantom, with AI turret removed, allowing for player use
- "long_lift" - a purple phantom variant used in certain campaign scenes, with a longer gravity lift, with AI turret
- "enemy_no_turret" - a purple phantom, with no side turrets or chin gun
- "deathless" - a purple phantom, who's variant name triggers scripting to make the phantom invincible. No effect without scripting, has AI turret
- "filler_variant" - three variants, unknown use, presumed spacers for the colour-change mapping
- "friendly" - a green elite phantom, with an AI controlled turret
- "friendly_mult" - a green elite phantom, with AI turret removed, allowing for player use
- "friendly_long_lift" - a green elite phantom, with AI turret, with a longer gravity lift for use in certain cutscenes/campaign events
- "no_turret" - a green elite phantom, with no side turrets or chin gun
Despite all of the added/changed features, none of the original functionality should have been compromised
That means that AI flying, AI troop dropoff, and all other campaign scripting should work perfectly fine, simply by swapping the vehicle type in the AI squad. Due to improvements to the physics model, some phantom starting positions in the campaign may cause the tail of the phantom to be stuck in a wall upon spawning. The simple fix is to move the driver's starting position slightly further away from the wall :)
CE + H2A Nuclear Longswords (W.I.P)
- H1 Longsword with full interior, and H2A Longsword exterior with CEA interior
- Both vehicles are flyable, and feature nuclear bomb dropping capabilities!
- H1 version is more "finished", featuring a better physics model and more passenger seats throughout the vehicle
- NUKE MAY CAUSE PERFORMANCE ISSUES IN SAPIEN AND ON LOWER-END SYSTEMS due to the high number of particles spawned
- Nuke is designed to inflict incredible amounts of damage - sadly due to how H3's damage system works, the nuke inflicts little to no damage on most objects unless it is detonated on extremely flat ground
- This mod is heavily W.I.P. and there are an incredible amount of issues, mostly with the nuke itself. Feel free to try to improve the behaviour
Installation:
- Per-vehicle installation instructions are included in the .zip downloads. If you have any issues, contact me on Discord at PepperMan#7295