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Re: [WIP] The Fallen (Mod)

Posted: Sat Sep 08, 2012 6:41 am
by Amy
My favorite part was how Mota was trying to be nice and helping out the new guy, and then the new guy went.....went....

what is this I can't even~

Okay, obviously he knows the workings of a model, but the way you word(ed) your sentence(s) made it seem like you were gonna make a random "hunter biped" with the "model" of a "cyborg." (wat)

and uhh to be on topic:
You can even have a stationary Covenant drop ship sitting there in the sky with its turret firing on the bloodgulch map.
Wouldn't that get pretty irritating? I mean aren't those things pretty high-damage? Well I guess you could lower the damage and accuracy I guess.

Re: [WIP] The Fallen (Mod)

Posted: Sat Sep 08, 2012 7:31 am
by rEsTnPeAcEz
Amy wrote:My favorite part was how Mota was trying to be nice and helping out the new guy, and then the new guy went.....went....

what is this I can't even~

Okay, obviously he knows the workings of a model, but the way you word(ed) your sentence(s) made it seem like you were gonna make a random "hunter biped" with the "model" of a "cyborg." (wat)

and uhh to be on topic:
You can even have a stationary Covenant drop ship sitting there in the sky with its turret firing on the bloodgulch map.
Wouldn't that get pretty irritating? I mean aren't those things pretty high-damage? Well I guess you could lower the damage and accuracy I guess.

Ok look I'm the one trying to mod and help you guys even read the posts before you will see how I make sense because Sparky likes my idea and I am correct. So stop arguing no one like when your like that. And also I told you that you take off the coll doesn't matter how high the jpt is cuz there is no coll. You must understand this. So stop and read.

Re: [WIP] The Fallen (Mod)

Posted: Sat Sep 08, 2012 12:08 pm
by TaxiService
Image

Re: [WIP] The Fallen (Mod)

Posted: Sat Sep 08, 2012 3:22 pm
by Sparky
RIPz, the copy-paste you took from the HDM wiki regarding the model collision geometry tag (coll) is introducing the coll tags in the game.

If you don't have any model collision geometry for the model, then it will not collide with anything. You can't do this with the bipd tag or else the game will crash, right? I don't even remember trying that. But all the health and shield values are found within the coll tags, so you could give a bipd tag a collision model but change the metadata of the coll tag to make it invincible.

Mota-Lev was saying that the model can be swapped, but he also implied the collision model and animations also. What you should swap is the Actor Varient tag (actv), because this is the like the box that holds all the other AI-related tags.

When you recursively import and export anything with Artificial Intelligence or Characters, go for the Actor Variant (actv) tag. There are detailed tweaks in that metadata, and more general behavior in the Actor (actr) tag, and physics-related things in the Biped (bipd) tag.

Re: [WIP] The Fallen (Mod)

Posted: Sat Sep 08, 2012 3:32 pm
by rEsTnPeAcEz
I trying to say that the values are different and it will take shorter time to kill a person if the coll tags are different and that's what I don't want. And also Amy doesn't have to be so rude like just tell me softly she's use too a lot of people including Modsy.

Re: [WIP] The Fallen (Mod)

Posted: Sat Sep 08, 2012 3:34 pm
by rEsTnPeAcEz
This is for TaxiService
Image and... Amy

Re: [WIP] The Fallen (Mod)

Posted: Sun Sep 09, 2012 6:51 am
by Sparky
If the mod2, animations, and/or coll tags do not match properly in node list checksum or kind and markers and otherwise, then the game will either not display them or it will crash.

Re: [WIP] The Fallen (Mod)

Posted: Mon Sep 10, 2012 4:31 pm
by Mota-Lev
Uh kid ya cute.. but when people say model the rest of the tags just come hand in hand. Its common sense to swap the coll and every other tag related. I know your just trying to sound smart and you must know everything but like everyone else when they started we all need help. So stop being a little turd and take some advise especially when your new.

And what the hell was with re-posting taxi's picture you retard?

Hurrdurr im a merder.

Re: [WIP] The Fallen (Mod)

Posted: Mon Sep 10, 2012 11:06 pm
by Sparky
Let's all brush up on our welcoming skills for new modders. Being mean or defensive won't help other people feel like they should participate. Let's be nice.

Re: [WIP] The Fallen (Mod)

Posted: Tue Sep 11, 2012 3:30 am
by TaxiService
Indeed. We all are here to help with what we can and learn what we don't know. Everyone in here should be humble enough to listen to what other people have to say and to treat people properly. So, let's all just restart with the right foot, shall we? :)

Re: [WIP] The Fallen (Mod)

Posted: Wed Sep 12, 2012 4:49 am
by Unknown-D
Just give it a shot and attempt to create the mod. You will gain more experience along the way, which helps in the long run. Not to mention the fact that you would find out whether your idea would work or not.

Re: [WIP] The Fallen (Mod)

Posted: Wed Sep 12, 2012 5:24 am
by Sparky
Unknown-D wrote:Just give it a shot and attempt to create the mod. You will gain more experience along the way, which helps in the long run. Not to mention the fact that you would find out whether that particular method or attempt towards achieving your goal would work or not.
More precisely worded this way.

sage

Posted: Wed Sep 12, 2012 10:45 am
by TaxiService
hey, w-welcome back, D? Am i wrong or is it a bit since we don't see you around here?

Re: [WIP] The Fallen (Mod)

Posted: Wed Sep 12, 2012 7:07 pm
by Amy
rEsTnPeAcEz wrote:And also Amy doesn't have to be so rude like just tell me softly she's use too a lot of people including Modsy.
I'm just gonna leave this thread for a couple years. :\.

Re: sage

Posted: Thu Sep 13, 2012 2:36 am
by Unknown-D
TaxiService wrote:hey, w-welcome back, D? Am i wrong or is it a bit since we don't see you around here?
Ir's been quite awhile since I have been using the forums. To be precise, I would say about a year or so. Thanks for the welcome back though. :D