Quarantine <--- preview (relase in max 3 days)

Everything about HD, MD, and their mods.

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should i continue to mod this map?

yes
21
88%
no because this sucks
2
8%
no because that mod isnt your
0
No votes
i dont care...
1
4%
 
Total votes: 24

Altimit01
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Post by Altimit01 » Wed Sep 12, 2007 8:18 pm

Hill moving isn't something you can do with SparkEdit unless you're talking about moving the king of the hill circle. Even a PC user will say that if you want to change map geometry it'll take 2 letters. C and E. As for bsp rebuilding, if C#MT don't work and unless HMT 0.5 actually does bsps (which I don't think it does), conversions of that nature ain't looking too promising.
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TaxiService
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Post by TaxiService » Wed Sep 12, 2007 8:51 pm

Altimit01 wrote:Hill moving isn't something you can do with SparkEdit unless you're talking about moving the king of the hill circle. Even a PC user will say that if you want to change map geometry it'll take 2 letters. C and E. As for bsp rebuilding, if C#MT don't work and unless HMT 0.5 actually does bsps (which I don't think it does), conversions of that nature ain't looking too promising.
i was talking about moving hill circles...
the idea come out after moving race checkpoints (are 5 in total, minor than bg)
in sword's CSSornot thread, there is not wrote if race checkpoints are CSS.
are them?

PS: i batch extracted b30's and island's bsp with HMT0.5,
the problem is that i dont know how to import/inject/whatever it in bloodgulch!!! can someone help me? ‹_‹

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Post by Altimit01 » Wed Sep 12, 2007 10:05 pm

Well assuming it works like it's supposed to in the PC version, what you should end up doing is batch extract bloodgulch. Put a copy of bloodgulch in your batch extract folder. Toss the bsp stuff from whatever map (folders and metas) and make sure to merge everything. (The main important stuff is bitmaps, shaders and the like.) Edit the scnr.xml to have a dependency to your new bsp and then when rebuilding, use the add meta button at the bottom to add each and every new meta you are importing into bloodgulch. This is of course a general outline from what I've picked up of the various methods. You'll have to experiment a bit with what I've outlined plus a PC tutorial like this one. It's not an exact science on macs yet, and since you're reduced to HMT rebuilds, it'll take awhile for each trial and error attempt. G'luck.
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Post by TaxiService » Thu Sep 13, 2007 10:44 am

Altimit01 wrote:Well assuming it works like it's supposed to in the PC version, what you should end up doing is batch extract bloodgulch. Put a copy of bloodgulch in your batch extract folder. Toss the bsp stuff from whatever map (folders and metas) and make sure to merge everything. (The main important stuff is bitmaps, shaders and the like.) Edit the scnr.xml to have a dependency to your new bsp and then when rebuilding, use the add meta button at the bottom to add each and every new meta you are importing into bloodgulch. This is of course a general outline from what I've picked up of the various methods. You'll have to experiment a bit with what I've outlined plus a PC tutorial like this one. It's not an exact science on macs yet, and since you're reduced to HMT rebuilds, it'll take awhile for each trial and error attempt. G'luck.
thanks altimit. u ever give ur your help to us o_o it's admirable :D


however... Last News:
now phoenix phys are different, it hovers for some meters over ground :D

and... (with full shaders) u can see for more than original 0.5 meters trough water... so u can search for abyssal secrets <_< mehahehhahhheshehhhe

what else... oh yes, i made shades spawn out; and maybe i will cut out saber...

should i cut it out? (the saber weapon) and maybe do a banshee-plasma rifle instead of it? or a pushing gun? Image

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Post by Moxus » Thu Sep 13, 2007 11:26 am

A Gravity Rifle/pushing gun would be good.

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Post by Kayar » Thu Sep 13, 2007 12:44 pm

Altimit01 wrote:Well assuming it works like it's supposed to in the PC version, what you should end up doing is batch extract bloodgulch. Put a copy of bloodgulch in your batch extract folder. Toss the bsp stuff from whatever map (folders and metas) and make sure to merge everything. (The main important stuff is bitmaps, shaders and the like.) Edit the scnr.xml to have a dependency to your new bsp and then when rebuilding, use the add meta button at the bottom to add each and every new meta you are importing into bloodgulch. This is of course a general outline from what I've picked up of the various methods. You'll have to experiment a bit with what I've outlined plus a PC tutorial like this one. It's not an exact science on macs yet, and since you're reduced to HMT rebuilds, it'll take awhile for each trial and error attempt. G'luck.
I have been expirimenting with map rebuilding myself, and have had success with this. Adding more than one tag was unsuccessful, however, this could be because of the nature of the tags I was adding (I don't remember what they were, so don't ask). Rebuilding maps has kinda been my "top-secret" project, only because I haven't yet released a rebuilt map. To be truthful I just never found anything worth rebuilding that actually worked for me, due to lack of working rebuild-able tags.
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TaxiService
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Post by TaxiService » Sat Sep 15, 2007 7:12 am

I wrote:New weapon replacing the saber (or maybe not...)
<name to decide> will have a mod2 like this:

image link
(i dont know why, but it wont turn 90° left... <_<)

the clip will hold a only white needle that will remain attached to what it's shot to. it does a lot of damage XP

neko-chan is doing the model for me because she has more experience than me and wings 3d wont open up =_=
in first post.
Last edited by TaxiService on Tue Sep 18, 2007 8:54 pm, edited 1 time in total.

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Post by TaxiService » Tue Sep 18, 2007 8:52 pm

––––––––––––––––––––––––––––––––––––––––––
Last News:
SWORD GAVE ME PERMISSION!!!! WHAHAAA mod will be relased soon :D

• i decided the name of the <name to decide> weapon.
it will be called Spiker. :P

it will shoot spikes, that will remain attached to stuff for about 166 minutes...
them skips shields, so be careful. An headshot kills.

clip: 20 rounds :roll:, reloads 5 spikes at time and shoots 1.5/2 rounds per second.

the mod2 will be the original needler one Image
but i did some skins... here's 2:
Image
Image

Image
Image

tell me what you people prefer between these 2 <_<

ok so, i'll relase it when i will be able to move some last stuff (like oddball spawns etcetera ‹_‹) so in.... lets say, 3-4 days.

peace! taxiservice out.

––––––––––––––––––––––––––––––––––––––––––

first post edited.

omfg double post! >_<

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Post by Monoman » Wed Sep 19, 2007 2:04 am

TaxiService wrote:omfg double post! >_<
Double posting is fine in these types of topics. When you are showing progress with a mod, post the progress. This is different than if you had replied 2 minutes after you had just posted.
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Moxus
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Post by Moxus » Wed Sep 19, 2007 2:14 am

I think the first "Spiker" looks better. I also look forward to release!!

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Post by TaxiService » Wed Sep 19, 2007 4:03 am

Monoman wrote:Double posting is fine in these types of topics. When you are showing progress with a mod, post the progress. This is different than if you had replied 2 minutes after you had just posted.
!!! omg its monoman :shock:

thanks for info, now i know i did not a noob action :P

Moxus wrote:I think the first "Spiker" looks better.
yes? i dont like the purplish front part, maybe i'll bake it more grey or reddish...

and what do you think of the name? "Spiker"... i have not a lot of ideas or knowledge about weapon names... (DUMBASS is an example XD)

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Post by Jello! » Wed Sep 19, 2007 4:21 am

I thought a spiker was a gun in halo 3.
Image

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Post by TaxiService » Wed Sep 19, 2007 4:23 am

Jello_Jello wrote:I thought a spiker was a gun in halo 3.
i know :cry:

this is why i dont want to use spiker as a name

linky

i love that weapon <3<3<3

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Post by Jello! » Wed Sep 19, 2007 5:51 am

TaxiService wrote:
Jello_Jello wrote:I thought a spiker was a gun in halo 3.
i know :cry:

this is why i dont want to use spiker as a name

linky

i love that weapon <3<3<3
Especially when dual-wielded . :o
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Post by P!ckoff » Wed Sep 19, 2007 6:00 am

As as long as you dont use 'Stinger' I am good. It a cool weapon in my new mod that shoots.... welll.... I dunno... 30-40 needles that have super long range and homing ability... and they are blue... and clip size and ammo per shot is 20 also :D ! When i finally get a round to finishing it you all will see. :?
Image Xpro + 3D texture

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