Everything about HD, MD, and their mods.
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Fuel
- Green Beret
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by Fuel » Tue Apr 17, 2007 5:08 pm
i would like to know how 2 swap plasma's stunning effect with the flame thrower's burning effect.
can any1 help me do that plz

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Altimit01
- Eschaton Dev

- Posts: 2108
- Joined: Sun Apr 15, 2007 7:43 pm
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by Altimit01 » Tue Apr 17, 2007 5:17 pm
Try dependency swapping the jpt! tag in the proj: weapons\plasma pistol\bolt from jpt!: weapons\plasma pistol\bolt to jpt!: weapons\flamethrower\impact damage. That might work.
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Yummy
- Ranger
- Posts: 684
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- Location: Near Pittsburgh, PA
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by Yummy » Tue Apr 17, 2007 7:28 pm
Tools ftl, try hexing it. Hex=h4x.
Try this, search for "effe" in ascii, and play around.
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Syperium
- Ranger
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by Syperium » Wed Apr 18, 2007 4:15 am
This is for all of the newer modders of Halo Demo. If you're going to mod, please start using Hex. You'll feel so much better, because you can say that you didn't use tools, you took the challenge of Hexadecimal, and accomplished what you ever wanted to do.
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>Shadow<
- Halo Moderator

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by >Shadow< » Wed Apr 18, 2007 7:18 am
It's really just that tools are much easier to use - therfore, people want to do stuff easily so they use tools. Other times there is no choice but to use tools such as doing CE imports or PMIing stuff.
But, all in all...Hex is still much better.

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Altimit01
- Eschaton Dev

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by Altimit01 » Wed Apr 18, 2007 1:25 pm
I'll agree that hex is more powerful, and learning how to hex is very important. But once you understand what's going on, I'd say there's no real reason to use hex for things that a program can do much quicker. If you really wanted to, it'd be quite possible to PMI by hand. It'd just take a long time and require lots of information. It's like derivatives for those who learn the calculus. Use the limit definition when you're first learning, but then use the power rule afterwards.
I'll never hex a bitmask again let me tell you that.
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Fuel
- Green Beret
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by Fuel » Wed Apr 18, 2007 2:04 pm
i know how 2 use hex but i wanted to do this very fast lol
so can any1 else give me a hint 2 use in hex
because the effe thing will take 2 long lol

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Yummy
- Ranger
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by Yummy » Wed Apr 18, 2007 8:16 pm
Altimit01 wrote:
I'll never hex a bitmask again let me tell you that.
Cuz you can use my Bitmask Converter, noob

jk
But yeah, I agree, once you know hex, use tools. On the other hand, what is the point of using the tools for some stupid index swap? Really...who needs a tool for that. When it comes to PMIing then hell yes, tools w/o a doubt.
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Amber kunth
- Newbie
- Posts: 37
- Joined: Sat Dec 16, 2006 12:35 pm
- Location: browsing the fourms
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by Amber kunth » Wed Apr 18, 2007 10:02 pm
I might be new to the fourms and everything but, tools are too confuzing for me i like hexedit more. I dont even know how to save on HMT lol

i have no idea
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>Shadow<
- Halo Moderator

- Posts: 2734
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by >Shadow< » Thu Apr 19, 2007 3:08 pm
HMT is an automatic save. Bear this in mind when modding as once you make any changes, HMT saves. So BACK UP YOUR MAPS.
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draconic74
- Green Beret
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by draconic74 » Sun Apr 22, 2007 11:32 pm
HMT for meta values, replacements, and bitmaps only! Yeah!
Thats how I work. Everything else is hex.
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>Shadow<
- Halo Moderator

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by >Shadow< » Tue Apr 24, 2007 8:15 pm
HMT 3.5 with Phenom's plugin pack has just about everything else too... >_>
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Trinity.
- SEAL
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by Trinity. » Wed Apr 25, 2007 4:25 am
This is for all of the newer modders of Halo Demo. If you're going to mod, please start using Hex. You'll feel so much better, because you can say that you didn't use tools, you took the challenge of Hexadecimal, and accomplished what you ever wanted to do.
When I took the challenge of Hexadecimal everyone didn't think it was possible that I could've done all the spawn point changes that I did in so little time, lol.
Everyone thought I used SparkEdit for PC...
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